forked from Simnation/Main
3498 lines
924 KiB
JavaScript
3498 lines
924 KiB
JavaScript
![]() |
(function(){const e=document.createElement("link").relList;if(e&&e.supports&&e.supports("modulepreload"))return;for(const r of document.querySelectorAll('link[rel="modulepreload"]'))i(r);new MutationObserver(r=>{for(const s of r)if(s.type==="childList")for(const o of s.addedNodes)o.tagName==="LINK"&&o.rel==="modulepreload"&&i(o)}).observe(document,{childList:!0,subtree:!0});function t(r){const s={};return r.integrity&&(s.integrity=r.integrity),r.referrerpolicy&&(s.referrerPolicy=r.referrerpolicy),r.crossorigin==="use-credentials"?s.credentials="include":r.crossorigin==="anonymous"?s.credentials="omit":s.credentials="same-origin",s}function i(r){if(r.ep)return;r.ep=!0;const s=t(r);fetch(r.href,s)}})();var Qs=typeof globalThis<"u"?globalThis:typeof window<"u"?window:typeof global<"u"?global:typeof self<"u"?self:{};function rC(n){return n&&n.__esModule&&Object.prototype.hasOwnProperty.call(n,"default")?n.default:n}var d0={},MM={exports:{}},Fi={},Te={exports:{}},Mt={};/**
|
||
|
* @license React
|
||
|
* react.production.min.js
|
||
|
*
|
||
|
* Copyright (c) Facebook, Inc. and its affiliates.
|
||
|
*
|
||
|
* This source code is licensed under the MIT license found in the
|
||
|
* LICENSE file in the root directory of this source tree.
|
||
|
*/var Wc=Symbol.for("react.element"),sC=Symbol.for("react.portal"),oC=Symbol.for("react.fragment"),aC=Symbol.for("react.strict_mode"),lC=Symbol.for("react.profiler"),uC=Symbol.for("react.provider"),cC=Symbol.for("react.context"),fC=Symbol.for("react.forward_ref"),hC=Symbol.for("react.suspense"),dC=Symbol.for("react.memo"),pC=Symbol.for("react.lazy"),S1=Symbol.iterator;function mC(n){return n===null||typeof n!="object"?null:(n=S1&&n[S1]||n["@@iterator"],typeof n=="function"?n:null)}var EM={isMounted:function(){return!1},enqueueForceUpdate:function(){},enqueueReplaceState:function(){},enqueueSetState:function(){}},TM=Object.assign,AM={};function Gl(n,e,t){this.props=n,this.context=e,this.refs=AM,this.updater=t||EM}Gl.prototype.isReactComponent={};Gl.prototype.setState=function(n,e){if(typeof n!="object"&&typeof n!="function"&&n!=null)throw Error("setState(...): takes an object of state variables to update or a function which returns an object of state variables.");this.updater.enqueueSetState(this,n,e,"setState")};Gl.prototype.forceUpdate=function(n){this.updater.enqueueForceUpdate(this,n,"forceUpdate")};function CM(){}CM.prototype=Gl.prototype;function Qv(n,e,t){this.props=n,this.context=e,this.refs=AM,this.updater=t||EM}var Jv=Qv.prototype=new CM;Jv.constructor=Qv;TM(Jv,Gl.prototype);Jv.isPureReactComponent=!0;var w1=Array.isArray,bM=Object.prototype.hasOwnProperty,Kv={current:null},PM={key:!0,ref:!0,__self:!0,__source:!0};function LM(n,e,t){var i,r={},s=null,o=null;if(e!=null)for(i in e.ref!==void 0&&(o=e.ref),e.key!==void 0&&(s=""+e.key),e)bM.call(e,i)&&!PM.hasOwnProperty(i)&&(r[i]=e[i]);var a=arguments.length-2;if(a===1)r.children=t;else if(1<a){for(var c=Array(a),f=0;f<a;f++)c[f]=arguments[f+2];r.children=c}if(n&&n.defaultProps)for(i in a=n.defaultProps,a)r[i]===void 0&&(r[i]=a[i]);return{$$typeof:Wc,type:n,key:s,ref:o,props:r,_owner:Kv.current}}function gC(n,e){return{$$typeof:Wc,type:n.type,key:e,ref:n.ref,props:n.props,_owner:n._owner}}function $v(n){return typeof n=="object"&&n!==null&&n.$$typeof===Wc}function vC(n){var e={"=":"=0",":":"=2"};return"$"+n.replace(/[=:]/g,function(t){return e[t]})}var M1=/\/+/g;function eg(n,e){return typeof n=="object"&&n!==null&&n.key!=null?vC(""+n.key):e.toString(36)}function gd(n,e,t,i,r){var s=typeof n;(s==="undefined"||s==="boolean")&&(n=null);var o=!1;if(n===null)o=!0;else switch(s){case"string":case"number":o=!0;break;case"object":switch(n.$$typeof){case Wc:case sC:o=!0}}if(o)return o=n,r=r(o),n=i===""?"."+eg(o,0):i,w1(r)?(t="",n!=null&&(t=n.replace(M1,"$&/")+"/"),gd(r,e,t,"",function(f){return f})):r!=null&&($v(r)&&(r=gC(r,t+(!r.key||o&&o.key===r.key?"":(""+r.key).replace(M1,"$&/")+"/")+n)),e.push(r)),1;if(o=0,i=i===""?".":i+":",w1(n))for(var a=0;a<n.length;a++){s=n[a];var c=i+eg(s,a);o+=gd(s,e,t,c,r)}else if(c=mC(n),typeof c=="function")for(n=c.call(n),a=0;!(s=n.next()).done;)s=s.value,c=i+eg(s,a++),o+=gd(s,e,t,c,r);else if(s==="object")throw e=String(n),Error("Objects are not valid as a React child (found: "+(e==="[object Object]"?"object with keys {"+Object.keys(n).join(", ")+"}":e)+"). If you meant to render a collection of children, use an array instead.");return o}function ch(n,e,t){if(n==null)return n;var i=[],r=0;return gd(n,i,"","",function(s){return e.call(t,s,r++)}),i}function yC(n){if(n._status===-1){var e=n._result;e=e(),e.then(function(t){(n._status===0||n._status===-1)&&(n._status=1,n._result=t)},function(t){(n._status===0||n._status===-1)&&(n._status=2,n._result=t)}),n._status===-1&&(n._status=0,n._result=e)}if(n._status===1)return n._result.default;throw n._result}var ui={current:null},vd={transition:null},_C={ReactCurrentDispatcher:ui,ReactCurrentBatchConfig:vd,ReactCurrentOwner:Kv};Mt.Children={map:ch,forEach:function(n,e,t){ch(n,function(){e.apply(this,arguments)},t)},count:function(n){var e=0;return ch(n,function(){e++}),e},toArray:function(n){return ch(n,function(e){return e})||[]},only:function(n){if(!$v(n))throw Error("React.Children.only expected to receive a single React element child.");return n}};Mt.Component=Gl;Mt.Fragment=oC;Mt.Profiler=lC;Mt
|
||
|
* @license React
|
||
|
* scheduler.production.min.js
|
||
|
*
|
||
|
* Copyright (c) Facebook, Inc. and its affiliates.
|
||
|
*
|
||
|
* This source code is licensed under the MIT license found in the
|
||
|
* LICENSE file in the root directory of this source tree.
|
||
|
*/(function(n){function e(D,V){var B=D.length;D.push(V);e:for(;0<B;){var J=B-1>>>1,Y=D[J];if(0<r(Y,V))D[J]=V,D[B]=Y,B=J;else break e}}function t(D){return D.length===0?null:D[0]}function i(D){if(D.length===0)return null;var V=D[0],B=D.pop();if(B!==V){D[0]=B;e:for(var J=0,Y=D.length,K=Y>>>1;J<K;){var z=2*(J+1)-1,ye=D[z],pe=z+1,Q=D[pe];if(0>r(ye,B))pe<Y&&0>r(Q,ye)?(D[J]=Q,D[pe]=B,J=pe):(D[J]=ye,D[z]=B,J=z);else if(pe<Y&&0>r(Q,B))D[J]=Q,D[pe]=B,J=pe;else break e}}return V}function r(D,V){var B=D.sortIndex-V.sortIndex;return B!==0?B:D.id-V.id}if(typeof performance=="object"&&typeof performance.now=="function"){var s=performance;n.unstable_now=function(){return s.now()}}else{var o=Date,a=o.now();n.unstable_now=function(){return o.now()-a}}var c=[],f=[],h=1,d=null,m=3,v=!1,_=!1,E=!1,S=typeof setTimeout=="function"?setTimeout:null,g=typeof clearTimeout=="function"?clearTimeout:null,x=typeof setImmediate<"u"?setImmediate:null;typeof navigator<"u"&&navigator.scheduling!==void 0&&navigator.scheduling.isInputPending!==void 0&&navigator.scheduling.isInputPending.bind(navigator.scheduling);function w(D){for(var V=t(f);V!==null;){if(V.callback===null)i(f);else if(V.startTime<=D)i(f),V.sortIndex=V.expirationTime,e(c,V);else break;V=t(f)}}function T(D){if(E=!1,w(D),!_)if(t(c)!==null)_=!0,oe(C);else{var V=t(f);V!==null&&ue(T,V.startTime-D)}}function C(D,V){_=!1,E&&(E=!1,g(I),I=-1),v=!0;var B=m;try{for(w(V),d=t(c);d!==null&&(!(d.expirationTime>V)||D&&!H());){var J=d.callback;if(typeof J=="function"){d.callback=null,m=d.priorityLevel;var Y=J(d.expirationTime<=V);V=n.unstable_now(),typeof Y=="function"?d.callback=Y:d===t(c)&&i(c),w(V)}else i(c);d=t(c)}if(d!==null)var K=!0;else{var z=t(f);z!==null&&ue(T,z.startTime-V),K=!1}return K}finally{d=null,m=B,v=!1}}var P=!1,R=null,I=-1,b=5,L=-1;function H(){return!(n.unstable_now()-L<b)}function q(){if(R!==null){var D=n.unstable_now();L=D;var V=!0;try{V=R(!0,D)}finally{V?G():(P=!1,R=null)}}else P=!1}var G;if(typeof x=="function")G=function(){x(q)};else if(typeof MessageChannel<"u"){var W=new MessageChannel,ee=W.port2;W.port1.onmessage=q,G=function(){ee.postMessage(null)}}else G=function(){S(q,0)};function oe(D){R=D,P||(P=!0,G())}function ue(D,V){I=S(function(){D(n.unstable_now())},V)}n.unstable_IdlePriority=5,n.unstable_ImmediatePriority=1,n.unstable_LowPriority=4,n.unstable_NormalPriority=3,n.unstable_Profiling=null,n.unstable_UserBlockingPriority=2,n.unstable_cancelCallback=function(D){D.callback=null},n.unstable_continueExecution=function(){_||v||(_=!0,oe(C))},n.unstable_forceFrameRate=function(D){0>D||125<D?console.error("forceFrameRate takes a positive int between 0 and 125, forcing frame rates higher than 125 fps is not supported"):b=0<D?Math.floor(1e3/D):5},n.unstable_getCurrentPriorityLevel=function(){return m},n.unstable_getFirstCallbackNode=function(){return t(c)},n.unstable_next=function(D){switch(m){case 1:case 2:case 3:var V=3;break;default:V=m}var B=m;m=V;try{return D()}finally{m=B}},n.unstable_pauseExecution=function(){},n.unstable_requestPaint=function(){},n.unstable_runWithPriority=function(D,V){switch(D){case 1:case 2:case 3:case 4:case 5:break;default:D=3}var B=m;m=D;try{return V()}finally{m=B}},n.unstable_scheduleCallback=function(D,V,B){var J=n.unstable_now();switch(typeof B=="object"&&B!==null?(B=B.delay,B=typeof B=="number"&&0<B?J+B:J):B=J,D){case 1:var Y=-1;break;case 2:Y=250;break;case 5:Y=1073741823;break;case 4:Y=1e4;break;default:Y=5e3}return Y=B+Y,D={id:h++,callback:V,priorityLevel:D,startTime:B,expirationTime:Y,sortIndex:-1},B>J?(D.sortIndex=B,e(f,D),t(c)===null&&D===t(f)&&(E?(g(I),I=-1):E=!0,ue(T,B-J))):(D.sortIndex=Y,e(c,D),_||v||(_=!0,oe(C))),D},n.unstable_shouldYield=H,n.unstable_wrapCallback=function(D){var V=m;return function(){var B=m;m=V;try{return D.apply(this,arguments)}finally{m=B}}}})(IM);(function(n){n.exports=IM})(RM);/**
|
||
|
* @license React
|
||
|
* react-dom.production.min.js
|
||
|
*
|
||
|
* Copyright (c) Facebook, Inc. and its affiliates.
|
||
|
*
|
||
|
* This source code is licensed under the MIT license found in the
|
||
|
* LICENSE file in the root directory of this source tree.
|
||
|
*/var DM=Te.exports,Oi=RM.exports;function we(n){for(var e="https://reactjs.org/docs/error-decoder.html?invariant="+n,t=1;t<arguments.length;t++)e+="&args[]="+encodeURIComponent(arguments[t]);return"Minified React error #"+n+"; visit "+e+" for the full message or use the non-minified dev environment for full errors and additional helpful warnings."}var NM=new Set,lc={};function ga(n,e){Rl(n,e),Rl(n+"Capture",e)}function Rl(n,e){for(lc[n]=e,n=0;n<e.length;n++)NM.add(e[n])}var _s=!(typeof window>"u"||typeof window.document>"u"||typeof window.document.createElement>"u"),p0=Object.prototype.hasOwnProperty,xC=/^[:A-Z_a-z\u00C0-\u00D6\u00D8-\u00F6\u00F8-\u02FF\u0370-\u037D\u037F-\u1FFF\u200C-\u200D\u2070-\u218F\u2C00-\u2FEF\u3001-\uD7FF\uF900-\uFDCF\uFDF0-\uFFFD][:A-Z_a-z\u00C0-\u00D6\u00D8-\u00F6\u00F8-\u02FF\u0370-\u037D\u037F-\u1FFF\u200C-\u200D\u2070-\u218F\u2C00-\u2FEF\u3001-\uD7FF\uF900-\uFDCF\uFDF0-\uFFFD\-.0-9\u00B7\u0300-\u036F\u203F-\u2040]*$/,E1={},T1={};function SC(n){return p0.call(T1,n)?!0:p0.call(E1,n)?!1:xC.test(n)?T1[n]=!0:(E1[n]=!0,!1)}function wC(n,e,t,i){if(t!==null&&t.type===0)return!1;switch(typeof e){case"function":case"symbol":return!0;case"boolean":return i?!1:t!==null?!t.acceptsBooleans:(n=n.toLowerCase().slice(0,5),n!=="data-"&&n!=="aria-");default:return!1}}function MC(n,e,t,i){if(e===null||typeof e>"u"||wC(n,e,t,i))return!0;if(i)return!1;if(t!==null)switch(t.type){case 3:return!e;case 4:return e===!1;case 5:return isNaN(e);case 6:return isNaN(e)||1>e}return!1}function ci(n,e,t,i,r,s,o){this.acceptsBooleans=e===2||e===3||e===4,this.attributeName=i,this.attributeNamespace=r,this.mustUseProperty=t,this.propertyName=n,this.type=e,this.sanitizeURL=s,this.removeEmptyString=o}var Fn={};"children dangerouslySetInnerHTML defaultValue defaultChecked innerHTML suppressContentEditableWarning suppressHydrationWarning style".split(" ").forEach(function(n){Fn[n]=new ci(n,0,!1,n,null,!1,!1)});[["acceptCharset","accept-charset"],["className","class"],["htmlFor","for"],["httpEquiv","http-equiv"]].forEach(function(n){var e=n[0];Fn[e]=new ci(e,1,!1,n[1],null,!1,!1)});["contentEditable","draggable","spellCheck","value"].forEach(function(n){Fn[n]=new ci(n,2,!1,n.toLowerCase(),null,!1,!1)});["autoReverse","externalResourcesRequired","focusable","preserveAlpha"].forEach(function(n){Fn[n]=new ci(n,2,!1,n,null,!1,!1)});"allowFullScreen async autoFocus autoPlay controls default defer disabled disablePictureInPicture disableRemotePlayback formNoValidate hidden loop noModule noValidate open playsInline readOnly required reversed scoped seamless itemScope".split(" ").forEach(function(n){Fn[n]=new ci(n,3,!1,n.toLowerCase(),null,!1,!1)});["checked","multiple","muted","selected"].forEach(function(n){Fn[n]=new ci(n,3,!0,n,null,!1,!1)});["capture","download"].forEach(function(n){Fn[n]=new ci(n,4,!1,n,null,!1,!1)});["cols","rows","size","span"].forEach(function(n){Fn[n]=new ci(n,6,!1,n,null,!1,!1)});["rowSpan","start"].forEach(function(n){Fn[n]=new ci(n,5,!1,n.toLowerCase(),null,!1,!1)});var ey=/[\-:]([a-z])/g;function ty(n){return n[1].toUpperCase()}"accent-height alignment-baseline arabic-form baseline-shift cap-height clip-path clip-rule color-interpolation color-interpolation-filters color-profile color-rendering dominant-baseline enable-background fill-opacity fill-rule flood-color flood-opacity font-family font-size font-size-adjust font-stretch font-style font-variant font-weight glyph-name glyph-orientation-horizontal glyph-orientation-vertical horiz-adv-x horiz-origin-x image-rendering letter-spacing lighting-color marker-end marker-mid marker-start overline-position overline-thickness paint-order panose-1 pointer-events rendering-intent shape-rendering stop-color stop-opacity strikethrough-position strikethrough-thickness stroke-dasharray stroke-dashoffset stroke-linecap stroke-linejoin stroke-miterlimit stroke-opacity stroke-width text-anchor text-decoration text-rendering underline-position underline-thickness unicode-bidi unicode-range units-per-em v-alphabetic v-hanging v-ideographic v-mathematical vector-effect vert-
|
||
|
`+tg+n}var ng=!1;function ig(n,e){if(!n||ng)return"";ng=!0;var t=Error.prepareStackTrace;Error.prepareStackTrace=void 0;try{if(e)if(e=function(){throw Error()},Object.defineProperty(e.prototype,"props",{set:function(){throw Error()}}),typeof Reflect=="object"&&Reflect.construct){try{Reflect.construct(e,[])}catch(f){var i=f}Reflect.construct(n,[],e)}else{try{e.call()}catch(f){i=f}n.call(e.prototype)}else{try{throw Error()}catch(f){i=f}n()}}catch(f){if(f&&i&&typeof f.stack=="string"){for(var r=f.stack.split(`
|
||
|
`),s=i.stack.split(`
|
||
|
`),o=r.length-1,a=s.length-1;1<=o&&0<=a&&r[o]!==s[a];)a--;for(;1<=o&&0<=a;o--,a--)if(r[o]!==s[a]){if(o!==1||a!==1)do if(o--,a--,0>a||r[o]!==s[a]){var c=`
|
||
|
`+r[o].replace(" at new "," at ");return n.displayName&&c.includes("<anonymous>")&&(c=c.replace("<anonymous>",n.displayName)),c}while(1<=o&&0<=a);break}}}finally{ng=!1,Error.prepareStackTrace=t}return(n=n?n.displayName||n.name:"")?Hu(n):""}function EC(n){switch(n.tag){case 5:return Hu(n.type);case 16:return Hu("Lazy");case 13:return Hu("Suspense");case 19:return Hu("SuspenseList");case 0:case 2:case 15:return n=ig(n.type,!1),n;case 11:return n=ig(n.type.render,!1),n;case 1:return n=ig(n.type,!0),n;default:return""}}function y0(n){if(n==null)return null;if(typeof n=="function")return n.displayName||n.name||null;if(typeof n=="string")return n;switch(n){case ll:return"Fragment";case al:return"Portal";case m0:return"Profiler";case iy:return"StrictMode";case g0:return"Suspense";case v0:return"SuspenseList"}if(typeof n=="object")switch(n.$$typeof){case zM:return(n.displayName||"Context")+".Consumer";case kM:return(n._context.displayName||"Context")+".Provider";case ry:var e=n.render;return n=n.displayName,n||(n=e.displayName||e.name||"",n=n!==""?"ForwardRef("+n+")":"ForwardRef"),n;case sy:return e=n.displayName||null,e!==null?e:y0(n.type)||"Memo";case Xs:e=n._payload,n=n._init;try{return y0(n(e))}catch{}}return null}function TC(n){var e=n.type;switch(n.tag){case 24:return"Cache";case 9:return(e.displayName||"Context")+".Consumer";case 10:return(e._context.displayName||"Context")+".Provider";case 18:return"DehydratedFragment";case 11:return n=e.render,n=n.displayName||n.name||"",e.displayName||(n!==""?"ForwardRef("+n+")":"ForwardRef");case 7:return"Fragment";case 5:return e;case 4:return"Portal";case 3:return"Root";case 6:return"Text";case 16:return y0(e);case 8:return e===iy?"StrictMode":"Mode";case 22:return"Offscreen";case 12:return"Profiler";case 21:return"Scope";case 13:return"Suspense";case 19:return"SuspenseList";case 25:return"TracingMarker";case 1:case 0:case 17:case 2:case 14:case 15:if(typeof e=="function")return e.displayName||e.name||null;if(typeof e=="string")return e}return null}function uo(n){switch(typeof n){case"boolean":case"number":case"string":case"undefined":return n;case"object":return n;default:return""}}function OM(n){var e=n.type;return(n=n.nodeName)&&n.toLowerCase()==="input"&&(e==="checkbox"||e==="radio")}function AC(n){var e=OM(n)?"checked":"value",t=Object.getOwnPropertyDescriptor(n.constructor.prototype,e),i=""+n[e];if(!n.hasOwnProperty(e)&&typeof t<"u"&&typeof t.get=="function"&&typeof t.set=="function"){var r=t.get,s=t.set;return Object.defineProperty(n,e,{configurable:!0,get:function(){return r.call(this)},set:function(o){i=""+o,s.call(this,o)}}),Object.defineProperty(n,e,{enumerable:t.enumerable}),{getValue:function(){return i},setValue:function(o){i=""+o},stopTracking:function(){n._valueTracker=null,delete n[e]}}}}function hh(n){n._valueTracker||(n._valueTracker=AC(n))}function FM(n){if(!n)return!1;var e=n._valueTracker;if(!e)return!0;var t=e.getValue(),i="";return n&&(i=OM(n)?n.checked?"true":"false":n.value),n=i,n!==t?(e.setValue(n),!0):!1}function zd(n){if(n=n||(typeof document<"u"?document:void 0),typeof n>"u")return null;try{return n.activeElement||n.body}catch{return n.body}}function _0(n,e){var t=e.checked;return rn({},e,{defaultChecked:void 0,defaultValue:void 0,value:void 0,checked:t!=null?t:n._wrapperState.initialChecked})}function C1(n,e){var t=e.defaultValue==null?"":e.defaultValue,i=e.checked!=null?e.checked:e.defaultChecked;t=uo(e.value!=null?e.value:t),n._wrapperState={initialChecked:i,initialValue:t,controlled:e.type==="checkbox"||e.type==="radio"?e.checked!=null:e.value!=null}}function BM(n,e){e=e.checked,e!=null&&ny(n,"checked",e,!1)}function x0(n,e){BM(n,e);var t=uo(e.value),i=e.type;if(t!=null)i==="number"?(t===0&&n.value===""||n.value!=t)&&(n.value=""+t):n.value!==""+t&&(n.value=""+t);else if(i==="submit"||i==="reset"){n.removeAttribute("value");return}e.hasOwnProperty("value")?S0(n,e.type,t):e.hasOwnProperty("defaultValue")&&S0(n,e.type,uo(e.defaultValue)),e.checked==null&&e.defaultChecked!=null&&(n.defaultChecked=!!e.defaultChecked)}function b1(n,e,t){if(e.hasOwnProper
|
||
|
`).replace(zb,"")}function xh(n,e,t){if(e=J1(e),J1(n)!==e&&t)throw Error(we(425))}function Wd(){}var k0=null,z0=null;function U0(n,e){return n==="textarea"||n==="noscript"||typeof e.children=="string"||typeof e.children=="number"||typeof e.dangerouslySetInnerHTML=="object"&&e.dangerouslySetInnerHTML!==null&&e.dangerouslySetInnerHTML.__html!=null}var O0=typeof setTimeout=="function"?setTimeout:void 0,Ub=typeof clearTimeout=="function"?clearTimeout:void 0,K1=typeof Promise=="function"?Promise:void 0,Ob=typeof queueMicrotask=="function"?queueMicrotask:typeof K1<"u"?function(n){return K1.resolve(null).then(n).catch(Fb)}:O0;function Fb(n){setTimeout(function(){throw n})}function gg(n,e){var t=e,i=0;do{var r=t.nextSibling;if(n.removeChild(t),r&&r.nodeType===8)if(t=r.data,t==="/$"){if(i===0){n.removeChild(r),dc(e);return}i--}else t!=="$"&&t!=="$?"&&t!=="$!"||i++;t=r}while(t);dc(e)}function io(n){for(;n!=null;n=n.nextSibling){var e=n.nodeType;if(e===1||e===3)break;if(e===8){if(e=n.data,e==="$"||e==="$!"||e==="$?")break;if(e==="/$")return null}}return n}function $1(n){n=n.previousSibling;for(var e=0;n;){if(n.nodeType===8){var t=n.data;if(t==="$"||t==="$!"||t==="$?"){if(e===0)return n;e--}else t==="/$"&&e++}n=n.previousSibling}return null}var Xl=Math.random().toString(36).slice(2),Vr="__reactFiber$"+Xl,yc="__reactProps$"+Xl,xs="__reactContainer$"+Xl,F0="__reactEvents$"+Xl,Bb="__reactListeners$"+Xl,Vb="__reactHandles$"+Xl;function Go(n){var e=n[Vr];if(e)return e;for(var t=n.parentNode;t;){if(e=t[xs]||t[Vr]){if(t=e.alternate,e.child!==null||t!==null&&t.child!==null)for(n=$1(n);n!==null;){if(t=n[Vr])return t;n=$1(n)}return e}n=t,t=n.parentNode}return null}function Yc(n){return n=n[Vr]||n[xs],!n||n.tag!==5&&n.tag!==6&&n.tag!==13&&n.tag!==3?null:n}function hl(n){if(n.tag===5||n.tag===6)return n.stateNode;throw Error(we(33))}function gp(n){return n[yc]||null}var B0=[],dl=-1;function go(n){return{current:n}}function jt(n){0>dl||(n.current=B0[dl],B0[dl]=null,dl--)}function Wt(n,e){dl++,B0[dl]=n.current,n.current=e}var co={},Kn=go(co),Si=go(!1),sa=co;function Il(n,e){var t=n.type.contextTypes;if(!t)return co;var i=n.stateNode;if(i&&i.__reactInternalMemoizedUnmaskedChildContext===e)return i.__reactInternalMemoizedMaskedChildContext;var r={},s;for(s in t)r[s]=e[s];return i&&(n=n.stateNode,n.__reactInternalMemoizedUnmaskedChildContext=e,n.__reactInternalMemoizedMaskedChildContext=r),r}function wi(n){return n=n.childContextTypes,n!=null}function Xd(){jt(Si),jt(Kn)}function eS(n,e,t){if(Kn.current!==co)throw Error(we(168));Wt(Kn,e),Wt(Si,t)}function bE(n,e,t){var i=n.stateNode;if(e=e.childContextTypes,typeof i.getChildContext!="function")return t;i=i.getChildContext();for(var r in i)if(!(r in e))throw Error(we(108,TC(n)||"Unknown",r));return rn({},t,i)}function jd(n){return n=(n=n.stateNode)&&n.__reactInternalMemoizedMergedChildContext||co,sa=Kn.current,Wt(Kn,n),Wt(Si,Si.current),!0}function tS(n,e,t){var i=n.stateNode;if(!i)throw Error(we(169));t?(n=bE(n,e,sa),i.__reactInternalMemoizedMergedChildContext=n,jt(Si),jt(Kn),Wt(Kn,n)):jt(Si),Wt(Si,t)}var hs=null,vp=!1,vg=!1;function PE(n){hs===null?hs=[n]:hs.push(n)}function Hb(n){vp=!0,PE(n)}function vo(){if(!vg&&hs!==null){vg=!0;var n=0,e=kt;try{var t=hs;for(kt=1;n<t.length;n++){var i=t[n];do i=i(!0);while(i!==null)}hs=null,vp=!1}catch(r){throw hs!==null&&(hs=hs.slice(n+1)),eE(ay,vo),r}finally{kt=e,vg=!1}}return null}var pl=[],ml=0,Yd=null,qd=0,er=[],tr=0,oa=null,ps=1,ms="";function Oo(n,e){pl[ml++]=qd,pl[ml++]=Yd,Yd=n,qd=e}function LE(n,e,t){er[tr++]=ps,er[tr++]=ms,er[tr++]=oa,oa=n;var i=ps;n=ms;var r=32-Er(i)-1;i&=~(1<<r),t+=1;var s=32-Er(e)+r;if(30<s){var o=r-r%5;s=(i&(1<<o)-1).toString(32),i>>=o,r-=o,ps=1<<32-Er(e)+r|t<<r|i,ms=s+n}else ps=1<<s|t<<r|i,ms=n}function gy(n){n.return!==null&&(Oo(n,1),LE(n,1,0))}function vy(n){for(;n===Yd;)Yd=pl[--ml],pl[ml]=null,qd=pl[--ml],pl[ml]=null;for(;n===oa;)oa=er[--tr],er[tr]=null,ms=er[--tr],er[tr]=null,ps=er[--tr],er[tr]=null}var zi=null,Ni=null,Qt=!1,wr=null;function RE(n,e){var t=ir(5,null,null,0);t.elementType="DELETED",t.stateNode=e,t.return=n,e=n.de
|
||
|
Error generating stack: `+s.message+`
|
||
|
`+s.stack}return{value:n,source:e,stack:r,digest:null}}function wg(n,e,t){return{value:n,source:null,stack:t!=null?t:null,digest:e!=null?e:null}}function j0(n,e){try{console.error(e.value)}catch(t){setTimeout(function(){throw t})}}var Jb=typeof WeakMap=="function"?WeakMap:Map;function sT(n,e,t){t=vs(-1,t),t.tag=3,t.payload={element:null};var i=e.value;return t.callback=function(){np||(np=!0,nv=i),j0(n,e)},t}function oT(n,e,t){t=vs(-1,t),t.tag=3;var i=n.type.getDerivedStateFromError;if(typeof i=="function"){var r=e.value;t.payload=function(){return i(r)},t.callback=function(){j0(n,e)}}var s=n.stateNode;return s!==null&&typeof s.componentDidCatch=="function"&&(t.callback=function(){j0(n,e),typeof i!="function"&&(so===null?so=new Set([this]):so.add(this));var o=e.stack;this.componentDidCatch(e.value,{componentStack:o!==null?o:""})}),t}function fS(n,e,t){var i=n.pingCache;if(i===null){i=n.pingCache=new Jb;var r=new Set;i.set(e,r)}else r=i.get(e),r===void 0&&(r=new Set,i.set(e,r));r.has(t)||(r.add(t),n=fP.bind(null,n,e,t),e.then(n,n))}function hS(n){do{var e;if((e=n.tag===13)&&(e=n.memoizedState,e=e!==null?e.dehydrated!==null:!0),e)return n;n=n.return}while(n!==null);return null}function dS(n,e,t,i,r){return(n.mode&1)===0?(n===e?n.flags|=65536:(n.flags|=128,t.flags|=131072,t.flags&=-52805,t.tag===1&&(t.alternate===null?t.tag=17:(e=vs(-1,1),e.tag=2,ro(t,e,1))),t.lanes|=1),n):(n.flags|=65536,n.lanes=r,n)}var Kb=Cs.ReactCurrentOwner,xi=!1;function si(n,e,t,i){e.child=n===null?OE(e,null,t,i):Nl(e,n.child,t,i)}function pS(n,e,t,i,r){t=t.render;var s=e.ref;return Cl(e,r),i=by(n,e,t,i,s,r),t=Py(),n!==null&&!xi?(e.updateQueue=n.updateQueue,e.flags&=-2053,n.lanes&=~r,ws(n,e,r)):(Qt&&t&&gy(e),e.flags|=1,si(n,e,i,r),e.child)}function mS(n,e,t,i,r){if(n===null){var s=t.type;return typeof s=="function"&&!Fy(s)&&s.defaultProps===void 0&&t.compare===null&&t.defaultProps===void 0?(e.tag=15,e.type=s,aT(n,e,s,i,r)):(n=Cd(t.type,null,i,e,e.mode,r),n.ref=e.ref,n.return=e,e.child=n)}if(s=n.child,(n.lanes&r)===0){var o=s.memoizedProps;if(t=t.compare,t=t!==null?t:mc,t(o,i)&&n.ref===e.ref)return ws(n,e,r)}return e.flags|=1,n=ao(s,i),n.ref=e.ref,n.return=e,e.child=n}function aT(n,e,t,i,r){if(n!==null){var s=n.memoizedProps;if(mc(s,i)&&n.ref===e.ref)if(xi=!1,e.pendingProps=i=s,(n.lanes&r)!==0)(n.flags&131072)!==0&&(xi=!0);else return e.lanes=n.lanes,ws(n,e,r)}return Y0(n,e,t,i,r)}function lT(n,e,t){var i=e.pendingProps,r=i.children,s=n!==null?n.memoizedState:null;if(i.mode==="hidden")if((e.mode&1)===0)e.memoizedState={baseLanes:0,cachePool:null,transitions:null},Wt(yl,Ri),Ri|=t;else{if((t&1073741824)===0)return n=s!==null?s.baseLanes|t:t,e.lanes=e.childLanes=1073741824,e.memoizedState={baseLanes:n,cachePool:null,transitions:null},e.updateQueue=null,Wt(yl,Ri),Ri|=n,null;e.memoizedState={baseLanes:0,cachePool:null,transitions:null},i=s!==null?s.baseLanes:t,Wt(yl,Ri),Ri|=i}else s!==null?(i=s.baseLanes|t,e.memoizedState=null):i=t,Wt(yl,Ri),Ri|=i;return si(n,e,r,t),e.child}function uT(n,e){var t=e.ref;(n===null&&t!==null||n!==null&&n.ref!==t)&&(e.flags|=512,e.flags|=2097152)}function Y0(n,e,t,i,r){var s=wi(t)?sa:Kn.current;return s=Il(e,s),Cl(e,r),t=by(n,e,t,i,s,r),i=Py(),n!==null&&!xi?(e.updateQueue=n.updateQueue,e.flags&=-2053,n.lanes&=~r,ws(n,e,r)):(Qt&&i&&gy(e),e.flags|=1,si(n,e,t,r),e.child)}function gS(n,e,t,i,r){if(wi(t)){var s=!0;jd(e)}else s=!1;if(Cl(e,r),e.stateNode===null)Ed(n,e),zE(e,t,i),X0(e,t,i,r),i=!0;else if(n===null){var o=e.stateNode,a=e.memoizedProps;o.props=a;var c=o.context,f=t.contextType;typeof f=="object"&&f!==null?f=sr(f):(f=wi(t)?sa:Kn.current,f=Il(e,f));var h=t.getDerivedStateFromProps,d=typeof h=="function"||typeof o.getSnapshotBeforeUpdate=="function";d||typeof o.UNSAFE_componentWillReceiveProps!="function"&&typeof o.componentWillReceiveProps!="function"||(a!==i||c!==f)&&aS(e,o,i,f),js=!1;var m=e.memoizedState;o.state=m,Jd(e,i,o,r),c=e.memoizedState,a!==i||m!==c||Si.current||js?(typeof h=="function"&&(W0(e,t,h,i),c=e.memoizedState),(a=js||oS(e,t,a,i,m,c,f))?(d||typeof o.UNSAFE_componentWillMount!="function"&&typeof o.componen
|
||
|
* @license
|
||
|
* Copyright 2010-2023 Three.js Authors
|
||
|
* SPDX-License-Identifier: MIT
|
||
|
*/const Cp="151",wP={LEFT:0,MIDDLE:1,RIGHT:2,ROTATE:0,DOLLY:1,PAN:2},MP={ROTATE:0,PAN:1,DOLLY_PAN:2,DOLLY_ROTATE:3},IT=0,ov=1,DT=2,EP=3,NT=0,bp=1,ic=2,jo=3,Ms=0,li=1,nr=2,TP=2,ys=0,ea=1,av=2,lv=3,uv=4,kT=5,Vo=100,zT=101,UT=102,cv=103,fv=104,OT=200,FT=201,BT=202,VT=203,Wy=204,Xy=205,HT=206,GT=207,WT=208,XT=209,jT=210,YT=0,qT=1,ZT=2,op=3,QT=4,JT=5,KT=6,$T=7,Zc=0,e2=1,t2=2,Ar=0,n2=1,i2=2,r2=3,jy=4,s2=5,Pp=300,fo=301,ho=302,Tc=303,Ac=304,jl=306,Cc=1e3,Jn=1001,bc=1002,hn=1003,ap=1004,AP=1004,rc=1005,CP=1005,en=1006,Yy=1007,bP=1007,po=1008,PP=1008,Es=1009,o2=1010,a2=1011,qy=1012,l2=1013,$s=1014,Hr=1015,ca=1016,u2=1017,c2=1018,ta=1020,f2=1021,_i=1023,h2=1024,d2=1025,lo=1026,fa=1027,p2=1028,m2=1029,g2=1030,v2=1031,y2=1033,bd=33776,Pd=33777,Ld=33778,Rd=33779,hv=35840,dv=35841,pv=35842,mv=35843,_2=36196,gv=37492,vv=37496,yv=37808,_v=37809,xv=37810,Sv=37811,wv=37812,Mv=37813,Ev=37814,Tv=37815,Av=37816,Cv=37817,bv=37818,Pv=37819,Lv=37820,Rv=37821,Id=36492,x2=36283,Iv=36284,Dv=36285,Nv=36286,S2=2200,w2=2201,M2=2202,Pc=2300,Lc=2301,Dd=2302,Yo=2400,qo=2401,Rc=2402,Lp=2500,Zy=2501,LP=0,RP=1,IP=2,Ts=3e3,Ot=3001,E2=3200,T2=3201,yo=0,A2=1,DP="",Sr="srgb",Ol="srgb-linear",Qy="display-p3",NP=0,Nd=7680,kP=7681,zP=7682,UP=7683,OP=34055,FP=34056,BP=5386,VP=512,HP=513,GP=514,WP=515,XP=516,jP=517,YP=518,C2=519,Ic=35044,qP=35048,ZP=35040,QP=35045,JP=35049,KP=35041,$P=35046,eL=35050,tL=35042,nL="100",kv="300 es",lp=1035;class bs{addEventListener(e,t){this._listeners===void 0&&(this._listeners={});const i=this._listeners;i[e]===void 0&&(i[e]=[]),i[e].indexOf(t)===-1&&i[e].push(t)}hasEventListener(e,t){if(this._listeners===void 0)return!1;const i=this._listeners;return i[e]!==void 0&&i[e].indexOf(t)!==-1}removeEventListener(e,t){if(this._listeners===void 0)return;const r=this._listeners[e];if(r!==void 0){const s=r.indexOf(t);s!==-1&&r.splice(s,1)}}dispatchEvent(e){if(this._listeners===void 0)return;const i=this._listeners[e.type];if(i!==void 0){e.target=this;const r=i.slice(0);for(let s=0,o=r.length;s<o;s++)r[s].call(this,e);e.target=null}}}const qn=["00","01","02","03","04","05","06","07","08","09","0a","0b","0c","0d","0e","0f","10","11","12","13","14","15","16","17","18","19","1a","1b","1c","1d","1e","1f","20","21","22","23","24","25","26","27","28","29","2a","2b","2c","2d","2e","2f","30","31","32","33","34","35","36","37","38","39","3a","3b","3c","3d","3e","3f","40","41","42","43","44","45","46","47","48","49","4a","4b","4c","4d","4e","4f","50","51","52","53","54","55","56","57","58","59","5a","5b","5c","5d","5e","5f","60","61","62","63","64","65","66","67","68","69","6a","6b","6c","6d","6e","6f","70","71","72","73","74","75","76","77","78","79","7a","7b","7c","7d","7e","7f","80","81","82","83","84","85","86","87","88","89","8a","8b","8c","8d","8e","8f","90","91","92","93","94","95","96","97","98","99","9a","9b","9c","9d","9e","9f","a0","a1","a2","a3","a4","a5","a6","a7","a8","a9","aa","ab","ac","ad","ae","af","b0","b1","b2","b3","b4","b5","b6","b7","b8","b9","ba","bb","bc","bd","be","bf","c0","c1","c2","c3","c4","c5","c6","c7","c8","c9","ca","cb","cc","cd","ce","cf","d0","d1","d2","d3","d4","d5","d6","d7","d8","d9","da","db","dc","dd","de","df","e0","e1","e2","e3","e4","e5","e6","e7","e8","e9","ea","eb","ec","ed","ee","ef","f0","f1","f2","f3","f4","f5","f6","f7","f8","f9","fa","fb","fc","fd","fe","ff"];let LS=1234567;const na=Math.PI/180,Fl=180/Math.PI;function Ui(){const n=Math.random()*4294967295|0,e=Math.random()*4294967295|0,t=Math.random()*4294967295|0,i=Math.random()*4294967295|0;return(qn[n&255]+qn[n>>8&255]+qn[n>>16&255]+qn[n>>24&255]+"-"+qn[e&255]+qn[e>>8&255]+"-"+qn[e>>16&15|64]+qn[e>>24&255]+"-"+qn[t&63|128]+qn[t>>8&255]+"-"+qn[t>>16&255]+qn[t>>24&255]+qn[i&255]+qn[i>>8&255]+qn[i>>16&255]+qn[i>>24&255]).toLowerCase()}function ln(n,e,t){return Math.max(e,Math.min(t,n))}function Jy(n,e){return(n%e+e)%e}function iL(n,e,t,i,r){return i+(n-e)*(r-i)/(t-e)}function rL(n,e,t){return n!==e?(t-n)/(e-n):0}function sc(n,e,t){return(1-t)*n+t*e}function sL(n,e,t,i){return sc(n,e,1-Math.exp(-t*i))}function oL(n,e=1){return e-Math.abs(Jy(n,e*2)-e)}f
|
||
|
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||
|
}`,qL=`void main() {
|
||
|
gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
|
||
|
}`;class jr extends Bn{constructor(e){super(),this.isShaderMaterial=!0,this.type="ShaderMaterial",this.defines={},this.uniforms={},this.uniformsGroups=[],this.vertexShader=YL,this.fragmentShader=qL,this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.forceSinglePass=!0,this.extensions={derivatives:!1,fragDepth:!1,drawBuffers:!1,shaderTextureLOD:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,this.glslVersion=null,e!==void 0&&this.setValues(e)}copy(e){return super.copy(e),this.fragmentShader=e.fragmentShader,this.vertexShader=e.vertexShader,this.uniforms=Bl(e.uniforms),this.uniformsGroups=jL(e.uniformsGroups),this.defines=Object.assign({},e.defines),this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.fog=e.fog,this.lights=e.lights,this.clipping=e.clipping,this.extensions=Object.assign({},e.extensions),this.glslVersion=e.glslVersion,this}toJSON(e){const t=super.toJSON(e);t.glslVersion=this.glslVersion,t.uniforms={};for(const r in this.uniforms){const o=this.uniforms[r].value;o&&o.isTexture?t.uniforms[r]={type:"t",value:o.toJSON(e).uuid}:o&&o.isColor?t.uniforms[r]={type:"c",value:o.getHex()}:o&&o.isVector2?t.uniforms[r]={type:"v2",value:o.toArray()}:o&&o.isVector3?t.uniforms[r]={type:"v3",value:o.toArray()}:o&&o.isVector4?t.uniforms[r]={type:"v4",value:o.toArray()}:o&&o.isMatrix3?t.uniforms[r]={type:"m3",value:o.toArray()}:o&&o.isMatrix4?t.uniforms[r]={type:"m4",value:o.toArray()}:t.uniforms[r]={value:o}}Object.keys(this.defines).length>0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader;const i={};for(const r in this.extensions)this.extensions[r]===!0&&(i[r]=!0);return Object.keys(i).length>0&&(t.extensions=i),t}}class Jc extends St{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new st,this.projectionMatrix=new st,this.projectionMatrixInverse=new st}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this}getWorldDirection(e){this.updateWorldMatrix(!0,!1);const t=this.matrixWorld.elements;return e.set(-t[8],-t[9],-t[10]).normalize()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}}class In extends Jc{constructor(e=50,t=1,i=.1,r=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=i,this.far=r,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=e.view===null?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){const t=.5*this.getFilmHeight()/e;this.fov=Fl*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){const e=Math.tan(na*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return Fl*2*Math.atan(Math.tan(na*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(e,t,i,r,s,o){this.aspect=e/t,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=i,this.view.offsetY=r,this.view.width=s,this.view.height=o,this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const e=this.near;let t=e*Math.tan(na*.5*this.fov)/this.zoom,i=2*t,r=this.aspect*i,s=-.5*r;const o=this.view;if(this.view!==null&&this.
|
||
|
|
||
|
varying vec3 vWorldDirection;
|
||
|
|
||
|
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
|
||
|
|
||
|
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
|
||
|
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
vWorldDirection = transformDirection( position, modelMatrix );
|
||
|
|
||
|
#include <begin_vertex>
|
||
|
#include <project_vertex>
|
||
|
|
||
|
}
|
||
|
`,fragmentShader:`
|
||
|
|
||
|
uniform sampler2D tEquirect;
|
||
|
|
||
|
varying vec3 vWorldDirection;
|
||
|
|
||
|
#include <common>
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
vec3 direction = normalize( vWorldDirection );
|
||
|
|
||
|
vec2 sampleUV = equirectUv( direction );
|
||
|
|
||
|
gl_FragColor = texture2D( tEquirect, sampleUV );
|
||
|
|
||
|
}
|
||
|
`},r=new oi(5,5,5),s=new jr({name:"CubemapFromEquirect",uniforms:Bl(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:li,blending:ys});s.uniforms.tEquirect.value=t;const o=new Ne(r,s),a=t.minFilter;return t.minFilter===po&&(t.minFilter=en),new N2(1,10,this).update(e,o),t.minFilter=a,o.geometry.dispose(),o.material.dispose(),this}clear(e,t,i,r){const s=e.getRenderTarget();for(let o=0;o<6;o++)e.setRenderTarget(this,o),e.clear(t,i,r);e.setRenderTarget(s)}}const Hg=new N,ZL=new N,QL=new xt;class Ys{constructor(e=new N(1,0,0),t=0){this.isPlane=!0,this.normal=e,this.constant=t}set(e,t){return this.normal.copy(e),this.constant=t,this}setComponents(e,t,i,r){return this.normal.set(e,t,i),this.constant=r,this}setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this}setFromCoplanarPoints(e,t,i){const r=Hg.subVectors(i,t).cross(ZL.subVectors(e,t)).normalize();return this.setFromNormalAndCoplanarPoint(r,e),this}copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this}normalize(){const e=1/this.normal.length();return this.normal.multiplyScalar(e),this.constant*=e,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(e){return this.normal.dot(e)+this.constant}distanceToSphere(e){return this.distanceToPoint(e.center)-e.radius}projectPoint(e,t){return t.copy(e).addScaledVector(this.normal,-this.distanceToPoint(e))}intersectLine(e,t){const i=e.delta(Hg),r=this.normal.dot(i);if(r===0)return this.distanceToPoint(e.start)===0?t.copy(e.start):null;const s=-(e.start.dot(this.normal)+this.constant)/r;return s<0||s>1?null:t.copy(e.start).addScaledVector(i,s)}intersectsLine(e){const t=this.distanceToPoint(e.start),i=this.distanceToPoint(e.end);return t<0&&i>0||i<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){const i=t||QL.getNormalMatrix(e),r=this.coplanarPoint(Hg).applyMatrix4(e),s=this.normal.applyMatrix3(i).normalize();return this.constant=-r.dot(s),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return new this.constructor().copy(this)}}const Io=new qr,Wh=new N;class Ip{constructor(e=new Ys,t=new Ys,i=new Ys,r=new Ys,s=new Ys,o=new Ys){this.planes=[e,t,i,r,s,o]}set(e,t,i,r,s,o){const a=this.planes;return a[0].copy(e),a[1].copy(t),a[2].copy(i),a[3].copy(r),a[4].copy(s),a[5].copy(o),this}copy(e){const t=this.planes;for(let i=0;i<6;i++)t[i].copy(e.planes[i]);return this}setFromProjectionMatrix(e){const t=this.planes,i=e.elements,r=i[0],s=i[1],o=i[2],a=i[3],c=i[4],f=i[5],h=i[6],d=i[7],m=i[8],v=i[9],_=i[10],E=i[11],S=i[12],g=i[13],x=i[14],w=i[15];return t[0].setComponents(a-r,d-c,E-m,w-S).normalize(),t[1].setComponents(a+r,d+c,E+m,w+S).normalize(),t[2].setComponents(a+s,d+f,E+v,w+g).normalize(),t[3].setComponents(a-s,d-f,E-v,w-g).normalize(),t[4].setComponents(a-o,d-h,E-_,w-x).normalize(),t[5].setComponents(a+o,d+h,E+_,w+x).normalize(),this}intersectsObject(e){if(e.boundingSphere!==void 0)e.boundingSphere===null&&e.computeBoundingSphere(),Io.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);else{const t=e.geometry;t.boundingSphere===null&&t.computeBoundingSphere(),Io.copy(t.boundingSphere).applyMatrix4(e.matrixWorld)}return this.intersectsSphere(Io)}intersectsSprite(e){return Io.center.set(0,0,0),Io.radius=.7071067811865476,Io.applyMatrix4(e.matrixWorld),this.intersectsSphere(Io)}intersectsSphere(e){const t=this.planes,i=e.center,r=-e.radius;for(let s=0;s<6;s++)if(t[s].distanceToPoint(i)<r)return!1;return!0}intersectsBox(e){const t=this.planes;for(let i=0;i<6;i++){const r=t[i];if(Wh.x=r.normal.x>0?e.max.x:e.min.x,Wh.y=r.normal.y>0?e.max.y:e.min.y,Wh.z=r.normal.z>0?e.max.z:e.min.z,r.distanceToPoint(Wh)<0)return!1}return!0}containsPoint(e){const t=this.planes;for(let i=0;i<6;i++)if(t[i].distanceToPoint(e)<0)return!1;return!0}clone(){return new this.constructor().copy(this)}}function z2(){
|
||
|
diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;
|
||
|
#endif`,$L=`#ifdef USE_ALPHAMAP
|
||
|
uniform sampler2D alphaMap;
|
||
|
#endif`,eR=`#ifdef USE_ALPHATEST
|
||
|
if ( diffuseColor.a < alphaTest ) discard;
|
||
|
#endif`,tR=`#ifdef USE_ALPHATEST
|
||
|
uniform float alphaTest;
|
||
|
#endif`,nR=`#ifdef USE_AOMAP
|
||
|
float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;
|
||
|
reflectedLight.indirectDiffuse *= ambientOcclusion;
|
||
|
#if defined( USE_ENVMAP ) && defined( STANDARD )
|
||
|
float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
|
||
|
reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
|
||
|
#endif
|
||
|
#endif`,iR=`#ifdef USE_AOMAP
|
||
|
uniform sampler2D aoMap;
|
||
|
uniform float aoMapIntensity;
|
||
|
#endif`,rR="vec3 transformed = vec3( position );",sR=`vec3 objectNormal = vec3( normal );
|
||
|
#ifdef USE_TANGENT
|
||
|
vec3 objectTangent = vec3( tangent.xyz );
|
||
|
#endif`,oR=`float G_BlinnPhong_Implicit( ) {
|
||
|
return 0.25;
|
||
|
}
|
||
|
float D_BlinnPhong( const in float shininess, const in float dotNH ) {
|
||
|
return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );
|
||
|
}
|
||
|
vec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {
|
||
|
vec3 halfDir = normalize( lightDir + viewDir );
|
||
|
float dotNH = saturate( dot( normal, halfDir ) );
|
||
|
float dotVH = saturate( dot( viewDir, halfDir ) );
|
||
|
vec3 F = F_Schlick( specularColor, 1.0, dotVH );
|
||
|
float G = G_BlinnPhong_Implicit( );
|
||
|
float D = D_BlinnPhong( shininess, dotNH );
|
||
|
return F * ( G * D );
|
||
|
} // validated`,aR=`#ifdef USE_IRIDESCENCE
|
||
|
const mat3 XYZ_TO_REC709 = mat3(
|
||
|
3.2404542, -0.9692660, 0.0556434,
|
||
|
-1.5371385, 1.8760108, -0.2040259,
|
||
|
-0.4985314, 0.0415560, 1.0572252
|
||
|
);
|
||
|
vec3 Fresnel0ToIor( vec3 fresnel0 ) {
|
||
|
vec3 sqrtF0 = sqrt( fresnel0 );
|
||
|
return ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );
|
||
|
}
|
||
|
vec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {
|
||
|
return pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );
|
||
|
}
|
||
|
float IorToFresnel0( float transmittedIor, float incidentIor ) {
|
||
|
return pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));
|
||
|
}
|
||
|
vec3 evalSensitivity( float OPD, vec3 shift ) {
|
||
|
float phase = 2.0 * PI * OPD * 1.0e-9;
|
||
|
vec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
|
||
|
vec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
|
||
|
vec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
|
||
|
vec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );
|
||
|
xyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );
|
||
|
xyz /= 1.0685e-7;
|
||
|
vec3 rgb = XYZ_TO_REC709 * xyz;
|
||
|
return rgb;
|
||
|
}
|
||
|
vec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {
|
||
|
vec3 I;
|
||
|
float iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
|
||
|
float sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );
|
||
|
float cosTheta2Sq = 1.0 - sinTheta2Sq;
|
||
|
if ( cosTheta2Sq < 0.0 ) {
|
||
|
return vec3( 1.0 );
|
||
|
}
|
||
|
float cosTheta2 = sqrt( cosTheta2Sq );
|
||
|
float R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
|
||
|
float R12 = F_Schlick( R0, 1.0, cosTheta1 );
|
||
|
float R21 = R12;
|
||
|
float T121 = 1.0 - R12;
|
||
|
float phi12 = 0.0;
|
||
|
if ( iridescenceIOR < outsideIOR ) phi12 = PI;
|
||
|
float phi21 = PI - phi12;
|
||
|
vec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) ); vec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );
|
||
|
vec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );
|
||
|
vec3 phi23 = vec3( 0.0 );
|
||
|
if ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;
|
||
|
if ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;
|
||
|
if ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;
|
||
|
float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;
|
||
|
vec3 phi = vec3( phi21 ) + phi23;
|
||
|
vec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );
|
||
|
vec3 r123 = sqrt( R123 );
|
||
|
vec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );
|
||
|
vec3 C0 = R12 + Rs;
|
||
|
I = C0;
|
||
|
vec3 Cm = Rs - T121;
|
||
|
for ( int m = 1; m <= 2; ++ m ) {
|
||
|
Cm *= r123;
|
||
|
vec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );
|
||
|
I += Cm * Sm;
|
||
|
}
|
||
|
return max( I, vec3( 0.0 ) );
|
||
|
}
|
||
|
#endif`,lR=`#ifdef USE_BUMPMAP
|
||
|
uniform sampler2D bumpMap;
|
||
|
uniform float bumpScale;
|
||
|
vec2 dHdxy_fwd() {
|
||
|
vec2 dSTdx = dFdx( vBumpMapUv );
|
||
|
vec2 dSTdy = dFdy( vBumpMapUv );
|
||
|
float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;
|
||
|
float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;
|
||
|
float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;
|
||
|
return vec2( dBx, dBy );
|
||
|
}
|
||
|
vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {
|
||
|
vec3 vSigmaX = dFdx( surf_pos.xyz );
|
||
|
vec3 vSigmaY = dFdy( surf_pos.xyz );
|
||
|
vec3 vN = surf_norm;
|
||
|
vec3 R1 = cross( vSigmaY, vN );
|
||
|
vec3 R2 = cross( vN, vSigmaX );
|
||
|
float fDet = dot( vSigmaX, R1 ) * faceDirection;
|
||
|
vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
|
||
|
return normalize( abs( fDet ) * surf_norm - vGrad );
|
||
|
}
|
||
|
#endif`,uR=`#if NUM_CLIPPING_PLANES > 0
|
||
|
vec4 plane;
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
|
||
|
plane = clippingPlanes[ i ];
|
||
|
if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
|
||
|
bool clipped = true;
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
|
||
|
plane = clippingPlanes[ i ];
|
||
|
clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
if ( clipped ) discard;
|
||
|
#endif
|
||
|
#endif`,cR=`#if NUM_CLIPPING_PLANES > 0
|
||
|
varying vec3 vClipPosition;
|
||
|
uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];
|
||
|
#endif`,fR=`#if NUM_CLIPPING_PLANES > 0
|
||
|
varying vec3 vClipPosition;
|
||
|
#endif`,hR=`#if NUM_CLIPPING_PLANES > 0
|
||
|
vClipPosition = - mvPosition.xyz;
|
||
|
#endif`,dR=`#if defined( USE_COLOR_ALPHA )
|
||
|
diffuseColor *= vColor;
|
||
|
#elif defined( USE_COLOR )
|
||
|
diffuseColor.rgb *= vColor;
|
||
|
#endif`,pR=`#if defined( USE_COLOR_ALPHA )
|
||
|
varying vec4 vColor;
|
||
|
#elif defined( USE_COLOR )
|
||
|
varying vec3 vColor;
|
||
|
#endif`,mR=`#if defined( USE_COLOR_ALPHA )
|
||
|
varying vec4 vColor;
|
||
|
#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )
|
||
|
varying vec3 vColor;
|
||
|
#endif`,gR=`#if defined( USE_COLOR_ALPHA )
|
||
|
vColor = vec4( 1.0 );
|
||
|
#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )
|
||
|
vColor = vec3( 1.0 );
|
||
|
#endif
|
||
|
#ifdef USE_COLOR
|
||
|
vColor *= color;
|
||
|
#endif
|
||
|
#ifdef USE_INSTANCING_COLOR
|
||
|
vColor.xyz *= instanceColor.xyz;
|
||
|
#endif`,vR=`#define PI 3.141592653589793
|
||
|
#define PI2 6.283185307179586
|
||
|
#define PI_HALF 1.5707963267948966
|
||
|
#define RECIPROCAL_PI 0.3183098861837907
|
||
|
#define RECIPROCAL_PI2 0.15915494309189535
|
||
|
#define EPSILON 1e-6
|
||
|
#ifndef saturate
|
||
|
#define saturate( a ) clamp( a, 0.0, 1.0 )
|
||
|
#endif
|
||
|
#define whiteComplement( a ) ( 1.0 - saturate( a ) )
|
||
|
float pow2( const in float x ) { return x*x; }
|
||
|
vec3 pow2( const in vec3 x ) { return x*x; }
|
||
|
float pow3( const in float x ) { return x*x*x; }
|
||
|
float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
|
||
|
float max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }
|
||
|
float average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }
|
||
|
highp float rand( const in vec2 uv ) {
|
||
|
const highp float a = 12.9898, b = 78.233, c = 43758.5453;
|
||
|
highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
|
||
|
return fract( sin( sn ) * c );
|
||
|
}
|
||
|
#ifdef HIGH_PRECISION
|
||
|
float precisionSafeLength( vec3 v ) { return length( v ); }
|
||
|
#else
|
||
|
float precisionSafeLength( vec3 v ) {
|
||
|
float maxComponent = max3( abs( v ) );
|
||
|
return length( v / maxComponent ) * maxComponent;
|
||
|
}
|
||
|
#endif
|
||
|
struct IncidentLight {
|
||
|
vec3 color;
|
||
|
vec3 direction;
|
||
|
bool visible;
|
||
|
};
|
||
|
struct ReflectedLight {
|
||
|
vec3 directDiffuse;
|
||
|
vec3 directSpecular;
|
||
|
vec3 indirectDiffuse;
|
||
|
vec3 indirectSpecular;
|
||
|
};
|
||
|
struct GeometricContext {
|
||
|
vec3 position;
|
||
|
vec3 normal;
|
||
|
vec3 viewDir;
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
vec3 clearcoatNormal;
|
||
|
#endif
|
||
|
};
|
||
|
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
|
||
|
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
|
||
|
}
|
||
|
vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
|
||
|
return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );
|
||
|
}
|
||
|
mat3 transposeMat3( const in mat3 m ) {
|
||
|
mat3 tmp;
|
||
|
tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
|
||
|
tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
|
||
|
tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );
|
||
|
return tmp;
|
||
|
}
|
||
|
float luminance( const in vec3 rgb ) {
|
||
|
const vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );
|
||
|
return dot( weights, rgb );
|
||
|
}
|
||
|
bool isPerspectiveMatrix( mat4 m ) {
|
||
|
return m[ 2 ][ 3 ] == - 1.0;
|
||
|
}
|
||
|
vec2 equirectUv( in vec3 dir ) {
|
||
|
float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;
|
||
|
float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;
|
||
|
return vec2( u, v );
|
||
|
}
|
||
|
vec3 BRDF_Lambert( const in vec3 diffuseColor ) {
|
||
|
return RECIPROCAL_PI * diffuseColor;
|
||
|
}
|
||
|
vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {
|
||
|
float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
|
||
|
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
|
||
|
}
|
||
|
float F_Schlick( const in float f0, const in float f90, const in float dotVH ) {
|
||
|
float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
|
||
|
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
|
||
|
} // validated`,yR=`#ifdef ENVMAP_TYPE_CUBE_UV
|
||
|
#define cubeUV_minMipLevel 4.0
|
||
|
#define cubeUV_minTileSize 16.0
|
||
|
float getFace( vec3 direction ) {
|
||
|
vec3 absDirection = abs( direction );
|
||
|
float face = - 1.0;
|
||
|
if ( absDirection.x > absDirection.z ) {
|
||
|
if ( absDirection.x > absDirection.y )
|
||
|
face = direction.x > 0.0 ? 0.0 : 3.0;
|
||
|
else
|
||
|
face = direction.y > 0.0 ? 1.0 : 4.0;
|
||
|
} else {
|
||
|
if ( absDirection.z > absDirection.y )
|
||
|
face = direction.z > 0.0 ? 2.0 : 5.0;
|
||
|
else
|
||
|
face = direction.y > 0.0 ? 1.0 : 4.0;
|
||
|
}
|
||
|
return face;
|
||
|
}
|
||
|
vec2 getUV( vec3 direction, float face ) {
|
||
|
vec2 uv;
|
||
|
if ( face == 0.0 ) {
|
||
|
uv = vec2( direction.z, direction.y ) / abs( direction.x );
|
||
|
} else if ( face == 1.0 ) {
|
||
|
uv = vec2( - direction.x, - direction.z ) / abs( direction.y );
|
||
|
} else if ( face == 2.0 ) {
|
||
|
uv = vec2( - direction.x, direction.y ) / abs( direction.z );
|
||
|
} else if ( face == 3.0 ) {
|
||
|
uv = vec2( - direction.z, direction.y ) / abs( direction.x );
|
||
|
} else if ( face == 4.0 ) {
|
||
|
uv = vec2( - direction.x, direction.z ) / abs( direction.y );
|
||
|
} else {
|
||
|
uv = vec2( direction.x, direction.y ) / abs( direction.z );
|
||
|
}
|
||
|
return 0.5 * ( uv + 1.0 );
|
||
|
}
|
||
|
vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {
|
||
|
float face = getFace( direction );
|
||
|
float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );
|
||
|
mipInt = max( mipInt, cubeUV_minMipLevel );
|
||
|
float faceSize = exp2( mipInt );
|
||
|
highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;
|
||
|
if ( face > 2.0 ) {
|
||
|
uv.y += faceSize;
|
||
|
face -= 3.0;
|
||
|
}
|
||
|
uv.x += face * faceSize;
|
||
|
uv.x += filterInt * 3.0 * cubeUV_minTileSize;
|
||
|
uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );
|
||
|
uv.x *= CUBEUV_TEXEL_WIDTH;
|
||
|
uv.y *= CUBEUV_TEXEL_HEIGHT;
|
||
|
#ifdef texture2DGradEXT
|
||
|
return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;
|
||
|
#else
|
||
|
return texture2D( envMap, uv ).rgb;
|
||
|
#endif
|
||
|
}
|
||
|
#define cubeUV_r0 1.0
|
||
|
#define cubeUV_v0 0.339
|
||
|
#define cubeUV_m0 - 2.0
|
||
|
#define cubeUV_r1 0.8
|
||
|
#define cubeUV_v1 0.276
|
||
|
#define cubeUV_m1 - 1.0
|
||
|
#define cubeUV_r4 0.4
|
||
|
#define cubeUV_v4 0.046
|
||
|
#define cubeUV_m4 2.0
|
||
|
#define cubeUV_r5 0.305
|
||
|
#define cubeUV_v5 0.016
|
||
|
#define cubeUV_m5 3.0
|
||
|
#define cubeUV_r6 0.21
|
||
|
#define cubeUV_v6 0.0038
|
||
|
#define cubeUV_m6 4.0
|
||
|
float roughnessToMip( float roughness ) {
|
||
|
float mip = 0.0;
|
||
|
if ( roughness >= cubeUV_r1 ) {
|
||
|
mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;
|
||
|
} else if ( roughness >= cubeUV_r4 ) {
|
||
|
mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;
|
||
|
} else if ( roughness >= cubeUV_r5 ) {
|
||
|
mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;
|
||
|
} else if ( roughness >= cubeUV_r6 ) {
|
||
|
mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;
|
||
|
} else {
|
||
|
mip = - 2.0 * log2( 1.16 * roughness ); }
|
||
|
return mip;
|
||
|
}
|
||
|
vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {
|
||
|
float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
|
||
|
float mipF = fract( mip );
|
||
|
float mipInt = floor( mip );
|
||
|
vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );
|
||
|
if ( mipF == 0.0 ) {
|
||
|
return vec4( color0, 1.0 );
|
||
|
} else {
|
||
|
vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );
|
||
|
return vec4( mix( color0, color1, mipF ), 1.0 );
|
||
|
}
|
||
|
}
|
||
|
#endif`,_R=`vec3 transformedNormal = objectNormal;
|
||
|
#ifdef USE_INSTANCING
|
||
|
mat3 m = mat3( instanceMatrix );
|
||
|
transformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );
|
||
|
transformedNormal = m * transformedNormal;
|
||
|
#endif
|
||
|
transformedNormal = normalMatrix * transformedNormal;
|
||
|
#ifdef FLIP_SIDED
|
||
|
transformedNormal = - transformedNormal;
|
||
|
#endif
|
||
|
#ifdef USE_TANGENT
|
||
|
vec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;
|
||
|
#ifdef FLIP_SIDED
|
||
|
transformedTangent = - transformedTangent;
|
||
|
#endif
|
||
|
#endif`,xR=`#ifdef USE_DISPLACEMENTMAP
|
||
|
uniform sampler2D displacementMap;
|
||
|
uniform float displacementScale;
|
||
|
uniform float displacementBias;
|
||
|
#endif`,SR=`#ifdef USE_DISPLACEMENTMAP
|
||
|
transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );
|
||
|
#endif`,wR=`#ifdef USE_EMISSIVEMAP
|
||
|
vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );
|
||
|
totalEmissiveRadiance *= emissiveColor.rgb;
|
||
|
#endif`,MR=`#ifdef USE_EMISSIVEMAP
|
||
|
uniform sampler2D emissiveMap;
|
||
|
#endif`,ER="gl_FragColor = linearToOutputTexel( gl_FragColor );",TR=`vec4 LinearToLinear( in vec4 value ) {
|
||
|
return value;
|
||
|
}
|
||
|
vec4 LinearTosRGB( in vec4 value ) {
|
||
|
return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
|
||
|
}`,AR=`#ifdef USE_ENVMAP
|
||
|
#ifdef ENV_WORLDPOS
|
||
|
vec3 cameraToFrag;
|
||
|
if ( isOrthographic ) {
|
||
|
cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
|
||
|
} else {
|
||
|
cameraToFrag = normalize( vWorldPosition - cameraPosition );
|
||
|
}
|
||
|
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
|
||
|
#ifdef ENVMAP_MODE_REFLECTION
|
||
|
vec3 reflectVec = reflect( cameraToFrag, worldNormal );
|
||
|
#else
|
||
|
vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );
|
||
|
#endif
|
||
|
#else
|
||
|
vec3 reflectVec = vReflect;
|
||
|
#endif
|
||
|
#ifdef ENVMAP_TYPE_CUBE
|
||
|
vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
|
||
|
#else
|
||
|
vec4 envColor = vec4( 0.0 );
|
||
|
#endif
|
||
|
#ifdef ENVMAP_BLENDING_MULTIPLY
|
||
|
outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
|
||
|
#elif defined( ENVMAP_BLENDING_MIX )
|
||
|
outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
|
||
|
#elif defined( ENVMAP_BLENDING_ADD )
|
||
|
outgoingLight += envColor.xyz * specularStrength * reflectivity;
|
||
|
#endif
|
||
|
#endif`,CR=`#ifdef USE_ENVMAP
|
||
|
uniform float envMapIntensity;
|
||
|
uniform float flipEnvMap;
|
||
|
#ifdef ENVMAP_TYPE_CUBE
|
||
|
uniform samplerCube envMap;
|
||
|
#else
|
||
|
uniform sampler2D envMap;
|
||
|
#endif
|
||
|
|
||
|
#endif`,bR=`#ifdef USE_ENVMAP
|
||
|
uniform float reflectivity;
|
||
|
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )
|
||
|
#define ENV_WORLDPOS
|
||
|
#endif
|
||
|
#ifdef ENV_WORLDPOS
|
||
|
varying vec3 vWorldPosition;
|
||
|
uniform float refractionRatio;
|
||
|
#else
|
||
|
varying vec3 vReflect;
|
||
|
#endif
|
||
|
#endif`,PR=`#ifdef USE_ENVMAP
|
||
|
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )
|
||
|
#define ENV_WORLDPOS
|
||
|
#endif
|
||
|
#ifdef ENV_WORLDPOS
|
||
|
|
||
|
varying vec3 vWorldPosition;
|
||
|
#else
|
||
|
varying vec3 vReflect;
|
||
|
uniform float refractionRatio;
|
||
|
#endif
|
||
|
#endif`,LR=`#ifdef USE_ENVMAP
|
||
|
#ifdef ENV_WORLDPOS
|
||
|
vWorldPosition = worldPosition.xyz;
|
||
|
#else
|
||
|
vec3 cameraToVertex;
|
||
|
if ( isOrthographic ) {
|
||
|
cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
|
||
|
} else {
|
||
|
cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
|
||
|
}
|
||
|
vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
|
||
|
#ifdef ENVMAP_MODE_REFLECTION
|
||
|
vReflect = reflect( cameraToVertex, worldNormal );
|
||
|
#else
|
||
|
vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
|
||
|
#endif
|
||
|
#endif
|
||
|
#endif`,RR=`#ifdef USE_FOG
|
||
|
vFogDepth = - mvPosition.z;
|
||
|
#endif`,IR=`#ifdef USE_FOG
|
||
|
varying float vFogDepth;
|
||
|
#endif`,DR=`#ifdef USE_FOG
|
||
|
#ifdef FOG_EXP2
|
||
|
float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );
|
||
|
#else
|
||
|
float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );
|
||
|
#endif
|
||
|
gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
|
||
|
#endif`,NR=`#ifdef USE_FOG
|
||
|
uniform vec3 fogColor;
|
||
|
varying float vFogDepth;
|
||
|
#ifdef FOG_EXP2
|
||
|
uniform float fogDensity;
|
||
|
#else
|
||
|
uniform float fogNear;
|
||
|
uniform float fogFar;
|
||
|
#endif
|
||
|
#endif`,kR=`#ifdef USE_GRADIENTMAP
|
||
|
uniform sampler2D gradientMap;
|
||
|
#endif
|
||
|
vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
|
||
|
float dotNL = dot( normal, lightDirection );
|
||
|
vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
|
||
|
#ifdef USE_GRADIENTMAP
|
||
|
return vec3( texture2D( gradientMap, coord ).r );
|
||
|
#else
|
||
|
vec2 fw = fwidth( coord ) * 0.5;
|
||
|
return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );
|
||
|
#endif
|
||
|
}`,zR=`#ifdef USE_LIGHTMAP
|
||
|
vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
|
||
|
vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
|
||
|
reflectedLight.indirectDiffuse += lightMapIrradiance;
|
||
|
#endif`,UR=`#ifdef USE_LIGHTMAP
|
||
|
uniform sampler2D lightMap;
|
||
|
uniform float lightMapIntensity;
|
||
|
#endif`,OR=`LambertMaterial material;
|
||
|
material.diffuseColor = diffuseColor.rgb;
|
||
|
material.specularStrength = specularStrength;`,FR=`varying vec3 vViewPosition;
|
||
|
struct LambertMaterial {
|
||
|
vec3 diffuseColor;
|
||
|
float specularStrength;
|
||
|
};
|
||
|
void RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {
|
||
|
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
|
||
|
vec3 irradiance = dotNL * directLight.color;
|
||
|
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
|
||
|
}
|
||
|
void RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {
|
||
|
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
|
||
|
}
|
||
|
#define RE_Direct RE_Direct_Lambert
|
||
|
#define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert`,BR=`uniform bool receiveShadow;
|
||
|
uniform vec3 ambientLightColor;
|
||
|
uniform vec3 lightProbe[ 9 ];
|
||
|
vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {
|
||
|
float x = normal.x, y = normal.y, z = normal.z;
|
||
|
vec3 result = shCoefficients[ 0 ] * 0.886227;
|
||
|
result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;
|
||
|
result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;
|
||
|
result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;
|
||
|
result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;
|
||
|
result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;
|
||
|
result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );
|
||
|
result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;
|
||
|
result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );
|
||
|
return result;
|
||
|
}
|
||
|
vec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {
|
||
|
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
|
||
|
vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );
|
||
|
return irradiance;
|
||
|
}
|
||
|
vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
|
||
|
vec3 irradiance = ambientLightColor;
|
||
|
return irradiance;
|
||
|
}
|
||
|
float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
|
||
|
#if defined ( LEGACY_LIGHTS )
|
||
|
if ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {
|
||
|
return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );
|
||
|
}
|
||
|
return 1.0;
|
||
|
#else
|
||
|
float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
|
||
|
if ( cutoffDistance > 0.0 ) {
|
||
|
distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
|
||
|
}
|
||
|
return distanceFalloff;
|
||
|
#endif
|
||
|
}
|
||
|
float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {
|
||
|
return smoothstep( coneCosine, penumbraCosine, angleCosine );
|
||
|
}
|
||
|
#if NUM_DIR_LIGHTS > 0
|
||
|
struct DirectionalLight {
|
||
|
vec3 direction;
|
||
|
vec3 color;
|
||
|
};
|
||
|
uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
|
||
|
void getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {
|
||
|
light.color = directionalLight.color;
|
||
|
light.direction = directionalLight.direction;
|
||
|
light.visible = true;
|
||
|
}
|
||
|
#endif
|
||
|
#if NUM_POINT_LIGHTS > 0
|
||
|
struct PointLight {
|
||
|
vec3 position;
|
||
|
vec3 color;
|
||
|
float distance;
|
||
|
float decay;
|
||
|
};
|
||
|
uniform PointLight pointLights[ NUM_POINT_LIGHTS ];
|
||
|
void getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {
|
||
|
vec3 lVector = pointLight.position - geometry.position;
|
||
|
light.direction = normalize( lVector );
|
||
|
float lightDistance = length( lVector );
|
||
|
light.color = pointLight.color;
|
||
|
light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );
|
||
|
light.visible = ( light.color != vec3( 0.0 ) );
|
||
|
}
|
||
|
#endif
|
||
|
#if NUM_SPOT_LIGHTS > 0
|
||
|
struct SpotLight {
|
||
|
vec3 position;
|
||
|
vec3 direction;
|
||
|
vec3 color;
|
||
|
float distance;
|
||
|
float decay;
|
||
|
float coneCos;
|
||
|
float penumbraCos;
|
||
|
};
|
||
|
uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];
|
||
|
void getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {
|
||
|
vec3 lVector = spotLight.position - geometry.position;
|
||
|
light.direction = normalize( lVector );
|
||
|
float angleCos = dot( light.direction, spotLight.direction );
|
||
|
float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );
|
||
|
if ( spotAttenuation > 0.0 ) {
|
||
|
float lightDistance = length( lVector );
|
||
|
light.color = spotLight.color * spotAttenuation;
|
||
|
light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );
|
||
|
light.visible = ( light.color != vec3( 0.0 ) );
|
||
|
} else {
|
||
|
light.color = vec3( 0.0 );
|
||
|
light.visible = false;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
#if NUM_RECT_AREA_LIGHTS > 0
|
||
|
struct RectAreaLight {
|
||
|
vec3 color;
|
||
|
vec3 position;
|
||
|
vec3 halfWidth;
|
||
|
vec3 halfHeight;
|
||
|
};
|
||
|
uniform sampler2D ltc_1; uniform sampler2D ltc_2;
|
||
|
uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];
|
||
|
#endif
|
||
|
#if NUM_HEMI_LIGHTS > 0
|
||
|
struct HemisphereLight {
|
||
|
vec3 direction;
|
||
|
vec3 skyColor;
|
||
|
vec3 groundColor;
|
||
|
};
|
||
|
uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];
|
||
|
vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {
|
||
|
float dotNL = dot( normal, hemiLight.direction );
|
||
|
float hemiDiffuseWeight = 0.5 * dotNL + 0.5;
|
||
|
vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );
|
||
|
return irradiance;
|
||
|
}
|
||
|
#endif`,VR=`#if defined( USE_ENVMAP )
|
||
|
vec3 getIBLIrradiance( const in vec3 normal ) {
|
||
|
#if defined( ENVMAP_TYPE_CUBE_UV )
|
||
|
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
|
||
|
vec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );
|
||
|
return PI * envMapColor.rgb * envMapIntensity;
|
||
|
#else
|
||
|
return vec3( 0.0 );
|
||
|
#endif
|
||
|
}
|
||
|
vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {
|
||
|
#if defined( ENVMAP_TYPE_CUBE_UV )
|
||
|
vec3 reflectVec = reflect( - viewDir, normal );
|
||
|
reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );
|
||
|
reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
|
||
|
vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );
|
||
|
return envMapColor.rgb * envMapIntensity;
|
||
|
#else
|
||
|
return vec3( 0.0 );
|
||
|
#endif
|
||
|
}
|
||
|
#endif`,HR=`ToonMaterial material;
|
||
|
material.diffuseColor = diffuseColor.rgb;`,GR=`varying vec3 vViewPosition;
|
||
|
struct ToonMaterial {
|
||
|
vec3 diffuseColor;
|
||
|
};
|
||
|
void RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
|
||
|
vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
|
||
|
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
|
||
|
}
|
||
|
void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
|
||
|
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
|
||
|
}
|
||
|
#define RE_Direct RE_Direct_Toon
|
||
|
#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon`,WR=`BlinnPhongMaterial material;
|
||
|
material.diffuseColor = diffuseColor.rgb;
|
||
|
material.specularColor = specular;
|
||
|
material.specularShininess = shininess;
|
||
|
material.specularStrength = specularStrength;`,XR=`varying vec3 vViewPosition;
|
||
|
struct BlinnPhongMaterial {
|
||
|
vec3 diffuseColor;
|
||
|
vec3 specularColor;
|
||
|
float specularShininess;
|
||
|
float specularStrength;
|
||
|
};
|
||
|
void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
|
||
|
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
|
||
|
vec3 irradiance = dotNL * directLight.color;
|
||
|
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
|
||
|
reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;
|
||
|
}
|
||
|
void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
|
||
|
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
|
||
|
}
|
||
|
#define RE_Direct RE_Direct_BlinnPhong
|
||
|
#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong`,jR=`PhysicalMaterial material;
|
||
|
material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
|
||
|
vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );
|
||
|
float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );
|
||
|
material.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;
|
||
|
material.roughness = min( material.roughness, 1.0 );
|
||
|
#ifdef IOR
|
||
|
material.ior = ior;
|
||
|
#ifdef USE_SPECULAR
|
||
|
float specularIntensityFactor = specularIntensity;
|
||
|
vec3 specularColorFactor = specularColor;
|
||
|
#ifdef USE_SPECULAR_COLORMAP
|
||
|
specularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULAR_INTENSITYMAP
|
||
|
specularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;
|
||
|
#endif
|
||
|
material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );
|
||
|
#else
|
||
|
float specularIntensityFactor = 1.0;
|
||
|
vec3 specularColorFactor = vec3( 1.0 );
|
||
|
material.specularF90 = 1.0;
|
||
|
#endif
|
||
|
material.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );
|
||
|
#else
|
||
|
material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
|
||
|
material.specularF90 = 1.0;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
material.clearcoat = clearcoat;
|
||
|
material.clearcoatRoughness = clearcoatRoughness;
|
||
|
material.clearcoatF0 = vec3( 0.04 );
|
||
|
material.clearcoatF90 = 1.0;
|
||
|
#ifdef USE_CLEARCOATMAP
|
||
|
material.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
|
||
|
material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;
|
||
|
#endif
|
||
|
material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );
|
||
|
material.clearcoatRoughness += geometryRoughness;
|
||
|
material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCE
|
||
|
material.iridescence = iridescence;
|
||
|
material.iridescenceIOR = iridescenceIOR;
|
||
|
#ifdef USE_IRIDESCENCEMAP
|
||
|
material.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCE_THICKNESSMAP
|
||
|
material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;
|
||
|
#else
|
||
|
material.iridescenceThickness = iridescenceThicknessMaximum;
|
||
|
#endif
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN
|
||
|
material.sheenColor = sheenColor;
|
||
|
#ifdef USE_SHEEN_COLORMAP
|
||
|
material.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;
|
||
|
#endif
|
||
|
material.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );
|
||
|
#ifdef USE_SHEEN_ROUGHNESSMAP
|
||
|
material.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;
|
||
|
#endif
|
||
|
#endif`,YR=`struct PhysicalMaterial {
|
||
|
vec3 diffuseColor;
|
||
|
float roughness;
|
||
|
vec3 specularColor;
|
||
|
float specularF90;
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
float clearcoat;
|
||
|
float clearcoatRoughness;
|
||
|
vec3 clearcoatF0;
|
||
|
float clearcoatF90;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCE
|
||
|
float iridescence;
|
||
|
float iridescenceIOR;
|
||
|
float iridescenceThickness;
|
||
|
vec3 iridescenceFresnel;
|
||
|
vec3 iridescenceF0;
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN
|
||
|
vec3 sheenColor;
|
||
|
float sheenRoughness;
|
||
|
#endif
|
||
|
#ifdef IOR
|
||
|
float ior;
|
||
|
#endif
|
||
|
#ifdef USE_TRANSMISSION
|
||
|
float transmission;
|
||
|
float transmissionAlpha;
|
||
|
float thickness;
|
||
|
float attenuationDistance;
|
||
|
vec3 attenuationColor;
|
||
|
#endif
|
||
|
};
|
||
|
vec3 clearcoatSpecular = vec3( 0.0 );
|
||
|
vec3 sheenSpecular = vec3( 0.0 );
|
||
|
vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {
|
||
|
float x = clamp( 1.0 - dotVH, 0.0, 1.0 );
|
||
|
float x2 = x * x;
|
||
|
float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );
|
||
|
return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );
|
||
|
}
|
||
|
float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
|
||
|
float a2 = pow2( alpha );
|
||
|
float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
|
||
|
float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
|
||
|
return 0.5 / max( gv + gl, EPSILON );
|
||
|
}
|
||
|
float D_GGX( const in float alpha, const in float dotNH ) {
|
||
|
float a2 = pow2( alpha );
|
||
|
float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;
|
||
|
return RECIPROCAL_PI * a2 / pow2( denom );
|
||
|
}
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {
|
||
|
vec3 f0 = material.clearcoatF0;
|
||
|
float f90 = material.clearcoatF90;
|
||
|
float roughness = material.clearcoatRoughness;
|
||
|
float alpha = pow2( roughness );
|
||
|
vec3 halfDir = normalize( lightDir + viewDir );
|
||
|
float dotNL = saturate( dot( normal, lightDir ) );
|
||
|
float dotNV = saturate( dot( normal, viewDir ) );
|
||
|
float dotNH = saturate( dot( normal, halfDir ) );
|
||
|
float dotVH = saturate( dot( viewDir, halfDir ) );
|
||
|
vec3 F = F_Schlick( f0, f90, dotVH );
|
||
|
float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
|
||
|
float D = D_GGX( alpha, dotNH );
|
||
|
return F * ( V * D );
|
||
|
}
|
||
|
#endif
|
||
|
vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {
|
||
|
vec3 f0 = material.specularColor;
|
||
|
float f90 = material.specularF90;
|
||
|
float roughness = material.roughness;
|
||
|
float alpha = pow2( roughness );
|
||
|
vec3 halfDir = normalize( lightDir + viewDir );
|
||
|
float dotNL = saturate( dot( normal, lightDir ) );
|
||
|
float dotNV = saturate( dot( normal, viewDir ) );
|
||
|
float dotNH = saturate( dot( normal, halfDir ) );
|
||
|
float dotVH = saturate( dot( viewDir, halfDir ) );
|
||
|
vec3 F = F_Schlick( f0, f90, dotVH );
|
||
|
#ifdef USE_IRIDESCENCE
|
||
|
F = mix( F, material.iridescenceFresnel, material.iridescence );
|
||
|
#endif
|
||
|
float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
|
||
|
float D = D_GGX( alpha, dotNH );
|
||
|
return F * ( V * D );
|
||
|
}
|
||
|
vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
|
||
|
const float LUT_SIZE = 64.0;
|
||
|
const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
|
||
|
const float LUT_BIAS = 0.5 / LUT_SIZE;
|
||
|
float dotNV = saturate( dot( N, V ) );
|
||
|
vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
|
||
|
uv = uv * LUT_SCALE + LUT_BIAS;
|
||
|
return uv;
|
||
|
}
|
||
|
float LTC_ClippedSphereFormFactor( const in vec3 f ) {
|
||
|
float l = length( f );
|
||
|
return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
|
||
|
}
|
||
|
vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
|
||
|
float x = dot( v1, v2 );
|
||
|
float y = abs( x );
|
||
|
float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
|
||
|
float b = 3.4175940 + ( 4.1616724 + y ) * y;
|
||
|
float v = a / b;
|
||
|
float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
|
||
|
return cross( v1, v2 ) * theta_sintheta;
|
||
|
}
|
||
|
vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
|
||
|
vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
|
||
|
vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
|
||
|
vec3 lightNormal = cross( v1, v2 );
|
||
|
if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
|
||
|
vec3 T1, T2;
|
||
|
T1 = normalize( V - N * dot( V, N ) );
|
||
|
T2 = - cross( N, T1 );
|
||
|
mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
|
||
|
vec3 coords[ 4 ];
|
||
|
coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
|
||
|
coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
|
||
|
coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
|
||
|
coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
|
||
|
coords[ 0 ] = normalize( coords[ 0 ] );
|
||
|
coords[ 1 ] = normalize( coords[ 1 ] );
|
||
|
coords[ 2 ] = normalize( coords[ 2 ] );
|
||
|
coords[ 3 ] = normalize( coords[ 3 ] );
|
||
|
vec3 vectorFormFactor = vec3( 0.0 );
|
||
|
vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
|
||
|
vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
|
||
|
vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
|
||
|
vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
|
||
|
float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
|
||
|
return vec3( result );
|
||
|
}
|
||
|
#if defined( USE_SHEEN )
|
||
|
float D_Charlie( float roughness, float dotNH ) {
|
||
|
float alpha = pow2( roughness );
|
||
|
float invAlpha = 1.0 / alpha;
|
||
|
float cos2h = dotNH * dotNH;
|
||
|
float sin2h = max( 1.0 - cos2h, 0.0078125 );
|
||
|
return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
|
||
|
}
|
||
|
float V_Neubelt( float dotNV, float dotNL ) {
|
||
|
return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
|
||
|
}
|
||
|
vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
|
||
|
vec3 halfDir = normalize( lightDir + viewDir );
|
||
|
float dotNL = saturate( dot( normal, lightDir ) );
|
||
|
float dotNV = saturate( dot( normal, viewDir ) );
|
||
|
float dotNH = saturate( dot( normal, halfDir ) );
|
||
|
float D = D_Charlie( sheenRoughness, dotNH );
|
||
|
float V = V_Neubelt( dotNV, dotNL );
|
||
|
return sheenColor * ( D * V );
|
||
|
}
|
||
|
#endif
|
||
|
float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
|
||
|
float dotNV = saturate( dot( normal, viewDir ) );
|
||
|
float r2 = roughness * roughness;
|
||
|
float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;
|
||
|
float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;
|
||
|
float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );
|
||
|
return saturate( DG * RECIPROCAL_PI );
|
||
|
}
|
||
|
vec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
|
||
|
float dotNV = saturate( dot( normal, viewDir ) );
|
||
|
const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
|
||
|
const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
|
||
|
vec4 r = roughness * c0 + c1;
|
||
|
float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;
|
||
|
vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;
|
||
|
return fab;
|
||
|
}
|
||
|
vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {
|
||
|
vec2 fab = DFGApprox( normal, viewDir, roughness );
|
||
|
return specularColor * fab.x + specularF90 * fab.y;
|
||
|
}
|
||
|
#ifdef USE_IRIDESCENCE
|
||
|
void computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
|
||
|
#else
|
||
|
void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
|
||
|
#endif
|
||
|
vec2 fab = DFGApprox( normal, viewDir, roughness );
|
||
|
#ifdef USE_IRIDESCENCE
|
||
|
vec3 Fr = mix( specularColor, iridescenceF0, iridescence );
|
||
|
#else
|
||
|
vec3 Fr = specularColor;
|
||
|
#endif
|
||
|
vec3 FssEss = Fr * fab.x + specularF90 * fab.y;
|
||
|
float Ess = fab.x + fab.y;
|
||
|
float Ems = 1.0 - Ess;
|
||
|
vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
|
||
|
singleScatter += FssEss;
|
||
|
multiScatter += Fms * Ems;
|
||
|
}
|
||
|
#if NUM_RECT_AREA_LIGHTS > 0
|
||
|
void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
|
||
|
vec3 normal = geometry.normal;
|
||
|
vec3 viewDir = geometry.viewDir;
|
||
|
vec3 position = geometry.position;
|
||
|
vec3 lightPos = rectAreaLight.position;
|
||
|
vec3 halfWidth = rectAreaLight.halfWidth;
|
||
|
vec3 halfHeight = rectAreaLight.halfHeight;
|
||
|
vec3 lightColor = rectAreaLight.color;
|
||
|
float roughness = material.roughness;
|
||
|
vec3 rectCoords[ 4 ];
|
||
|
rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
|
||
|
rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;
|
||
|
rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;
|
||
|
vec2 uv = LTC_Uv( normal, viewDir, roughness );
|
||
|
vec4 t1 = texture2D( ltc_1, uv );
|
||
|
vec4 t2 = texture2D( ltc_2, uv );
|
||
|
mat3 mInv = mat3(
|
||
|
vec3( t1.x, 0, t1.y ),
|
||
|
vec3( 0, 1, 0 ),
|
||
|
vec3( t1.z, 0, t1.w )
|
||
|
);
|
||
|
vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );
|
||
|
reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );
|
||
|
reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );
|
||
|
}
|
||
|
#endif
|
||
|
void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
|
||
|
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
|
||
|
vec3 irradiance = dotNL * directLight.color;
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
float dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );
|
||
|
vec3 ccIrradiance = dotNLcc * directLight.color;
|
||
|
clearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material );
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN
|
||
|
sheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );
|
||
|
#endif
|
||
|
reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material );
|
||
|
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
|
||
|
}
|
||
|
void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
|
||
|
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
|
||
|
}
|
||
|
void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
clearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN
|
||
|
sheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );
|
||
|
#endif
|
||
|
vec3 singleScattering = vec3( 0.0 );
|
||
|
vec3 multiScattering = vec3( 0.0 );
|
||
|
vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
|
||
|
#ifdef USE_IRIDESCENCE
|
||
|
computeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );
|
||
|
#else
|
||
|
computeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );
|
||
|
#endif
|
||
|
vec3 totalScattering = singleScattering + multiScattering;
|
||
|
vec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );
|
||
|
reflectedLight.indirectSpecular += radiance * singleScattering;
|
||
|
reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;
|
||
|
reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;
|
||
|
}
|
||
|
#define RE_Direct RE_Direct_Physical
|
||
|
#define RE_Direct_RectArea RE_Direct_RectArea_Physical
|
||
|
#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical
|
||
|
#define RE_IndirectSpecular RE_IndirectSpecular_Physical
|
||
|
float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
|
||
|
return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );
|
||
|
}`,qR=`
|
||
|
GeometricContext geometry;
|
||
|
geometry.position = - vViewPosition;
|
||
|
geometry.normal = normal;
|
||
|
geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
geometry.clearcoatNormal = clearcoatNormal;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCE
|
||
|
float dotNVi = saturate( dot( normal, geometry.viewDir ) );
|
||
|
if ( material.iridescenceThickness == 0.0 ) {
|
||
|
material.iridescence = 0.0;
|
||
|
} else {
|
||
|
material.iridescence = saturate( material.iridescence );
|
||
|
}
|
||
|
if ( material.iridescence > 0.0 ) {
|
||
|
material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );
|
||
|
material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );
|
||
|
}
|
||
|
#endif
|
||
|
IncidentLight directLight;
|
||
|
#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
|
||
|
PointLight pointLight;
|
||
|
#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
|
||
|
PointLightShadow pointLightShadow;
|
||
|
#endif
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
|
||
|
pointLight = pointLights[ i ];
|
||
|
getPointLightInfo( pointLight, geometry, directLight );
|
||
|
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
|
||
|
pointLightShadow = pointLightShadows[ i ];
|
||
|
directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
|
||
|
#endif
|
||
|
RE_Direct( directLight, geometry, material, reflectedLight );
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
|
||
|
SpotLight spotLight;
|
||
|
vec4 spotColor;
|
||
|
vec3 spotLightCoord;
|
||
|
bool inSpotLightMap;
|
||
|
#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
|
||
|
SpotLightShadow spotLightShadow;
|
||
|
#endif
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
|
||
|
spotLight = spotLights[ i ];
|
||
|
getSpotLightInfo( spotLight, geometry, directLight );
|
||
|
#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
|
||
|
#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX
|
||
|
#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
|
||
|
#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS
|
||
|
#else
|
||
|
#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
|
||
|
#endif
|
||
|
#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )
|
||
|
spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;
|
||
|
inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );
|
||
|
spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );
|
||
|
directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;
|
||
|
#endif
|
||
|
#undef SPOT_LIGHT_MAP_INDEX
|
||
|
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
|
||
|
spotLightShadow = spotLightShadows[ i ];
|
||
|
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
|
||
|
#endif
|
||
|
RE_Direct( directLight, geometry, material, reflectedLight );
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
|
||
|
DirectionalLight directionalLight;
|
||
|
#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
|
||
|
DirectionalLightShadow directionalLightShadow;
|
||
|
#endif
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
|
||
|
directionalLight = directionalLights[ i ];
|
||
|
getDirectionalLightInfo( directionalLight, geometry, directLight );
|
||
|
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
|
||
|
directionalLightShadow = directionalLightShadows[ i ];
|
||
|
directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
|
||
|
#endif
|
||
|
RE_Direct( directLight, geometry, material, reflectedLight );
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
|
||
|
RectAreaLight rectAreaLight;
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
|
||
|
rectAreaLight = rectAreaLights[ i ];
|
||
|
RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#if defined( RE_IndirectDiffuse )
|
||
|
vec3 iblIrradiance = vec3( 0.0 );
|
||
|
vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
|
||
|
irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );
|
||
|
#if ( NUM_HEMI_LIGHTS > 0 )
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
|
||
|
irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#endif
|
||
|
#if defined( RE_IndirectSpecular )
|
||
|
vec3 radiance = vec3( 0.0 );
|
||
|
vec3 clearcoatRadiance = vec3( 0.0 );
|
||
|
#endif`,ZR=`#if defined( RE_IndirectDiffuse )
|
||
|
#ifdef USE_LIGHTMAP
|
||
|
vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
|
||
|
vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
|
||
|
irradiance += lightMapIrradiance;
|
||
|
#endif
|
||
|
#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )
|
||
|
iblIrradiance += getIBLIrradiance( geometry.normal );
|
||
|
#endif
|
||
|
#endif
|
||
|
#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
|
||
|
radiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
clearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );
|
||
|
#endif
|
||
|
#endif`,QR=`#if defined( RE_IndirectDiffuse )
|
||
|
RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
|
||
|
#endif
|
||
|
#if defined( RE_IndirectSpecular )
|
||
|
RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );
|
||
|
#endif`,JR=`#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
|
||
|
gl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;
|
||
|
#endif`,KR=`#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
|
||
|
uniform float logDepthBufFC;
|
||
|
varying float vFragDepth;
|
||
|
varying float vIsPerspective;
|
||
|
#endif`,$R=`#ifdef USE_LOGDEPTHBUF
|
||
|
#ifdef USE_LOGDEPTHBUF_EXT
|
||
|
varying float vFragDepth;
|
||
|
varying float vIsPerspective;
|
||
|
#else
|
||
|
uniform float logDepthBufFC;
|
||
|
#endif
|
||
|
#endif`,eI=`#ifdef USE_LOGDEPTHBUF
|
||
|
#ifdef USE_LOGDEPTHBUF_EXT
|
||
|
vFragDepth = 1.0 + gl_Position.w;
|
||
|
vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
|
||
|
#else
|
||
|
if ( isPerspectiveMatrix( projectionMatrix ) ) {
|
||
|
gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;
|
||
|
gl_Position.z *= gl_Position.w;
|
||
|
}
|
||
|
#endif
|
||
|
#endif`,tI=`#ifdef USE_MAP
|
||
|
vec4 sampledDiffuseColor = texture2D( map, vMapUv );
|
||
|
#ifdef DECODE_VIDEO_TEXTURE
|
||
|
sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );
|
||
|
#endif
|
||
|
diffuseColor *= sampledDiffuseColor;
|
||
|
#endif`,nI=`#ifdef USE_MAP
|
||
|
uniform sampler2D map;
|
||
|
#endif`,iI=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
|
||
|
#if defined( USE_POINTS_UV )
|
||
|
vec2 uv = vUv;
|
||
|
#else
|
||
|
vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;
|
||
|
#endif
|
||
|
#endif
|
||
|
#ifdef USE_MAP
|
||
|
diffuseColor *= texture2D( map, uv );
|
||
|
#endif
|
||
|
#ifdef USE_ALPHAMAP
|
||
|
diffuseColor.a *= texture2D( alphaMap, uv ).g;
|
||
|
#endif`,rI=`#if defined( USE_POINTS_UV )
|
||
|
varying vec2 vUv;
|
||
|
#else
|
||
|
#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
|
||
|
uniform mat3 uvTransform;
|
||
|
#endif
|
||
|
#endif
|
||
|
#ifdef USE_MAP
|
||
|
uniform sampler2D map;
|
||
|
#endif
|
||
|
#ifdef USE_ALPHAMAP
|
||
|
uniform sampler2D alphaMap;
|
||
|
#endif`,sI=`float metalnessFactor = metalness;
|
||
|
#ifdef USE_METALNESSMAP
|
||
|
vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );
|
||
|
metalnessFactor *= texelMetalness.b;
|
||
|
#endif`,oI=`#ifdef USE_METALNESSMAP
|
||
|
uniform sampler2D metalnessMap;
|
||
|
#endif`,aI=`#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )
|
||
|
vColor *= morphTargetBaseInfluence;
|
||
|
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
|
||
|
#if defined( USE_COLOR_ALPHA )
|
||
|
if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];
|
||
|
#elif defined( USE_COLOR )
|
||
|
if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];
|
||
|
#endif
|
||
|
}
|
||
|
#endif`,lI=`#ifdef USE_MORPHNORMALS
|
||
|
objectNormal *= morphTargetBaseInfluence;
|
||
|
#ifdef MORPHTARGETS_TEXTURE
|
||
|
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
|
||
|
if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];
|
||
|
}
|
||
|
#else
|
||
|
objectNormal += morphNormal0 * morphTargetInfluences[ 0 ];
|
||
|
objectNormal += morphNormal1 * morphTargetInfluences[ 1 ];
|
||
|
objectNormal += morphNormal2 * morphTargetInfluences[ 2 ];
|
||
|
objectNormal += morphNormal3 * morphTargetInfluences[ 3 ];
|
||
|
#endif
|
||
|
#endif`,uI=`#ifdef USE_MORPHTARGETS
|
||
|
uniform float morphTargetBaseInfluence;
|
||
|
#ifdef MORPHTARGETS_TEXTURE
|
||
|
uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];
|
||
|
uniform sampler2DArray morphTargetsTexture;
|
||
|
uniform ivec2 morphTargetsTextureSize;
|
||
|
vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {
|
||
|
int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;
|
||
|
int y = texelIndex / morphTargetsTextureSize.x;
|
||
|
int x = texelIndex - y * morphTargetsTextureSize.x;
|
||
|
ivec3 morphUV = ivec3( x, y, morphTargetIndex );
|
||
|
return texelFetch( morphTargetsTexture, morphUV, 0 );
|
||
|
}
|
||
|
#else
|
||
|
#ifndef USE_MORPHNORMALS
|
||
|
uniform float morphTargetInfluences[ 8 ];
|
||
|
#else
|
||
|
uniform float morphTargetInfluences[ 4 ];
|
||
|
#endif
|
||
|
#endif
|
||
|
#endif`,cI=`#ifdef USE_MORPHTARGETS
|
||
|
transformed *= morphTargetBaseInfluence;
|
||
|
#ifdef MORPHTARGETS_TEXTURE
|
||
|
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
|
||
|
if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];
|
||
|
}
|
||
|
#else
|
||
|
transformed += morphTarget0 * morphTargetInfluences[ 0 ];
|
||
|
transformed += morphTarget1 * morphTargetInfluences[ 1 ];
|
||
|
transformed += morphTarget2 * morphTargetInfluences[ 2 ];
|
||
|
transformed += morphTarget3 * morphTargetInfluences[ 3 ];
|
||
|
#ifndef USE_MORPHNORMALS
|
||
|
transformed += morphTarget4 * morphTargetInfluences[ 4 ];
|
||
|
transformed += morphTarget5 * morphTargetInfluences[ 5 ];
|
||
|
transformed += morphTarget6 * morphTargetInfluences[ 6 ];
|
||
|
transformed += morphTarget7 * morphTargetInfluences[ 7 ];
|
||
|
#endif
|
||
|
#endif
|
||
|
#endif`,fI=`float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;
|
||
|
#ifdef FLAT_SHADED
|
||
|
vec3 fdx = dFdx( vViewPosition );
|
||
|
vec3 fdy = dFdy( vViewPosition );
|
||
|
vec3 normal = normalize( cross( fdx, fdy ) );
|
||
|
#else
|
||
|
vec3 normal = normalize( vNormal );
|
||
|
#ifdef DOUBLE_SIDED
|
||
|
normal *= faceDirection;
|
||
|
#endif
|
||
|
#endif
|
||
|
#ifdef USE_NORMALMAP_TANGENTSPACE
|
||
|
#ifdef USE_TANGENT
|
||
|
mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
|
||
|
#else
|
||
|
mat3 tbn = getTangentFrame( - vViewPosition, normal, vNormalMapUv );
|
||
|
#endif
|
||
|
#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )
|
||
|
tbn[0] *= faceDirection;
|
||
|
tbn[1] *= faceDirection;
|
||
|
#endif
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_NORMALMAP
|
||
|
#ifdef USE_TANGENT
|
||
|
mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
|
||
|
#else
|
||
|
mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );
|
||
|
#endif
|
||
|
#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )
|
||
|
tbn2[0] *= faceDirection;
|
||
|
tbn2[1] *= faceDirection;
|
||
|
#endif
|
||
|
#endif
|
||
|
vec3 geometryNormal = normal;`,hI=`#ifdef USE_NORMALMAP_OBJECTSPACE
|
||
|
normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
|
||
|
#ifdef FLIP_SIDED
|
||
|
normal = - normal;
|
||
|
#endif
|
||
|
#ifdef DOUBLE_SIDED
|
||
|
normal = normal * faceDirection;
|
||
|
#endif
|
||
|
normal = normalize( normalMatrix * normal );
|
||
|
#elif defined( USE_NORMALMAP_TANGENTSPACE )
|
||
|
vec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
|
||
|
mapN.xy *= normalScale;
|
||
|
normal = normalize( tbn * mapN );
|
||
|
#elif defined( USE_BUMPMAP )
|
||
|
normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );
|
||
|
#endif`,dI=`#ifndef FLAT_SHADED
|
||
|
varying vec3 vNormal;
|
||
|
#ifdef USE_TANGENT
|
||
|
varying vec3 vTangent;
|
||
|
varying vec3 vBitangent;
|
||
|
#endif
|
||
|
#endif`,pI=`#ifndef FLAT_SHADED
|
||
|
varying vec3 vNormal;
|
||
|
#ifdef USE_TANGENT
|
||
|
varying vec3 vTangent;
|
||
|
varying vec3 vBitangent;
|
||
|
#endif
|
||
|
#endif`,mI=`#ifndef FLAT_SHADED
|
||
|
vNormal = normalize( transformedNormal );
|
||
|
#ifdef USE_TANGENT
|
||
|
vTangent = normalize( transformedTangent );
|
||
|
vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
|
||
|
#endif
|
||
|
#endif`,gI=`#ifdef USE_NORMALMAP
|
||
|
uniform sampler2D normalMap;
|
||
|
uniform vec2 normalScale;
|
||
|
#endif
|
||
|
#ifdef USE_NORMALMAP_OBJECTSPACE
|
||
|
uniform mat3 normalMatrix;
|
||
|
#endif
|
||
|
#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) )
|
||
|
mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {
|
||
|
vec3 q0 = dFdx( eye_pos.xyz );
|
||
|
vec3 q1 = dFdy( eye_pos.xyz );
|
||
|
vec2 st0 = dFdx( uv.st );
|
||
|
vec2 st1 = dFdy( uv.st );
|
||
|
vec3 N = surf_norm;
|
||
|
vec3 q1perp = cross( q1, N );
|
||
|
vec3 q0perp = cross( N, q0 );
|
||
|
vec3 T = q1perp * st0.x + q0perp * st1.x;
|
||
|
vec3 B = q1perp * st0.y + q0perp * st1.y;
|
||
|
float det = max( dot( T, T ), dot( B, B ) );
|
||
|
float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );
|
||
|
return mat3( T * scale, B * scale, N );
|
||
|
}
|
||
|
#endif`,vI=`#ifdef USE_CLEARCOAT
|
||
|
vec3 clearcoatNormal = geometryNormal;
|
||
|
#endif`,yI=`#ifdef USE_CLEARCOAT_NORMALMAP
|
||
|
vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;
|
||
|
clearcoatMapN.xy *= clearcoatNormalScale;
|
||
|
clearcoatNormal = normalize( tbn2 * clearcoatMapN );
|
||
|
#endif`,_I=`#ifdef USE_CLEARCOATMAP
|
||
|
uniform sampler2D clearcoatMap;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_NORMALMAP
|
||
|
uniform sampler2D clearcoatNormalMap;
|
||
|
uniform vec2 clearcoatNormalScale;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
|
||
|
uniform sampler2D clearcoatRoughnessMap;
|
||
|
#endif`,xI=`#ifdef USE_IRIDESCENCEMAP
|
||
|
uniform sampler2D iridescenceMap;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCE_THICKNESSMAP
|
||
|
uniform sampler2D iridescenceThicknessMap;
|
||
|
#endif`,SI=`#ifdef OPAQUE
|
||
|
diffuseColor.a = 1.0;
|
||
|
#endif
|
||
|
#ifdef USE_TRANSMISSION
|
||
|
diffuseColor.a *= material.transmissionAlpha + 0.1;
|
||
|
#endif
|
||
|
gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,wI=`vec3 packNormalToRGB( const in vec3 normal ) {
|
||
|
return normalize( normal ) * 0.5 + 0.5;
|
||
|
}
|
||
|
vec3 unpackRGBToNormal( const in vec3 rgb ) {
|
||
|
return 2.0 * rgb.xyz - 1.0;
|
||
|
}
|
||
|
const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;
|
||
|
const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
|
||
|
const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );
|
||
|
const float ShiftRight8 = 1. / 256.;
|
||
|
vec4 packDepthToRGBA( const in float v ) {
|
||
|
vec4 r = vec4( fract( v * PackFactors ), v );
|
||
|
r.yzw -= r.xyz * ShiftRight8; return r * PackUpscale;
|
||
|
}
|
||
|
float unpackRGBAToDepth( const in vec4 v ) {
|
||
|
return dot( v, UnpackFactors );
|
||
|
}
|
||
|
vec2 packDepthToRG( in highp float v ) {
|
||
|
return packDepthToRGBA( v ).yx;
|
||
|
}
|
||
|
float unpackRGToDepth( const in highp vec2 v ) {
|
||
|
return unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );
|
||
|
}
|
||
|
vec4 pack2HalfToRGBA( vec2 v ) {
|
||
|
vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );
|
||
|
return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );
|
||
|
}
|
||
|
vec2 unpackRGBATo2Half( vec4 v ) {
|
||
|
return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );
|
||
|
}
|
||
|
float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
|
||
|
return ( viewZ + near ) / ( near - far );
|
||
|
}
|
||
|
float orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {
|
||
|
return depth * ( near - far ) - near;
|
||
|
}
|
||
|
float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {
|
||
|
return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );
|
||
|
}
|
||
|
float perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {
|
||
|
return ( near * far ) / ( ( far - near ) * depth - far );
|
||
|
}`,MI=`#ifdef PREMULTIPLIED_ALPHA
|
||
|
gl_FragColor.rgb *= gl_FragColor.a;
|
||
|
#endif`,EI=`vec4 mvPosition = vec4( transformed, 1.0 );
|
||
|
#ifdef USE_INSTANCING
|
||
|
mvPosition = instanceMatrix * mvPosition;
|
||
|
#endif
|
||
|
mvPosition = modelViewMatrix * mvPosition;
|
||
|
gl_Position = projectionMatrix * mvPosition;`,TI=`#ifdef DITHERING
|
||
|
gl_FragColor.rgb = dithering( gl_FragColor.rgb );
|
||
|
#endif`,AI=`#ifdef DITHERING
|
||
|
vec3 dithering( vec3 color ) {
|
||
|
float grid_position = rand( gl_FragCoord.xy );
|
||
|
vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );
|
||
|
dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );
|
||
|
return color + dither_shift_RGB;
|
||
|
}
|
||
|
#endif`,CI=`float roughnessFactor = roughness;
|
||
|
#ifdef USE_ROUGHNESSMAP
|
||
|
vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );
|
||
|
roughnessFactor *= texelRoughness.g;
|
||
|
#endif`,bI=`#ifdef USE_ROUGHNESSMAP
|
||
|
uniform sampler2D roughnessMap;
|
||
|
#endif`,PI=`#if NUM_SPOT_LIGHT_COORDS > 0
|
||
|
varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
|
||
|
#endif
|
||
|
#if NUM_SPOT_LIGHT_MAPS > 0
|
||
|
uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];
|
||
|
#endif
|
||
|
#ifdef USE_SHADOWMAP
|
||
|
#if NUM_DIR_LIGHT_SHADOWS > 0
|
||
|
uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
|
||
|
varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
|
||
|
struct DirectionalLightShadow {
|
||
|
float shadowBias;
|
||
|
float shadowNormalBias;
|
||
|
float shadowRadius;
|
||
|
vec2 shadowMapSize;
|
||
|
};
|
||
|
uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];
|
||
|
#endif
|
||
|
#if NUM_SPOT_LIGHT_SHADOWS > 0
|
||
|
uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
|
||
|
struct SpotLightShadow {
|
||
|
float shadowBias;
|
||
|
float shadowNormalBias;
|
||
|
float shadowRadius;
|
||
|
vec2 shadowMapSize;
|
||
|
};
|
||
|
uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];
|
||
|
#endif
|
||
|
#if NUM_POINT_LIGHT_SHADOWS > 0
|
||
|
uniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
|
||
|
varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
|
||
|
struct PointLightShadow {
|
||
|
float shadowBias;
|
||
|
float shadowNormalBias;
|
||
|
float shadowRadius;
|
||
|
vec2 shadowMapSize;
|
||
|
float shadowCameraNear;
|
||
|
float shadowCameraFar;
|
||
|
};
|
||
|
uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
|
||
|
#endif
|
||
|
float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
|
||
|
return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
|
||
|
}
|
||
|
vec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {
|
||
|
return unpackRGBATo2Half( texture2D( shadow, uv ) );
|
||
|
}
|
||
|
float VSMShadow (sampler2D shadow, vec2 uv, float compare ){
|
||
|
float occlusion = 1.0;
|
||
|
vec2 distribution = texture2DDistribution( shadow, uv );
|
||
|
float hard_shadow = step( compare , distribution.x );
|
||
|
if (hard_shadow != 1.0 ) {
|
||
|
float distance = compare - distribution.x ;
|
||
|
float variance = max( 0.00000, distribution.y * distribution.y );
|
||
|
float softness_probability = variance / (variance + distance * distance ); softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );
|
||
|
}
|
||
|
return occlusion;
|
||
|
}
|
||
|
float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
|
||
|
float shadow = 1.0;
|
||
|
shadowCoord.xyz /= shadowCoord.w;
|
||
|
shadowCoord.z += shadowBias;
|
||
|
bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
|
||
|
bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
|
||
|
if ( frustumTest ) {
|
||
|
#if defined( SHADOWMAP_TYPE_PCF )
|
||
|
vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
|
||
|
float dx0 = - texelSize.x * shadowRadius;
|
||
|
float dy0 = - texelSize.y * shadowRadius;
|
||
|
float dx1 = + texelSize.x * shadowRadius;
|
||
|
float dy1 = + texelSize.y * shadowRadius;
|
||
|
float dx2 = dx0 / 2.0;
|
||
|
float dy2 = dy0 / 2.0;
|
||
|
float dx3 = dx1 / 2.0;
|
||
|
float dy3 = dy1 / 2.0;
|
||
|
shadow = (
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
|
||
|
) * ( 1.0 / 17.0 );
|
||
|
#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
|
||
|
vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
|
||
|
float dx = texelSize.x;
|
||
|
float dy = texelSize.y;
|
||
|
vec2 uv = shadowCoord.xy;
|
||
|
vec2 f = fract( uv * shadowMapSize + 0.5 );
|
||
|
uv -= f * texelSize;
|
||
|
shadow = (
|
||
|
texture2DCompare( shadowMap, uv, shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +
|
||
|
texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +
|
||
|
mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),
|
||
|
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),
|
||
|
f.x ) +
|
||
|
mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),
|
||
|
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),
|
||
|
f.x ) +
|
||
|
mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),
|
||
|
texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),
|
||
|
f.y ) +
|
||
|
mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),
|
||
|
texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),
|
||
|
f.y ) +
|
||
|
mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),
|
||
|
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),
|
||
|
f.x ),
|
||
|
mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),
|
||
|
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),
|
||
|
f.x ),
|
||
|
f.y )
|
||
|
) * ( 1.0 / 9.0 );
|
||
|
#elif defined( SHADOWMAP_TYPE_VSM )
|
||
|
shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );
|
||
|
#else
|
||
|
shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );
|
||
|
#endif
|
||
|
}
|
||
|
return shadow;
|
||
|
}
|
||
|
vec2 cubeToUV( vec3 v, float texelSizeY ) {
|
||
|
vec3 absV = abs( v );
|
||
|
float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );
|
||
|
absV *= scaleToCube;
|
||
|
v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );
|
||
|
vec2 planar = v.xy;
|
||
|
float almostATexel = 1.5 * texelSizeY;
|
||
|
float almostOne = 1.0 - almostATexel;
|
||
|
if ( absV.z >= almostOne ) {
|
||
|
if ( v.z > 0.0 )
|
||
|
planar.x = 4.0 - v.x;
|
||
|
} else if ( absV.x >= almostOne ) {
|
||
|
float signX = sign( v.x );
|
||
|
planar.x = v.z * signX + 2.0 * signX;
|
||
|
} else if ( absV.y >= almostOne ) {
|
||
|
float signY = sign( v.y );
|
||
|
planar.x = v.x + 2.0 * signY + 2.0;
|
||
|
planar.y = v.z * signY - 2.0;
|
||
|
}
|
||
|
return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );
|
||
|
}
|
||
|
float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
|
||
|
vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );
|
||
|
vec3 lightToPosition = shadowCoord.xyz;
|
||
|
float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias;
|
||
|
vec3 bd3D = normalize( lightToPosition );
|
||
|
#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )
|
||
|
vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;
|
||
|
return (
|
||
|
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +
|
||
|
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +
|
||
|
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
|
||
|
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +
|
||
|
texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +
|
||
|
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +
|
||
|
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +
|
||
|
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
|
||
|
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )
|
||
|
) * ( 1.0 / 9.0 );
|
||
|
#else
|
||
|
return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );
|
||
|
#endif
|
||
|
}
|
||
|
#endif`,LI=`#if NUM_SPOT_LIGHT_COORDS > 0
|
||
|
uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];
|
||
|
varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
|
||
|
#endif
|
||
|
#ifdef USE_SHADOWMAP
|
||
|
#if NUM_DIR_LIGHT_SHADOWS > 0
|
||
|
uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];
|
||
|
varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
|
||
|
struct DirectionalLightShadow {
|
||
|
float shadowBias;
|
||
|
float shadowNormalBias;
|
||
|
float shadowRadius;
|
||
|
vec2 shadowMapSize;
|
||
|
};
|
||
|
uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];
|
||
|
#endif
|
||
|
#if NUM_SPOT_LIGHT_SHADOWS > 0
|
||
|
struct SpotLightShadow {
|
||
|
float shadowBias;
|
||
|
float shadowNormalBias;
|
||
|
float shadowRadius;
|
||
|
vec2 shadowMapSize;
|
||
|
};
|
||
|
uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];
|
||
|
#endif
|
||
|
#if NUM_POINT_LIGHT_SHADOWS > 0
|
||
|
uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];
|
||
|
varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
|
||
|
struct PointLightShadow {
|
||
|
float shadowBias;
|
||
|
float shadowNormalBias;
|
||
|
float shadowRadius;
|
||
|
vec2 shadowMapSize;
|
||
|
float shadowCameraNear;
|
||
|
float shadowCameraFar;
|
||
|
};
|
||
|
uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
|
||
|
#endif
|
||
|
#endif`,RI=`#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )
|
||
|
vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
|
||
|
vec4 shadowWorldPosition;
|
||
|
#endif
|
||
|
#if defined( USE_SHADOWMAP )
|
||
|
#if NUM_DIR_LIGHT_SHADOWS > 0
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
|
||
|
shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );
|
||
|
vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#if NUM_POINT_LIGHT_SHADOWS > 0
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
|
||
|
shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );
|
||
|
vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#endif
|
||
|
#if NUM_SPOT_LIGHT_COORDS > 0
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {
|
||
|
shadowWorldPosition = worldPosition;
|
||
|
#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
|
||
|
shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;
|
||
|
#endif
|
||
|
vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif`,II=`float getShadowMask() {
|
||
|
float shadow = 1.0;
|
||
|
#ifdef USE_SHADOWMAP
|
||
|
#if NUM_DIR_LIGHT_SHADOWS > 0
|
||
|
DirectionalLightShadow directionalLight;
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
|
||
|
directionalLight = directionalLightShadows[ i ];
|
||
|
shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#if NUM_SPOT_LIGHT_SHADOWS > 0
|
||
|
SpotLightShadow spotLight;
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {
|
||
|
spotLight = spotLightShadows[ i ];
|
||
|
shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#if NUM_POINT_LIGHT_SHADOWS > 0
|
||
|
PointLightShadow pointLight;
|
||
|
#pragma unroll_loop_start
|
||
|
for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
|
||
|
pointLight = pointLightShadows[ i ];
|
||
|
shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
|
||
|
}
|
||
|
#pragma unroll_loop_end
|
||
|
#endif
|
||
|
#endif
|
||
|
return shadow;
|
||
|
}`,DI=`#ifdef USE_SKINNING
|
||
|
mat4 boneMatX = getBoneMatrix( skinIndex.x );
|
||
|
mat4 boneMatY = getBoneMatrix( skinIndex.y );
|
||
|
mat4 boneMatZ = getBoneMatrix( skinIndex.z );
|
||
|
mat4 boneMatW = getBoneMatrix( skinIndex.w );
|
||
|
#endif`,NI=`#ifdef USE_SKINNING
|
||
|
uniform mat4 bindMatrix;
|
||
|
uniform mat4 bindMatrixInverse;
|
||
|
uniform highp sampler2D boneTexture;
|
||
|
uniform int boneTextureSize;
|
||
|
mat4 getBoneMatrix( const in float i ) {
|
||
|
float j = i * 4.0;
|
||
|
float x = mod( j, float( boneTextureSize ) );
|
||
|
float y = floor( j / float( boneTextureSize ) );
|
||
|
float dx = 1.0 / float( boneTextureSize );
|
||
|
float dy = 1.0 / float( boneTextureSize );
|
||
|
y = dy * ( y + 0.5 );
|
||
|
vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );
|
||
|
vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );
|
||
|
vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );
|
||
|
vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );
|
||
|
mat4 bone = mat4( v1, v2, v3, v4 );
|
||
|
return bone;
|
||
|
}
|
||
|
#endif`,kI=`#ifdef USE_SKINNING
|
||
|
vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );
|
||
|
vec4 skinned = vec4( 0.0 );
|
||
|
skinned += boneMatX * skinVertex * skinWeight.x;
|
||
|
skinned += boneMatY * skinVertex * skinWeight.y;
|
||
|
skinned += boneMatZ * skinVertex * skinWeight.z;
|
||
|
skinned += boneMatW * skinVertex * skinWeight.w;
|
||
|
transformed = ( bindMatrixInverse * skinned ).xyz;
|
||
|
#endif`,zI=`#ifdef USE_SKINNING
|
||
|
mat4 skinMatrix = mat4( 0.0 );
|
||
|
skinMatrix += skinWeight.x * boneMatX;
|
||
|
skinMatrix += skinWeight.y * boneMatY;
|
||
|
skinMatrix += skinWeight.z * boneMatZ;
|
||
|
skinMatrix += skinWeight.w * boneMatW;
|
||
|
skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;
|
||
|
objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;
|
||
|
#ifdef USE_TANGENT
|
||
|
objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;
|
||
|
#endif
|
||
|
#endif`,UI=`float specularStrength;
|
||
|
#ifdef USE_SPECULARMAP
|
||
|
vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );
|
||
|
specularStrength = texelSpecular.r;
|
||
|
#else
|
||
|
specularStrength = 1.0;
|
||
|
#endif`,OI=`#ifdef USE_SPECULARMAP
|
||
|
uniform sampler2D specularMap;
|
||
|
#endif`,FI=`#if defined( TONE_MAPPING )
|
||
|
gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
|
||
|
#endif`,BI=`#ifndef saturate
|
||
|
#define saturate( a ) clamp( a, 0.0, 1.0 )
|
||
|
#endif
|
||
|
uniform float toneMappingExposure;
|
||
|
vec3 LinearToneMapping( vec3 color ) {
|
||
|
return toneMappingExposure * color;
|
||
|
}
|
||
|
vec3 ReinhardToneMapping( vec3 color ) {
|
||
|
color *= toneMappingExposure;
|
||
|
return saturate( color / ( vec3( 1.0 ) + color ) );
|
||
|
}
|
||
|
vec3 OptimizedCineonToneMapping( vec3 color ) {
|
||
|
color *= toneMappingExposure;
|
||
|
color = max( vec3( 0.0 ), color - 0.004 );
|
||
|
return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );
|
||
|
}
|
||
|
vec3 RRTAndODTFit( vec3 v ) {
|
||
|
vec3 a = v * ( v + 0.0245786 ) - 0.000090537;
|
||
|
vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;
|
||
|
return a / b;
|
||
|
}
|
||
|
vec3 ACESFilmicToneMapping( vec3 color ) {
|
||
|
const mat3 ACESInputMat = mat3(
|
||
|
vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),
|
||
|
vec3( 0.04823, 0.01566, 0.83777 )
|
||
|
);
|
||
|
const mat3 ACESOutputMat = mat3(
|
||
|
vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),
|
||
|
vec3( -0.07367, -0.00605, 1.07602 )
|
||
|
);
|
||
|
color *= toneMappingExposure / 0.6;
|
||
|
color = ACESInputMat * color;
|
||
|
color = RRTAndODTFit( color );
|
||
|
color = ACESOutputMat * color;
|
||
|
return saturate( color );
|
||
|
}
|
||
|
vec3 CustomToneMapping( vec3 color ) { return color; }`,VI=`#ifdef USE_TRANSMISSION
|
||
|
material.transmission = transmission;
|
||
|
material.transmissionAlpha = 1.0;
|
||
|
material.thickness = thickness;
|
||
|
material.attenuationDistance = attenuationDistance;
|
||
|
material.attenuationColor = attenuationColor;
|
||
|
#ifdef USE_TRANSMISSIONMAP
|
||
|
material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;
|
||
|
#endif
|
||
|
#ifdef USE_THICKNESSMAP
|
||
|
material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;
|
||
|
#endif
|
||
|
vec3 pos = vWorldPosition;
|
||
|
vec3 v = normalize( cameraPosition - pos );
|
||
|
vec3 n = inverseTransformDirection( normal, viewMatrix );
|
||
|
vec4 transmission = getIBLVolumeRefraction(
|
||
|
n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
|
||
|
pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,
|
||
|
material.attenuationColor, material.attenuationDistance );
|
||
|
material.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );
|
||
|
totalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );
|
||
|
#endif`,HI=`#ifdef USE_TRANSMISSION
|
||
|
uniform float transmission;
|
||
|
uniform float thickness;
|
||
|
uniform float attenuationDistance;
|
||
|
uniform vec3 attenuationColor;
|
||
|
#ifdef USE_TRANSMISSIONMAP
|
||
|
uniform sampler2D transmissionMap;
|
||
|
#endif
|
||
|
#ifdef USE_THICKNESSMAP
|
||
|
uniform sampler2D thicknessMap;
|
||
|
#endif
|
||
|
uniform vec2 transmissionSamplerSize;
|
||
|
uniform sampler2D transmissionSamplerMap;
|
||
|
uniform mat4 modelMatrix;
|
||
|
uniform mat4 projectionMatrix;
|
||
|
varying vec3 vWorldPosition;
|
||
|
float w0( float a ) {
|
||
|
return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );
|
||
|
}
|
||
|
float w1( float a ) {
|
||
|
return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );
|
||
|
}
|
||
|
float w2( float a ){
|
||
|
return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );
|
||
|
}
|
||
|
float w3( float a ) {
|
||
|
return ( 1.0 / 6.0 ) * ( a * a * a );
|
||
|
}
|
||
|
float g0( float a ) {
|
||
|
return w0( a ) + w1( a );
|
||
|
}
|
||
|
float g1( float a ) {
|
||
|
return w2( a ) + w3( a );
|
||
|
}
|
||
|
float h0( float a ) {
|
||
|
return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );
|
||
|
}
|
||
|
float h1( float a ) {
|
||
|
return 1.0 + w3( a ) / ( w2( a ) + w3( a ) );
|
||
|
}
|
||
|
vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, vec2 fullSize, float lod ) {
|
||
|
uv = uv * texelSize.zw + 0.5;
|
||
|
vec2 iuv = floor( uv );
|
||
|
vec2 fuv = fract( uv );
|
||
|
float g0x = g0( fuv.x );
|
||
|
float g1x = g1( fuv.x );
|
||
|
float h0x = h0( fuv.x );
|
||
|
float h1x = h1( fuv.x );
|
||
|
float h0y = h0( fuv.y );
|
||
|
float h1y = h1( fuv.y );
|
||
|
vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
|
||
|
vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
|
||
|
vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
|
||
|
vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
|
||
|
|
||
|
vec2 lodFudge = pow( 1.95, lod ) / fullSize;
|
||
|
return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +
|
||
|
g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );
|
||
|
}
|
||
|
vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {
|
||
|
vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );
|
||
|
vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );
|
||
|
vec2 fLodSizeInv = 1.0 / fLodSize;
|
||
|
vec2 cLodSizeInv = 1.0 / cLodSize;
|
||
|
vec2 fullSize = vec2( textureSize( sampler, 0 ) );
|
||
|
vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), fullSize, floor( lod ) );
|
||
|
vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), fullSize, ceil( lod ) );
|
||
|
return mix( fSample, cSample, fract( lod ) );
|
||
|
}
|
||
|
vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {
|
||
|
vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
|
||
|
vec3 modelScale;
|
||
|
modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
|
||
|
modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
|
||
|
modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );
|
||
|
return normalize( refractionVector ) * thickness * modelScale;
|
||
|
}
|
||
|
float applyIorToRoughness( const in float roughness, const in float ior ) {
|
||
|
return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );
|
||
|
}
|
||
|
vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {
|
||
|
float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );
|
||
|
return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );
|
||
|
}
|
||
|
vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
|
||
|
if ( isinf( attenuationDistance ) ) {
|
||
|
return radiance;
|
||
|
} else {
|
||
|
vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
|
||
|
vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance * radiance;
|
||
|
}
|
||
|
}
|
||
|
vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
|
||
|
const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
|
||
|
const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,
|
||
|
const in vec3 attenuationColor, const in float attenuationDistance ) {
|
||
|
vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
|
||
|
vec3 refractedRayExit = position + transmissionRay;
|
||
|
vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
|
||
|
vec2 refractionCoords = ndcPos.xy / ndcPos.w;
|
||
|
refractionCoords += 1.0;
|
||
|
refractionCoords /= 2.0;
|
||
|
vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
|
||
|
vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );
|
||
|
vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
|
||
|
return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );
|
||
|
}
|
||
|
#endif`,GI=`#ifdef USE_UV
|
||
|
varying vec2 vUv;
|
||
|
#endif
|
||
|
#ifdef USE_MAP
|
||
|
varying vec2 vMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_ALPHAMAP
|
||
|
varying vec2 vAlphaMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_LIGHTMAP
|
||
|
varying vec2 vLightMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_AOMAP
|
||
|
varying vec2 vAoMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_BUMPMAP
|
||
|
varying vec2 vBumpMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_NORMALMAP
|
||
|
varying vec2 vNormalMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_EMISSIVEMAP
|
||
|
varying vec2 vEmissiveMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_METALNESSMAP
|
||
|
varying vec2 vMetalnessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_ROUGHNESSMAP
|
||
|
varying vec2 vRoughnessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOATMAP
|
||
|
varying vec2 vClearcoatMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_NORMALMAP
|
||
|
varying vec2 vClearcoatNormalMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
|
||
|
varying vec2 vClearcoatRoughnessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCEMAP
|
||
|
varying vec2 vIridescenceMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCE_THICKNESSMAP
|
||
|
varying vec2 vIridescenceThicknessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN_COLORMAP
|
||
|
varying vec2 vSheenColorMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN_ROUGHNESSMAP
|
||
|
varying vec2 vSheenRoughnessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULARMAP
|
||
|
varying vec2 vSpecularMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULAR_COLORMAP
|
||
|
varying vec2 vSpecularColorMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULAR_INTENSITYMAP
|
||
|
varying vec2 vSpecularIntensityMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_TRANSMISSIONMAP
|
||
|
uniform mat3 transmissionMapTransform;
|
||
|
varying vec2 vTransmissionMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_THICKNESSMAP
|
||
|
uniform mat3 thicknessMapTransform;
|
||
|
varying vec2 vThicknessMapUv;
|
||
|
#endif`,WI=`#ifdef USE_UV
|
||
|
varying vec2 vUv;
|
||
|
#endif
|
||
|
#ifdef USE_UV2
|
||
|
attribute vec2 uv2;
|
||
|
#endif
|
||
|
#ifdef USE_MAP
|
||
|
uniform mat3 mapTransform;
|
||
|
varying vec2 vMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_ALPHAMAP
|
||
|
uniform mat3 alphaMapTransform;
|
||
|
varying vec2 vAlphaMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_LIGHTMAP
|
||
|
uniform mat3 lightMapTransform;
|
||
|
varying vec2 vLightMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_AOMAP
|
||
|
uniform mat3 aoMapTransform;
|
||
|
varying vec2 vAoMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_BUMPMAP
|
||
|
uniform mat3 bumpMapTransform;
|
||
|
varying vec2 vBumpMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_NORMALMAP
|
||
|
uniform mat3 normalMapTransform;
|
||
|
varying vec2 vNormalMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_DISPLACEMENTMAP
|
||
|
uniform mat3 displacementMapTransform;
|
||
|
varying vec2 vDisplacementMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_EMISSIVEMAP
|
||
|
uniform mat3 emissiveMapTransform;
|
||
|
varying vec2 vEmissiveMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_METALNESSMAP
|
||
|
uniform mat3 metalnessMapTransform;
|
||
|
varying vec2 vMetalnessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_ROUGHNESSMAP
|
||
|
uniform mat3 roughnessMapTransform;
|
||
|
varying vec2 vRoughnessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOATMAP
|
||
|
uniform mat3 clearcoatMapTransform;
|
||
|
varying vec2 vClearcoatMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_NORMALMAP
|
||
|
uniform mat3 clearcoatNormalMapTransform;
|
||
|
varying vec2 vClearcoatNormalMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
|
||
|
uniform mat3 clearcoatRoughnessMapTransform;
|
||
|
varying vec2 vClearcoatRoughnessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN_COLORMAP
|
||
|
uniform mat3 sheenColorMapTransform;
|
||
|
varying vec2 vSheenColorMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN_ROUGHNESSMAP
|
||
|
uniform mat3 sheenRoughnessMapTransform;
|
||
|
varying vec2 vSheenRoughnessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCEMAP
|
||
|
uniform mat3 iridescenceMapTransform;
|
||
|
varying vec2 vIridescenceMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCE_THICKNESSMAP
|
||
|
uniform mat3 iridescenceThicknessMapTransform;
|
||
|
varying vec2 vIridescenceThicknessMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULARMAP
|
||
|
uniform mat3 specularMapTransform;
|
||
|
varying vec2 vSpecularMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULAR_COLORMAP
|
||
|
uniform mat3 specularColorMapTransform;
|
||
|
varying vec2 vSpecularColorMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULAR_INTENSITYMAP
|
||
|
uniform mat3 specularIntensityMapTransform;
|
||
|
varying vec2 vSpecularIntensityMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_TRANSMISSIONMAP
|
||
|
uniform mat3 transmissionMapTransform;
|
||
|
varying vec2 vTransmissionMapUv;
|
||
|
#endif
|
||
|
#ifdef USE_THICKNESSMAP
|
||
|
uniform mat3 thicknessMapTransform;
|
||
|
varying vec2 vThicknessMapUv;
|
||
|
#endif`,XI=`#ifdef USE_UV
|
||
|
vUv = vec3( uv, 1 ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_MAP
|
||
|
vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_ALPHAMAP
|
||
|
vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_LIGHTMAP
|
||
|
vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_AOMAP
|
||
|
vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_BUMPMAP
|
||
|
vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_NORMALMAP
|
||
|
vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_DISPLACEMENTMAP
|
||
|
vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_EMISSIVEMAP
|
||
|
vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_METALNESSMAP
|
||
|
vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_ROUGHNESSMAP
|
||
|
vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOATMAP
|
||
|
vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_NORMALMAP
|
||
|
vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
|
||
|
vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCEMAP
|
||
|
vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCE_THICKNESSMAP
|
||
|
vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN_COLORMAP
|
||
|
vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN_ROUGHNESSMAP
|
||
|
vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULARMAP
|
||
|
vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULAR_COLORMAP
|
||
|
vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULAR_INTENSITYMAP
|
||
|
vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_TRANSMISSIONMAP
|
||
|
vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;
|
||
|
#endif
|
||
|
#ifdef USE_THICKNESSMAP
|
||
|
vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;
|
||
|
#endif`,jI=`#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0
|
||
|
vec4 worldPosition = vec4( transformed, 1.0 );
|
||
|
#ifdef USE_INSTANCING
|
||
|
worldPosition = instanceMatrix * worldPosition;
|
||
|
#endif
|
||
|
worldPosition = modelMatrix * worldPosition;
|
||
|
#endif`;const YI=`varying vec2 vUv;
|
||
|
uniform mat3 uvTransform;
|
||
|
void main() {
|
||
|
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
|
||
|
gl_Position = vec4( position.xy, 1.0, 1.0 );
|
||
|
}`,qI=`uniform sampler2D t2D;
|
||
|
uniform float backgroundIntensity;
|
||
|
varying vec2 vUv;
|
||
|
void main() {
|
||
|
vec4 texColor = texture2D( t2D, vUv );
|
||
|
#ifdef DECODE_VIDEO_TEXTURE
|
||
|
texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );
|
||
|
#endif
|
||
|
texColor.rgb *= backgroundIntensity;
|
||
|
gl_FragColor = texColor;
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
}`,ZI=`varying vec3 vWorldDirection;
|
||
|
#include <common>
|
||
|
void main() {
|
||
|
vWorldDirection = transformDirection( position, modelMatrix );
|
||
|
#include <begin_vertex>
|
||
|
#include <project_vertex>
|
||
|
gl_Position.z = gl_Position.w;
|
||
|
}`,QI=`#ifdef ENVMAP_TYPE_CUBE
|
||
|
uniform samplerCube envMap;
|
||
|
#elif defined( ENVMAP_TYPE_CUBE_UV )
|
||
|
uniform sampler2D envMap;
|
||
|
#endif
|
||
|
uniform float flipEnvMap;
|
||
|
uniform float backgroundBlurriness;
|
||
|
uniform float backgroundIntensity;
|
||
|
varying vec3 vWorldDirection;
|
||
|
#include <cube_uv_reflection_fragment>
|
||
|
void main() {
|
||
|
#ifdef ENVMAP_TYPE_CUBE
|
||
|
vec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );
|
||
|
#elif defined( ENVMAP_TYPE_CUBE_UV )
|
||
|
vec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );
|
||
|
#else
|
||
|
vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );
|
||
|
#endif
|
||
|
texColor.rgb *= backgroundIntensity;
|
||
|
gl_FragColor = texColor;
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
}`,JI=`varying vec3 vWorldDirection;
|
||
|
#include <common>
|
||
|
void main() {
|
||
|
vWorldDirection = transformDirection( position, modelMatrix );
|
||
|
#include <begin_vertex>
|
||
|
#include <project_vertex>
|
||
|
gl_Position.z = gl_Position.w;
|
||
|
}`,KI=`uniform samplerCube tCube;
|
||
|
uniform float tFlip;
|
||
|
uniform float opacity;
|
||
|
varying vec3 vWorldDirection;
|
||
|
void main() {
|
||
|
vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );
|
||
|
gl_FragColor = texColor;
|
||
|
gl_FragColor.a *= opacity;
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
}`,$I=`#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <displacementmap_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
varying vec2 vHighPrecisionZW;
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#ifdef USE_DISPLACEMENTMAP
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#endif
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <displacementmap_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
vHighPrecisionZW = gl_Position.zw;
|
||
|
}`,eD=`#if DEPTH_PACKING == 3200
|
||
|
uniform float opacity;
|
||
|
#endif
|
||
|
#include <common>
|
||
|
#include <packing>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
varying vec2 vHighPrecisionZW;
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec4 diffuseColor = vec4( 1.0 );
|
||
|
#if DEPTH_PACKING == 3200
|
||
|
diffuseColor.a = opacity;
|
||
|
#endif
|
||
|
#include <map_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
#include <logdepthbuf_fragment>
|
||
|
float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
|
||
|
#if DEPTH_PACKING == 3200
|
||
|
gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );
|
||
|
#elif DEPTH_PACKING == 3201
|
||
|
gl_FragColor = packDepthToRGBA( fragCoordZ );
|
||
|
#endif
|
||
|
}`,tD=`#define DISTANCE
|
||
|
varying vec3 vWorldPosition;
|
||
|
#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <displacementmap_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#ifdef USE_DISPLACEMENTMAP
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#endif
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <displacementmap_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <worldpos_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
vWorldPosition = worldPosition.xyz;
|
||
|
}`,nD=`#define DISTANCE
|
||
|
uniform vec3 referencePosition;
|
||
|
uniform float nearDistance;
|
||
|
uniform float farDistance;
|
||
|
varying vec3 vWorldPosition;
|
||
|
#include <common>
|
||
|
#include <packing>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main () {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec4 diffuseColor = vec4( 1.0 );
|
||
|
#include <map_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
float dist = length( vWorldPosition - referencePosition );
|
||
|
dist = ( dist - nearDistance ) / ( farDistance - nearDistance );
|
||
|
dist = saturate( dist );
|
||
|
gl_FragColor = packDepthToRGBA( dist );
|
||
|
}`,iD=`varying vec3 vWorldDirection;
|
||
|
#include <common>
|
||
|
void main() {
|
||
|
vWorldDirection = transformDirection( position, modelMatrix );
|
||
|
#include <begin_vertex>
|
||
|
#include <project_vertex>
|
||
|
}`,rD=`uniform sampler2D tEquirect;
|
||
|
varying vec3 vWorldDirection;
|
||
|
#include <common>
|
||
|
void main() {
|
||
|
vec3 direction = normalize( vWorldDirection );
|
||
|
vec2 sampleUV = equirectUv( direction );
|
||
|
gl_FragColor = texture2D( tEquirect, sampleUV );
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
}`,sD=`uniform float scale;
|
||
|
attribute float lineDistance;
|
||
|
varying float vLineDistance;
|
||
|
#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <color_pars_vertex>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
vLineDistance = scale * lineDistance;
|
||
|
#include <uv_vertex>
|
||
|
#include <color_vertex>
|
||
|
#include <morphcolor_vertex>
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
#include <fog_vertex>
|
||
|
}`,oD=`uniform vec3 diffuse;
|
||
|
uniform float opacity;
|
||
|
uniform float dashSize;
|
||
|
uniform float totalSize;
|
||
|
varying float vLineDistance;
|
||
|
#include <common>
|
||
|
#include <color_pars_fragment>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
if ( mod( vLineDistance, totalSize ) > dashSize ) {
|
||
|
discard;
|
||
|
}
|
||
|
vec3 outgoingLight = vec3( 0.0 );
|
||
|
vec4 diffuseColor = vec4( diffuse, opacity );
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <map_fragment>
|
||
|
#include <color_fragment>
|
||
|
outgoingLight = diffuseColor.rgb;
|
||
|
#include <output_fragment>
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
#include <premultiplied_alpha_fragment>
|
||
|
}`,aD=`#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <envmap_pars_vertex>
|
||
|
#include <color_pars_vertex>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
#include <color_vertex>
|
||
|
#include <morphcolor_vertex>
|
||
|
#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#include <defaultnormal_vertex>
|
||
|
#endif
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
#include <worldpos_vertex>
|
||
|
#include <envmap_vertex>
|
||
|
#include <fog_vertex>
|
||
|
}`,lD=`uniform vec3 diffuse;
|
||
|
uniform float opacity;
|
||
|
#ifndef FLAT_SHADED
|
||
|
varying vec3 vNormal;
|
||
|
#endif
|
||
|
#include <common>
|
||
|
#include <dithering_pars_fragment>
|
||
|
#include <color_pars_fragment>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <aomap_pars_fragment>
|
||
|
#include <lightmap_pars_fragment>
|
||
|
#include <envmap_common_pars_fragment>
|
||
|
#include <envmap_pars_fragment>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <specularmap_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec4 diffuseColor = vec4( diffuse, opacity );
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <map_fragment>
|
||
|
#include <color_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
#include <specularmap_fragment>
|
||
|
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
|
||
|
#ifdef USE_LIGHTMAP
|
||
|
vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
|
||
|
reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;
|
||
|
#else
|
||
|
reflectedLight.indirectDiffuse += vec3( 1.0 );
|
||
|
#endif
|
||
|
#include <aomap_fragment>
|
||
|
reflectedLight.indirectDiffuse *= diffuseColor.rgb;
|
||
|
vec3 outgoingLight = reflectedLight.indirectDiffuse;
|
||
|
#include <envmap_fragment>
|
||
|
#include <output_fragment>
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
#include <premultiplied_alpha_fragment>
|
||
|
#include <dithering_fragment>
|
||
|
}`,uD=`#define LAMBERT
|
||
|
varying vec3 vViewPosition;
|
||
|
#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <displacementmap_pars_vertex>
|
||
|
#include <envmap_pars_vertex>
|
||
|
#include <color_pars_vertex>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <normal_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <shadowmap_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
#include <color_vertex>
|
||
|
#include <morphcolor_vertex>
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#include <defaultnormal_vertex>
|
||
|
#include <normal_vertex>
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <displacementmap_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
vViewPosition = - mvPosition.xyz;
|
||
|
#include <worldpos_vertex>
|
||
|
#include <envmap_vertex>
|
||
|
#include <shadowmap_vertex>
|
||
|
#include <fog_vertex>
|
||
|
}`,cD=`#define LAMBERT
|
||
|
uniform vec3 diffuse;
|
||
|
uniform vec3 emissive;
|
||
|
uniform float opacity;
|
||
|
#include <common>
|
||
|
#include <packing>
|
||
|
#include <dithering_pars_fragment>
|
||
|
#include <color_pars_fragment>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <aomap_pars_fragment>
|
||
|
#include <lightmap_pars_fragment>
|
||
|
#include <emissivemap_pars_fragment>
|
||
|
#include <envmap_common_pars_fragment>
|
||
|
#include <envmap_pars_fragment>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <bsdfs>
|
||
|
#include <lights_pars_begin>
|
||
|
#include <normal_pars_fragment>
|
||
|
#include <lights_lambert_pars_fragment>
|
||
|
#include <shadowmap_pars_fragment>
|
||
|
#include <bumpmap_pars_fragment>
|
||
|
#include <normalmap_pars_fragment>
|
||
|
#include <specularmap_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec4 diffuseColor = vec4( diffuse, opacity );
|
||
|
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
|
||
|
vec3 totalEmissiveRadiance = emissive;
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <map_fragment>
|
||
|
#include <color_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
#include <specularmap_fragment>
|
||
|
#include <normal_fragment_begin>
|
||
|
#include <normal_fragment_maps>
|
||
|
#include <emissivemap_fragment>
|
||
|
#include <lights_lambert_fragment>
|
||
|
#include <lights_fragment_begin>
|
||
|
#include <lights_fragment_maps>
|
||
|
#include <lights_fragment_end>
|
||
|
#include <aomap_fragment>
|
||
|
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
|
||
|
#include <envmap_fragment>
|
||
|
#include <output_fragment>
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
#include <premultiplied_alpha_fragment>
|
||
|
#include <dithering_fragment>
|
||
|
}`,fD=`#define MATCAP
|
||
|
varying vec3 vViewPosition;
|
||
|
#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <color_pars_vertex>
|
||
|
#include <displacementmap_pars_vertex>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <normal_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
#include <color_vertex>
|
||
|
#include <morphcolor_vertex>
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#include <defaultnormal_vertex>
|
||
|
#include <normal_vertex>
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <displacementmap_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
#include <fog_vertex>
|
||
|
vViewPosition = - mvPosition.xyz;
|
||
|
}`,hD=`#define MATCAP
|
||
|
uniform vec3 diffuse;
|
||
|
uniform float opacity;
|
||
|
uniform sampler2D matcap;
|
||
|
varying vec3 vViewPosition;
|
||
|
#include <common>
|
||
|
#include <dithering_pars_fragment>
|
||
|
#include <color_pars_fragment>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <normal_pars_fragment>
|
||
|
#include <bumpmap_pars_fragment>
|
||
|
#include <normalmap_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec4 diffuseColor = vec4( diffuse, opacity );
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <map_fragment>
|
||
|
#include <color_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
#include <normal_fragment_begin>
|
||
|
#include <normal_fragment_maps>
|
||
|
vec3 viewDir = normalize( vViewPosition );
|
||
|
vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
|
||
|
vec3 y = cross( viewDir, x );
|
||
|
vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;
|
||
|
#ifdef USE_MATCAP
|
||
|
vec4 matcapColor = texture2D( matcap, uv );
|
||
|
#else
|
||
|
vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );
|
||
|
#endif
|
||
|
vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;
|
||
|
#include <output_fragment>
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
#include <premultiplied_alpha_fragment>
|
||
|
#include <dithering_fragment>
|
||
|
}`,dD=`#define NORMAL
|
||
|
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
|
||
|
varying vec3 vViewPosition;
|
||
|
#endif
|
||
|
#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <displacementmap_pars_vertex>
|
||
|
#include <normal_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#include <defaultnormal_vertex>
|
||
|
#include <normal_vertex>
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <displacementmap_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
|
||
|
vViewPosition = - mvPosition.xyz;
|
||
|
#endif
|
||
|
}`,pD=`#define NORMAL
|
||
|
uniform float opacity;
|
||
|
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
|
||
|
varying vec3 vViewPosition;
|
||
|
#endif
|
||
|
#include <packing>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <normal_pars_fragment>
|
||
|
#include <bumpmap_pars_fragment>
|
||
|
#include <normalmap_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <normal_fragment_begin>
|
||
|
#include <normal_fragment_maps>
|
||
|
gl_FragColor = vec4( packNormalToRGB( normal ), opacity );
|
||
|
#ifdef OPAQUE
|
||
|
gl_FragColor.a = 1.0;
|
||
|
#endif
|
||
|
}`,mD=`#define PHONG
|
||
|
varying vec3 vViewPosition;
|
||
|
#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <displacementmap_pars_vertex>
|
||
|
#include <envmap_pars_vertex>
|
||
|
#include <color_pars_vertex>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <normal_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <shadowmap_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
#include <color_vertex>
|
||
|
#include <morphcolor_vertex>
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#include <defaultnormal_vertex>
|
||
|
#include <normal_vertex>
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <displacementmap_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
vViewPosition = - mvPosition.xyz;
|
||
|
#include <worldpos_vertex>
|
||
|
#include <envmap_vertex>
|
||
|
#include <shadowmap_vertex>
|
||
|
#include <fog_vertex>
|
||
|
}`,gD=`#define PHONG
|
||
|
uniform vec3 diffuse;
|
||
|
uniform vec3 emissive;
|
||
|
uniform vec3 specular;
|
||
|
uniform float shininess;
|
||
|
uniform float opacity;
|
||
|
#include <common>
|
||
|
#include <packing>
|
||
|
#include <dithering_pars_fragment>
|
||
|
#include <color_pars_fragment>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <aomap_pars_fragment>
|
||
|
#include <lightmap_pars_fragment>
|
||
|
#include <emissivemap_pars_fragment>
|
||
|
#include <envmap_common_pars_fragment>
|
||
|
#include <envmap_pars_fragment>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <bsdfs>
|
||
|
#include <lights_pars_begin>
|
||
|
#include <normal_pars_fragment>
|
||
|
#include <lights_phong_pars_fragment>
|
||
|
#include <shadowmap_pars_fragment>
|
||
|
#include <bumpmap_pars_fragment>
|
||
|
#include <normalmap_pars_fragment>
|
||
|
#include <specularmap_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec4 diffuseColor = vec4( diffuse, opacity );
|
||
|
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
|
||
|
vec3 totalEmissiveRadiance = emissive;
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <map_fragment>
|
||
|
#include <color_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
#include <specularmap_fragment>
|
||
|
#include <normal_fragment_begin>
|
||
|
#include <normal_fragment_maps>
|
||
|
#include <emissivemap_fragment>
|
||
|
#include <lights_phong_fragment>
|
||
|
#include <lights_fragment_begin>
|
||
|
#include <lights_fragment_maps>
|
||
|
#include <lights_fragment_end>
|
||
|
#include <aomap_fragment>
|
||
|
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
|
||
|
#include <envmap_fragment>
|
||
|
#include <output_fragment>
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
#include <premultiplied_alpha_fragment>
|
||
|
#include <dithering_fragment>
|
||
|
}`,vD=`#define STANDARD
|
||
|
varying vec3 vViewPosition;
|
||
|
#ifdef USE_TRANSMISSION
|
||
|
varying vec3 vWorldPosition;
|
||
|
#endif
|
||
|
#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <displacementmap_pars_vertex>
|
||
|
#include <color_pars_vertex>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <normal_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <shadowmap_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
#include <color_vertex>
|
||
|
#include <morphcolor_vertex>
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#include <defaultnormal_vertex>
|
||
|
#include <normal_vertex>
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <displacementmap_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
vViewPosition = - mvPosition.xyz;
|
||
|
#include <worldpos_vertex>
|
||
|
#include <shadowmap_vertex>
|
||
|
#include <fog_vertex>
|
||
|
#ifdef USE_TRANSMISSION
|
||
|
vWorldPosition = worldPosition.xyz;
|
||
|
#endif
|
||
|
}`,yD=`#define STANDARD
|
||
|
#ifdef PHYSICAL
|
||
|
#define IOR
|
||
|
#define USE_SPECULAR
|
||
|
#endif
|
||
|
uniform vec3 diffuse;
|
||
|
uniform vec3 emissive;
|
||
|
uniform float roughness;
|
||
|
uniform float metalness;
|
||
|
uniform float opacity;
|
||
|
#ifdef IOR
|
||
|
uniform float ior;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULAR
|
||
|
uniform float specularIntensity;
|
||
|
uniform vec3 specularColor;
|
||
|
#ifdef USE_SPECULAR_COLORMAP
|
||
|
uniform sampler2D specularColorMap;
|
||
|
#endif
|
||
|
#ifdef USE_SPECULAR_INTENSITYMAP
|
||
|
uniform sampler2D specularIntensityMap;
|
||
|
#endif
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
uniform float clearcoat;
|
||
|
uniform float clearcoatRoughness;
|
||
|
#endif
|
||
|
#ifdef USE_IRIDESCENCE
|
||
|
uniform float iridescence;
|
||
|
uniform float iridescenceIOR;
|
||
|
uniform float iridescenceThicknessMinimum;
|
||
|
uniform float iridescenceThicknessMaximum;
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN
|
||
|
uniform vec3 sheenColor;
|
||
|
uniform float sheenRoughness;
|
||
|
#ifdef USE_SHEEN_COLORMAP
|
||
|
uniform sampler2D sheenColorMap;
|
||
|
#endif
|
||
|
#ifdef USE_SHEEN_ROUGHNESSMAP
|
||
|
uniform sampler2D sheenRoughnessMap;
|
||
|
#endif
|
||
|
#endif
|
||
|
varying vec3 vViewPosition;
|
||
|
#include <common>
|
||
|
#include <packing>
|
||
|
#include <dithering_pars_fragment>
|
||
|
#include <color_pars_fragment>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <aomap_pars_fragment>
|
||
|
#include <lightmap_pars_fragment>
|
||
|
#include <emissivemap_pars_fragment>
|
||
|
#include <iridescence_fragment>
|
||
|
#include <cube_uv_reflection_fragment>
|
||
|
#include <envmap_common_pars_fragment>
|
||
|
#include <envmap_physical_pars_fragment>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <lights_pars_begin>
|
||
|
#include <normal_pars_fragment>
|
||
|
#include <lights_physical_pars_fragment>
|
||
|
#include <transmission_pars_fragment>
|
||
|
#include <shadowmap_pars_fragment>
|
||
|
#include <bumpmap_pars_fragment>
|
||
|
#include <normalmap_pars_fragment>
|
||
|
#include <clearcoat_pars_fragment>
|
||
|
#include <iridescence_pars_fragment>
|
||
|
#include <roughnessmap_pars_fragment>
|
||
|
#include <metalnessmap_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec4 diffuseColor = vec4( diffuse, opacity );
|
||
|
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
|
||
|
vec3 totalEmissiveRadiance = emissive;
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <map_fragment>
|
||
|
#include <color_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
#include <roughnessmap_fragment>
|
||
|
#include <metalnessmap_fragment>
|
||
|
#include <normal_fragment_begin>
|
||
|
#include <normal_fragment_maps>
|
||
|
#include <clearcoat_normal_fragment_begin>
|
||
|
#include <clearcoat_normal_fragment_maps>
|
||
|
#include <emissivemap_fragment>
|
||
|
#include <lights_physical_fragment>
|
||
|
#include <lights_fragment_begin>
|
||
|
#include <lights_fragment_maps>
|
||
|
#include <lights_fragment_end>
|
||
|
#include <aomap_fragment>
|
||
|
vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
|
||
|
vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;
|
||
|
#include <transmission_fragment>
|
||
|
vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;
|
||
|
#ifdef USE_SHEEN
|
||
|
float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );
|
||
|
outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;
|
||
|
#endif
|
||
|
#ifdef USE_CLEARCOAT
|
||
|
float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );
|
||
|
vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );
|
||
|
outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;
|
||
|
#endif
|
||
|
#include <output_fragment>
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
#include <premultiplied_alpha_fragment>
|
||
|
#include <dithering_fragment>
|
||
|
}`,_D=`#define TOON
|
||
|
varying vec3 vViewPosition;
|
||
|
#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <displacementmap_pars_vertex>
|
||
|
#include <color_pars_vertex>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <normal_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <shadowmap_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
#include <color_vertex>
|
||
|
#include <morphcolor_vertex>
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#include <defaultnormal_vertex>
|
||
|
#include <normal_vertex>
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <displacementmap_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
vViewPosition = - mvPosition.xyz;
|
||
|
#include <worldpos_vertex>
|
||
|
#include <shadowmap_vertex>
|
||
|
#include <fog_vertex>
|
||
|
}`,xD=`#define TOON
|
||
|
uniform vec3 diffuse;
|
||
|
uniform vec3 emissive;
|
||
|
uniform float opacity;
|
||
|
#include <common>
|
||
|
#include <packing>
|
||
|
#include <dithering_pars_fragment>
|
||
|
#include <color_pars_fragment>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <aomap_pars_fragment>
|
||
|
#include <lightmap_pars_fragment>
|
||
|
#include <emissivemap_pars_fragment>
|
||
|
#include <gradientmap_pars_fragment>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <bsdfs>
|
||
|
#include <lights_pars_begin>
|
||
|
#include <normal_pars_fragment>
|
||
|
#include <lights_toon_pars_fragment>
|
||
|
#include <shadowmap_pars_fragment>
|
||
|
#include <bumpmap_pars_fragment>
|
||
|
#include <normalmap_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec4 diffuseColor = vec4( diffuse, opacity );
|
||
|
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
|
||
|
vec3 totalEmissiveRadiance = emissive;
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <map_fragment>
|
||
|
#include <color_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
#include <normal_fragment_begin>
|
||
|
#include <normal_fragment_maps>
|
||
|
#include <emissivemap_fragment>
|
||
|
#include <lights_toon_fragment>
|
||
|
#include <lights_fragment_begin>
|
||
|
#include <lights_fragment_maps>
|
||
|
#include <lights_fragment_end>
|
||
|
#include <aomap_fragment>
|
||
|
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
|
||
|
#include <output_fragment>
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
#include <premultiplied_alpha_fragment>
|
||
|
#include <dithering_fragment>
|
||
|
}`,SD=`uniform float size;
|
||
|
uniform float scale;
|
||
|
#include <common>
|
||
|
#include <color_pars_vertex>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
#ifdef USE_POINTS_UV
|
||
|
varying vec2 vUv;
|
||
|
uniform mat3 uvTransform;
|
||
|
#endif
|
||
|
void main() {
|
||
|
#ifdef USE_POINTS_UV
|
||
|
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
|
||
|
#endif
|
||
|
#include <color_vertex>
|
||
|
#include <morphcolor_vertex>
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <project_vertex>
|
||
|
gl_PointSize = size;
|
||
|
#ifdef USE_SIZEATTENUATION
|
||
|
bool isPerspective = isPerspectiveMatrix( projectionMatrix );
|
||
|
if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );
|
||
|
#endif
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
#include <worldpos_vertex>
|
||
|
#include <fog_vertex>
|
||
|
}`,wD=`uniform vec3 diffuse;
|
||
|
uniform float opacity;
|
||
|
#include <common>
|
||
|
#include <color_pars_fragment>
|
||
|
#include <map_particle_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec3 outgoingLight = vec3( 0.0 );
|
||
|
vec4 diffuseColor = vec4( diffuse, opacity );
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <map_particle_fragment>
|
||
|
#include <color_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
outgoingLight = diffuseColor.rgb;
|
||
|
#include <output_fragment>
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
#include <premultiplied_alpha_fragment>
|
||
|
}`,MD=`#include <common>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <morphtarget_pars_vertex>
|
||
|
#include <skinning_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <shadowmap_pars_vertex>
|
||
|
void main() {
|
||
|
#include <beginnormal_vertex>
|
||
|
#include <morphnormal_vertex>
|
||
|
#include <skinbase_vertex>
|
||
|
#include <skinnormal_vertex>
|
||
|
#include <defaultnormal_vertex>
|
||
|
#include <begin_vertex>
|
||
|
#include <morphtarget_vertex>
|
||
|
#include <skinning_vertex>
|
||
|
#include <project_vertex>
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <worldpos_vertex>
|
||
|
#include <shadowmap_vertex>
|
||
|
#include <fog_vertex>
|
||
|
}`,ED=`uniform vec3 color;
|
||
|
uniform float opacity;
|
||
|
#include <common>
|
||
|
#include <packing>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <bsdfs>
|
||
|
#include <lights_pars_begin>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <shadowmap_pars_fragment>
|
||
|
#include <shadowmask_pars_fragment>
|
||
|
void main() {
|
||
|
#include <logdepthbuf_fragment>
|
||
|
gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
}`,TD=`uniform float rotation;
|
||
|
uniform vec2 center;
|
||
|
#include <common>
|
||
|
#include <uv_pars_vertex>
|
||
|
#include <fog_pars_vertex>
|
||
|
#include <logdepthbuf_pars_vertex>
|
||
|
#include <clipping_planes_pars_vertex>
|
||
|
void main() {
|
||
|
#include <uv_vertex>
|
||
|
vec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );
|
||
|
vec2 scale;
|
||
|
scale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );
|
||
|
scale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );
|
||
|
#ifndef USE_SIZEATTENUATION
|
||
|
bool isPerspective = isPerspectiveMatrix( projectionMatrix );
|
||
|
if ( isPerspective ) scale *= - mvPosition.z;
|
||
|
#endif
|
||
|
vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;
|
||
|
vec2 rotatedPosition;
|
||
|
rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;
|
||
|
rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;
|
||
|
mvPosition.xy += rotatedPosition;
|
||
|
gl_Position = projectionMatrix * mvPosition;
|
||
|
#include <logdepthbuf_vertex>
|
||
|
#include <clipping_planes_vertex>
|
||
|
#include <fog_vertex>
|
||
|
}`,AD=`uniform vec3 diffuse;
|
||
|
uniform float opacity;
|
||
|
#include <common>
|
||
|
#include <uv_pars_fragment>
|
||
|
#include <map_pars_fragment>
|
||
|
#include <alphamap_pars_fragment>
|
||
|
#include <alphatest_pars_fragment>
|
||
|
#include <fog_pars_fragment>
|
||
|
#include <logdepthbuf_pars_fragment>
|
||
|
#include <clipping_planes_pars_fragment>
|
||
|
void main() {
|
||
|
#include <clipping_planes_fragment>
|
||
|
vec3 outgoingLight = vec3( 0.0 );
|
||
|
vec4 diffuseColor = vec4( diffuse, opacity );
|
||
|
#include <logdepthbuf_fragment>
|
||
|
#include <map_fragment>
|
||
|
#include <alphamap_fragment>
|
||
|
#include <alphatest_fragment>
|
||
|
outgoingLight = diffuseColor.rgb;
|
||
|
#include <output_fragment>
|
||
|
#include <tonemapping_fragment>
|
||
|
#include <encodings_fragment>
|
||
|
#include <fog_fragment>
|
||
|
}`,ht={alphamap_fragment:KL,alphamap_pars_fragment:$L,alphatest_fragment:eR,alphatest_pars_fragment:tR,aomap_fragment:nR,aomap_pars_fragment:iR,begin_vertex:rR,beginnormal_vertex:sR,bsdfs:oR,iridescence_fragment:aR,bumpmap_pars_fragment:lR,clipping_planes_fragment:uR,clipping_planes_pars_fragment:cR,clipping_planes_pars_vertex:fR,clipping_planes_vertex:hR,color_fragment:dR,color_pars_fragment:pR,color_pars_vertex:mR,color_vertex:gR,common:vR,cube_uv_reflection_fragment:yR,defaultnormal_vertex:_R,displacementmap_pars_vertex:xR,displacementmap_vertex:SR,emissivemap_fragment:wR,emissivemap_pars_fragment:MR,encodings_fragment:ER,encodings_pars_fragment:TR,envmap_fragment:AR,envmap_common_pars_fragment:CR,envmap_pars_fragment:bR,envmap_pars_vertex:PR,envmap_physical_pars_fragment:VR,envmap_vertex:LR,fog_vertex:RR,fog_pars_vertex:IR,fog_fragment:DR,fog_pars_fragment:NR,gradientmap_pars_fragment:kR,lightmap_fragment:zR,lightmap_pars_fragment:UR,lights_lambert_fragment:OR,lights_lambert_pars_fragment:FR,lights_pars_begin:BR,lights_toon_fragment:HR,lights_toon_pars_fragment:GR,lights_phong_fragment:WR,lights_phong_pars_fragment:XR,lights_physical_fragment:jR,lights_physical_pars_fragment:YR,lights_fragment_begin:qR,lights_fragment_maps:ZR,lights_fragment_end:QR,logdepthbuf_fragment:JR,logdepthbuf_pars_fragment:KR,logdepthbuf_pars_vertex:$R,logdepthbuf_vertex:eI,map_fragment:tI,map_pars_fragment:nI,map_particle_fragment:iI,map_particle_pars_fragment:rI,metalnessmap_fragment:sI,metalnessmap_pars_fragment:oI,morphcolor_vertex:aI,morphnormal_vertex:lI,morphtarget_pars_vertex:uI,morphtarget_vertex:cI,normal_fragment_begin:fI,normal_fragment_maps:hI,normal_pars_fragment:dI,normal_pars_vertex:pI,normal_vertex:mI,normalmap_pars_fragment:gI,clearcoat_normal_fragment_begin:vI,clearcoat_normal_fragment_maps:yI,clearcoat_pars_fragment:_I,iridescence_pars_fragment:xI,output_fragment:SI,packing:wI,premultiplied_alpha_fragment:MI,project_vertex:EI,dithering_fragment:TI,dithering_pars_fragment:AI,roughnessmap_fragment:CI,roughnessmap_pars_fragment:bI,shadowmap_pars_fragment:PI,shadowmap_pars_vertex:LI,shadowmap_vertex:RI,shadowmask_pars_fragment:II,skinbase_vertex:DI,skinning_pars_vertex:NI,skinning_vertex:kI,skinnormal_vertex:zI,specularmap_fragment:UI,specularmap_pars_fragment:OI,tonemapping_fragment:FI,tonemapping_pars_fragment:BI,transmission_fragment:VI,transmission_pars_fragment:HI,uv_pars_fragment:GI,uv_pars_vertex:WI,uv_vertex:XI,worldpos_vertex:jI,background_vert:YI,background_frag:qI,backgroundCube_vert:ZI,backgroundCube_frag:QI,cube_vert:JI,cube_frag:KI,depth_vert:$I,depth_frag:eD,distanceRGBA_vert:tD,distanceRGBA_frag:nD,equirect_vert:iD,equirect_frag:rD,linedashed_vert:sD,linedashed_frag:oD,meshbasic_vert:aD,meshbasic_frag:lD,meshlambert_vert:uD,meshlambert_frag:cD,meshmatcap_vert:fD,meshmatcap_frag:hD,meshnormal_vert:dD,meshnormal_frag:pD,meshphong_vert:mD,meshphong_frag:gD,meshphysical_vert:vD,meshphysical_frag:yD,meshtoon_vert:_D,meshtoon_frag:xD,points_vert:SD,points_frag:wD,shadow_vert:MD,shadow_frag:ED,sprite_vert:TD,sprite_frag:AD},Ae={common:{diffuse:{value:new Re(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new xt},alphaMap:{value:null},alphaMapTransform:{value:new xt},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new xt}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new xt}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new xt}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new xt},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new xt},normalScale:{value:new ge(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new xt},displacementScale:{value:1},displacementBias:{value:0}},emissivemap:{emissiveMap:{value:null},emissiveMapTransform:{value:new xt}},metalnessmap:{metalnessMap:{value:null},metalnessMapTransf
|
||
|
|
||
|
precision mediump float;
|
||
|
precision mediump int;
|
||
|
|
||
|
varying vec3 vOutputDirection;
|
||
|
|
||
|
uniform sampler2D envMap;
|
||
|
uniform int samples;
|
||
|
uniform float weights[ n ];
|
||
|
uniform bool latitudinal;
|
||
|
uniform float dTheta;
|
||
|
uniform float mipInt;
|
||
|
uniform vec3 poleAxis;
|
||
|
|
||
|
#define ENVMAP_TYPE_CUBE_UV
|
||
|
#include <cube_uv_reflection_fragment>
|
||
|
|
||
|
vec3 getSample( float theta, vec3 axis ) {
|
||
|
|
||
|
float cosTheta = cos( theta );
|
||
|
// Rodrigues' axis-angle rotation
|
||
|
vec3 sampleDirection = vOutputDirection * cosTheta
|
||
|
+ cross( axis, vOutputDirection ) * sin( theta )
|
||
|
+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
|
||
|
|
||
|
return bilinearCubeUV( envMap, sampleDirection, mipInt );
|
||
|
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
|
||
|
|
||
|
if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
|
||
|
|
||
|
axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
|
||
|
|
||
|
}
|
||
|
|
||
|
axis = normalize( axis );
|
||
|
|
||
|
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
|
||
|
gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
|
||
|
|
||
|
for ( int i = 1; i < n; i++ ) {
|
||
|
|
||
|
if ( i >= samples ) {
|
||
|
|
||
|
break;
|
||
|
|
||
|
}
|
||
|
|
||
|
float theta = dTheta * float( i );
|
||
|
gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
|
||
|
gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
`,blending:ys,depthTest:!1,depthWrite:!1})}function ZS(){return new jr({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:n_(),fragmentShader:`
|
||
|
|
||
|
precision mediump float;
|
||
|
precision mediump int;
|
||
|
|
||
|
varying vec3 vOutputDirection;
|
||
|
|
||
|
uniform sampler2D envMap;
|
||
|
|
||
|
#include <common>
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
vec3 outputDirection = normalize( vOutputDirection );
|
||
|
vec2 uv = equirectUv( outputDirection );
|
||
|
|
||
|
gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
|
||
|
|
||
|
}
|
||
|
`,blending:ys,depthTest:!1,depthWrite:!1})}function QS(){return new jr({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:n_(),fragmentShader:`
|
||
|
|
||
|
precision mediump float;
|
||
|
precision mediump int;
|
||
|
|
||
|
uniform float flipEnvMap;
|
||
|
|
||
|
varying vec3 vOutputDirection;
|
||
|
|
||
|
uniform samplerCube envMap;
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
|
||
|
|
||
|
}
|
||
|
`,blending:ys,depthTest:!1,depthWrite:!1})}function n_(){return`
|
||
|
|
||
|
precision mediump float;
|
||
|
precision mediump int;
|
||
|
|
||
|
attribute float faceIndex;
|
||
|
|
||
|
varying vec3 vOutputDirection;
|
||
|
|
||
|
// RH coordinate system; PMREM face-indexing convention
|
||
|
vec3 getDirection( vec2 uv, float face ) {
|
||
|
|
||
|
uv = 2.0 * uv - 1.0;
|
||
|
|
||
|
vec3 direction = vec3( uv, 1.0 );
|
||
|
|
||
|
if ( face == 0.0 ) {
|
||
|
|
||
|
direction = direction.zyx; // ( 1, v, u ) pos x
|
||
|
|
||
|
} else if ( face == 1.0 ) {
|
||
|
|
||
|
direction = direction.xzy;
|
||
|
direction.xz *= -1.0; // ( -u, 1, -v ) pos y
|
||
|
|
||
|
} else if ( face == 2.0 ) {
|
||
|
|
||
|
direction.x *= -1.0; // ( -u, v, 1 ) pos z
|
||
|
|
||
|
} else if ( face == 3.0 ) {
|
||
|
|
||
|
direction = direction.zyx;
|
||
|
direction.xz *= -1.0; // ( -1, v, -u ) neg x
|
||
|
|
||
|
} else if ( face == 4.0 ) {
|
||
|
|
||
|
direction = direction.xzy;
|
||
|
direction.xy *= -1.0; // ( -u, -1, v ) neg y
|
||
|
|
||
|
} else if ( face == 5.0 ) {
|
||
|
|
||
|
direction.z *= -1.0; // ( u, v, -1 ) neg z
|
||
|
|
||
|
}
|
||
|
|
||
|
return direction;
|
||
|
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
vOutputDirection = getDirection( uv, faceIndex );
|
||
|
gl_Position = vec4( position, 1.0 );
|
||
|
|
||
|
}
|
||
|
`}function kD(n){let e=new WeakMap,t=null;function i(a){if(a&&a.isTexture){const c=a.mapping,f=c===Tc||c===Ac,h=c===fo||c===ho;if(f||h)if(a.isRenderTargetTexture&&a.needsPMREMUpdate===!0){a.needsPMREMUpdate=!1;let d=e.get(a);return t===null&&(t=new Uv(n)),d=f?t.fromEquirectangular(a,d):t.fromCubemap(a,d),e.set(a,d),d.texture}else{if(e.has(a))return e.get(a).texture;{const d=a.image;if(f&&d&&d.height>0||h&&d&&r(d)){t===null&&(t=new Uv(n));const m=f?t.fromEquirectangular(a):t.fromCubemap(a);return e.set(a,m),a.addEventListener("dispose",s),m.texture}else return null}}}return a}function r(a){let c=0;const f=6;for(let h=0;h<f;h++)a[h]!==void 0&&c++;return c===f}function s(a){const c=a.target;c.removeEventListener("dispose",s);const f=e.get(c);f!==void 0&&(e.delete(c),f.dispose())}function o(){e=new WeakMap,t!==null&&(t.dispose(),t=null)}return{get:i,dispose:o}}function zD(n){const e={};function t(i){if(e[i]!==void 0)return e[i];let r;switch(i){case"WEBGL_depth_texture":r=n.getExtension("WEBGL_depth_texture")||n.getExtension("MOZ_WEBGL_depth_texture")||n.getExtension("WEBKIT_WEBGL_depth_texture");break;case"EXT_texture_filter_anisotropic":r=n.getExtension("EXT_texture_filter_anisotropic")||n.getExtension("MOZ_EXT_texture_filter_anisotropic")||n.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case"WEBGL_compressed_texture_s3tc":r=n.getExtension("WEBGL_compressed_texture_s3tc")||n.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||n.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");break;case"WEBGL_compressed_texture_pvrtc":r=n.getExtension("WEBGL_compressed_texture_pvrtc")||n.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:r=n.getExtension(i)}return e[i]=r,r}return{has:function(i){return t(i)!==null},init:function(i){i.isWebGL2?t("EXT_color_buffer_float"):(t("WEBGL_depth_texture"),t("OES_texture_float"),t("OES_texture_half_float"),t("OES_texture_half_float_linear"),t("OES_standard_derivatives"),t("OES_element_index_uint"),t("OES_vertex_array_object"),t("ANGLE_instanced_arrays")),t("OES_texture_float_linear"),t("EXT_color_buffer_half_float"),t("WEBGL_multisampled_render_to_texture")},get:function(i){const r=t(i);return r===null&&console.warn("THREE.WebGLRenderer: "+i+" extension not supported."),r}}}function UD(n,e,t,i){const r={},s=new WeakMap;function o(d){const m=d.target;m.index!==null&&e.remove(m.index);for(const _ in m.attributes)e.remove(m.attributes[_]);m.removeEventListener("dispose",o),delete r[m.id];const v=s.get(m);v&&(e.remove(v),s.delete(m)),i.releaseStatesOfGeometry(m),m.isInstancedBufferGeometry===!0&&delete m._maxInstanceCount,t.memory.geometries--}function a(d,m){return r[m.id]===!0||(m.addEventListener("dispose",o),r[m.id]=!0,t.memory.geometries++),m}function c(d){const m=d.attributes;for(const _ in m)e.update(m[_],34962);const v=d.morphAttributes;for(const _ in v){const E=v[_];for(let S=0,g=E.length;S<g;S++)e.update(E[S],34962)}}function f(d){const m=[],v=d.index,_=d.attributes.position;let E=0;if(v!==null){const x=v.array;E=v.version;for(let w=0,T=x.length;w<T;w+=3){const C=x[w+0],P=x[w+1],R=x[w+2];m.push(C,P,P,R,R,C)}}else{const x=_.array;E=_.version;for(let w=0,T=x.length/3-1;w<T;w+=3){const C=w+0,P=w+1,R=w+2;m.push(C,P,P,R,R,C)}}const S=new(L2(m)?t_:e_)(m,1);S.version=E;const g=s.get(d);g&&e.remove(g),s.set(d,S)}function h(d){const m=s.get(d);if(m){const v=d.index;v!==null&&m.version<v.version&&f(d)}else f(d);return s.get(d)}return{get:a,update:c,getWireframeAttribute:h}}function OD(n,e,t,i){const r=i.isWebGL2;let s;function o(m){s=m}let a,c;function f(m){a=m.type,c=m.bytesPerElement}function h(m,v){n.drawElements(s,v,a,m*c),t.update(v,s,1)}function d(m,v,_){if(_===0)return;let E,S;if(r)E=n,S="drawElementsInstanced";else if(E=e.get("ANGLE_instanced_arrays"),S="drawElementsInstancedANGLE",E===null){console.error("THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");return}E[S](s,v,a,m*c,_),t.update(v,s,_)}this.setMode=o,this.setIndex=f,this.render=h,this.renderInstances=d}function FD(n){
|
||
|
`),i=[],r=Math.max(e-6,0),s=Math.min(e+6,t.length);for(let o=r;o<s;o++){const a=o+1;i.push(`${a===e?">":" "} ${a}: ${t[o]}`)}return i.join(`
|
||
|
`)}function zN(n){switch(n){case Ts:return["Linear","( value )"];case Ot:return["sRGB","( value )"];default:return console.warn("THREE.WebGLProgram: Unsupported encoding:",n),["Linear","( value )"]}}function rw(n,e,t){const i=n.getShaderParameter(e,35713),r=n.getShaderInfoLog(e).trim();if(i&&r==="")return"";const s=/ERROR: 0:(\d+)/.exec(r);if(s){const o=parseInt(s[1]);return t.toUpperCase()+`
|
||
|
|
||
|
`+r+`
|
||
|
|
||
|
`+kN(n.getShaderSource(e),o)}else return r}function UN(n,e){const t=zN(e);return"vec4 "+n+"( vec4 value ) { return LinearTo"+t[0]+t[1]+"; }"}function ON(n,e){let t;switch(e){case n2:t="Linear";break;case i2:t="Reinhard";break;case r2:t="OptimizedCineon";break;case jy:t="ACESFilmic";break;case s2:t="Custom";break;default:console.warn("THREE.WebGLProgram: Unsupported toneMapping:",e),t="Linear"}return"vec3 "+n+"( vec3 color ) { return "+t+"ToneMapping( color ); }"}function FN(n){return[n.extensionDerivatives||!!n.envMapCubeUVHeight||n.bumpMap||n.normalMapTangentSpace||n.clearcoatNormalMap||n.flatShading||n.shaderID==="physical"?"#extension GL_OES_standard_derivatives : enable":"",(n.extensionFragDepth||n.logarithmicDepthBuffer)&&n.rendererExtensionFragDepth?"#extension GL_EXT_frag_depth : enable":"",n.extensionDrawBuffers&&n.rendererExtensionDrawBuffers?"#extension GL_EXT_draw_buffers : require":"",(n.extensionShaderTextureLOD||n.envMap||n.transmission)&&n.rendererExtensionShaderTextureLod?"#extension GL_EXT_shader_texture_lod : enable":""].filter(Yu).join(`
|
||
|
`)}function BN(n){const e=[];for(const t in n){const i=n[t];i!==!1&&e.push("#define "+t+" "+i)}return e.join(`
|
||
|
`)}function VN(n,e){const t={},i=n.getProgramParameter(e,35721);for(let r=0;r<i;r++){const s=n.getActiveAttrib(e,r),o=s.name;let a=1;s.type===35674&&(a=2),s.type===35675&&(a=3),s.type===35676&&(a=4),t[o]={type:s.type,location:n.getAttribLocation(e,o),locationSize:a}}return t}function Yu(n){return n!==""}function sw(n,e){const t=e.numSpotLightShadows+e.numSpotLightMaps-e.numSpotLightShadowsWithMaps;return n.replace(/NUM_DIR_LIGHTS/g,e.numDirLights).replace(/NUM_SPOT_LIGHTS/g,e.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,e.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,t).replace(/NUM_RECT_AREA_LIGHTS/g,e.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,e.numPointLights).replace(/NUM_HEMI_LIGHTS/g,e.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,e.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g,e.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g,e.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,e.numPointLightShadows)}function ow(n,e){return n.replace(/NUM_CLIPPING_PLANES/g,e.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,e.numClippingPlanes-e.numClipIntersection)}const HN=/^[ \t]*#include +<([\w\d./]+)>/gm;function Ov(n){return n.replace(HN,GN)}function GN(n,e){const t=ht[e];if(t===void 0)throw new Error("Can not resolve #include <"+e+">");return Ov(t)}const WN=/#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;function aw(n){return n.replace(WN,XN)}function XN(n,e,t,i){let r="";for(let s=parseInt(e);s<parseInt(t);s++)r+=i.replace(/\[\s*i\s*\]/g,"[ "+s+" ]").replace(/UNROLLED_LOOP_INDEX/g,s);return r}function lw(n){let e="precision "+n.precision+` float;
|
||
|
precision `+n.precision+" int;";return n.precision==="highp"?e+=`
|
||
|
#define HIGH_PRECISION`:n.precision==="mediump"?e+=`
|
||
|
#define MEDIUM_PRECISION`:n.precision==="lowp"&&(e+=`
|
||
|
#define LOW_PRECISION`),e}function jN(n){let e="SHADOWMAP_TYPE_BASIC";return n.shadowMapType===bp?e="SHADOWMAP_TYPE_PCF":n.shadowMapType===ic?e="SHADOWMAP_TYPE_PCF_SOFT":n.shadowMapType===jo&&(e="SHADOWMAP_TYPE_VSM"),e}function YN(n){let e="ENVMAP_TYPE_CUBE";if(n.envMap)switch(n.envMapMode){case fo:case ho:e="ENVMAP_TYPE_CUBE";break;case jl:e="ENVMAP_TYPE_CUBE_UV";break}return e}function qN(n){let e="ENVMAP_MODE_REFLECTION";if(n.envMap)switch(n.envMapMode){case ho:e="ENVMAP_MODE_REFRACTION";break}return e}function ZN(n){let e="ENVMAP_BLENDING_NONE";if(n.envMap)switch(n.combine){case Zc:e="ENVMAP_BLENDING_MULTIPLY";break;case e2:e="ENVMAP_BLENDING_MIX";break;case t2:e="ENVMAP_BLENDING_ADD";break}return e}function QN(n){const e=n.envMapCubeUVHeight;if(e===null)return null;const t=Math.log2(e)-2,i=1/e;return{texelWidth:1/(3*Math.max(Math.pow(2,t),7*16)),texelHeight:i,maxMip:t}}function JN(n,e,t,i){const r=n.getContext(),s=t.defines;let o=t.vertexShader,a=t.fragmentShader;const c=jN(t),f=YN(t),h=qN(t),d=ZN(t),m=QN(t),v=t.isWebGL2?"":FN(t),_=BN(s),E=r.createProgram();let S,g,x=t.glslVersion?"#version "+t.glslVersion+`
|
||
|
`:"";t.isRawShaderMaterial?(S=[_].filter(Yu).join(`
|
||
|
`),S.length>0&&(S+=`
|
||
|
`),g=[v,_].filter(Yu).join(`
|
||
|
`),g.length>0&&(g+=`
|
||
|
`)):(S=[lw(t),"#define SHADER_NAME "+t.shaderName,_,t.instancing?"#define USE_INSTANCING":"",t.instancingColor?"#define USE_INSTANCING_COLOR":"",t.useFog&&t.fog?"#define USE_FOG":"",t.useFog&&t.fogExp2?"#define FOG_EXP2":"",t.map?"#define USE_MAP":"",t.envMap?"#define USE_ENVMAP":"",t.envMap?"#define "+h:"",t.lightMap?"#define USE_LIGHTMAP":"",t.aoMap?"#define USE_AOMAP":"",t.bumpMap?"#define USE_BUMPMAP":"",t.normalMap?"#define USE_NORMALMAP":"",t.normalMapObjectSpace?"#define USE_NORMALMAP_OBJECTSPACE":"",t.normalMapTangentSpace?"#define USE_NORMALMAP_TANGENTSPACE":"",t.displacementMap?"#define USE_DISPLACEMENTMAP":"",t.emissiveMap?"#define USE_EMISSIVEMAP":"",t.clearcoatMap?"#define USE_CLEARCOATMAP":"",t.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",t.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",t.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",t.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",t.specularMap?"#define USE_SPECULARMAP":"",t.specularColorMap?"#define USE_SPECULAR_COLORMAP":"",t.specularIntensityMap?"#define USE_SPECULAR_INTENSITYMAP":"",t.roughnessMap?"#define USE_ROUGHNESSMAP":"",t.metalnessMap?"#define USE_METALNESSMAP":"",t.alphaMap?"#define USE_ALPHAMAP":"",t.transmission?"#define USE_TRANSMISSION":"",t.transmissionMap?"#define USE_TRANSMISSIONMAP":"",t.thicknessMap?"#define USE_THICKNESSMAP":"",t.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",t.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",t.mapUv?"#define MAP_UV "+t.mapUv:"",t.alphaMapUv?"#define ALPHAMAP_UV "+t.alphaMapUv:"",t.lightMapUv?"#define LIGHTMAP_UV "+t.lightMapUv:"",t.aoMapUv?"#define AOMAP_UV "+t.aoMapUv:"",t.emissiveMapUv?"#define EMISSIVEMAP_UV "+t.emissiveMapUv:"",t.bumpMapUv?"#define BUMPMAP_UV "+t.bumpMapUv:"",t.normalMapUv?"#define NORMALMAP_UV "+t.normalMapUv:"",t.displacementMapUv?"#define DISPLACEMENTMAP_UV "+t.displacementMapUv:"",t.metalnessMapUv?"#define METALNESSMAP_UV "+t.metalnessMapUv:"",t.roughnessMapUv?"#define ROUGHNESSMAP_UV "+t.roughnessMapUv:"",t.clearcoatMapUv?"#define CLEARCOATMAP_UV "+t.clearcoatMapUv:"",t.clearcoatNormalMapUv?"#define CLEARCOAT_NORMALMAP_UV "+t.clearcoatNormalMapUv:"",t.clearcoatRoughnessMapUv?"#define CLEARCOAT_ROUGHNESSMAP_UV "+t.clearcoatRoughnessMapUv:"",t.iridescenceMapUv?"#define IRIDESCENCEMAP_UV "+t.iridescenceMapUv:"",t.iridescenceThicknessMapUv?"#define IRIDESCENCE_THICKNESSMAP_UV "+t.iridescenceThicknessMapUv:"",t.sheenColorMapUv?"#define SHEEN_COLORMAP_UV "+t.sheenColorMapUv:"",t.sheenRoughnessMapUv?"#define SHEEN_ROUGHNESSMAP_UV "+t.sheenRoughnessMapUv:"",t.specularMapUv?"#define SPECULARMAP_UV "+t.specularMapUv:"",t.specularColorMapUv?"#define SPECULAR_COLORMAP_UV "+t.specularColorMapUv:"",t.specularIntensityMapUv?"#define SPECULAR_INTENSITYMAP_UV "+t.specularIntensityMapUv:"",t.transmissionMapUv?"#define TRANSMISSIONMAP_UV "+t.transmissionMapUv:"",t.thicknessMapUv?"#define THICKNESSMAP_UV "+t.thicknessMapUv:"",t.vertexTangents?"#define USE_TANGENT":"",t.vertexColors?"#define USE_COLOR":"",t.vertexAlphas?"#define USE_COLOR_ALPHA":"",t.vertexUvs2?"#define USE_UV2":"",t.pointsUvs?"#define USE_POINTS_UV":"",t.flatShading?"#define FLAT_SHADED":"",t.skinning?"#define USE_SKINNING":"",t.morphTargets?"#define USE_MORPHTARGETS":"",t.morphNormals&&t.flatShading===!1?"#define USE_MORPHNORMALS":"",t.morphColors&&t.isWebGL2?"#define USE_MORPHCOLORS":"",t.morphTargetsCount>0&&t.isWebGL2?"#define MORPHTARGETS_TEXTURE":"",t.morphTargetsCount>0&&t.isWebGL2?"#define MORPHTARGETS_TEXTURE_STRIDE "+t.morphTextureStride:"",t.morphTargetsCount>0&&t.isWebGL2?"#define MORPHTARGETS_COUNT "+t.morphTargetsCount:"",t.doubleSided?"#define DOUBLE_SIDED":"",t.flipSided?"#define FLIP_SIDED":"",t.shadowMapEnabled?"#define USE_SHADOWMAP":"",t.shadowMapEnabled?"#define "+c:"",t.sizeAttenuation?"#define USE_SIZEATTENUATION":"",t.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",t.logarithmicDepthBuffer&&t.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 modelMatrix;","uniform mat4 modelViewMatrix;","uniform mat4 projectionMatrix;","unifor
|
||
|
`].filter(Yu).join(`
|
||
|
`),g=[v,lw(t),"#define SHADER_NAME "+t.shaderName,_,t.useFog&&t.fog?"#define USE_FOG":"",t.useFog&&t.fogExp2?"#define FOG_EXP2":"",t.map?"#define USE_MAP":"",t.matcap?"#define USE_MATCAP":"",t.envMap?"#define USE_ENVMAP":"",t.envMap?"#define "+f:"",t.envMap?"#define "+h:"",t.envMap?"#define "+d:"",m?"#define CUBEUV_TEXEL_WIDTH "+m.texelWidth:"",m?"#define CUBEUV_TEXEL_HEIGHT "+m.texelHeight:"",m?"#define CUBEUV_MAX_MIP "+m.maxMip+".0":"",t.lightMap?"#define USE_LIGHTMAP":"",t.aoMap?"#define USE_AOMAP":"",t.bumpMap?"#define USE_BUMPMAP":"",t.normalMap?"#define USE_NORMALMAP":"",t.normalMapObjectSpace?"#define USE_NORMALMAP_OBJECTSPACE":"",t.normalMapTangentSpace?"#define USE_NORMALMAP_TANGENTSPACE":"",t.emissiveMap?"#define USE_EMISSIVEMAP":"",t.clearcoat?"#define USE_CLEARCOAT":"",t.clearcoatMap?"#define USE_CLEARCOATMAP":"",t.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",t.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",t.iridescence?"#define USE_IRIDESCENCE":"",t.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",t.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",t.specularMap?"#define USE_SPECULARMAP":"",t.specularColorMap?"#define USE_SPECULAR_COLORMAP":"",t.specularIntensityMap?"#define USE_SPECULAR_INTENSITYMAP":"",t.roughnessMap?"#define USE_ROUGHNESSMAP":"",t.metalnessMap?"#define USE_METALNESSMAP":"",t.alphaMap?"#define USE_ALPHAMAP":"",t.alphaTest?"#define USE_ALPHATEST":"",t.sheen?"#define USE_SHEEN":"",t.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",t.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",t.transmission?"#define USE_TRANSMISSION":"",t.transmissionMap?"#define USE_TRANSMISSIONMAP":"",t.thicknessMap?"#define USE_THICKNESSMAP":"",t.decodeVideoTexture?"#define DECODE_VIDEO_TEXTURE":"",t.vertexTangents?"#define USE_TANGENT":"",t.vertexColors||t.instancingColor?"#define USE_COLOR":"",t.vertexAlphas?"#define USE_COLOR_ALPHA":"",t.vertexUvs2?"#define USE_UV2":"",t.pointsUvs?"#define USE_POINTS_UV":"",t.gradientMap?"#define USE_GRADIENTMAP":"",t.flatShading?"#define FLAT_SHADED":"",t.doubleSided?"#define DOUBLE_SIDED":"",t.flipSided?"#define FLIP_SIDED":"",t.shadowMapEnabled?"#define USE_SHADOWMAP":"",t.shadowMapEnabled?"#define "+c:"",t.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",t.useLegacyLights?"#define LEGACY_LIGHTS":"",t.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",t.logarithmicDepthBuffer&&t.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",t.toneMapping!==Ar?"#define TONE_MAPPING":"",t.toneMapping!==Ar?ht.tonemapping_pars_fragment:"",t.toneMapping!==Ar?ON("toneMapping",t.toneMapping):"",t.dithering?"#define DITHERING":"",t.opaque?"#define OPAQUE":"",ht.encodings_pars_fragment,UN("linearToOutputTexel",t.outputEncoding),t.useDepthPacking?"#define DEPTH_PACKING "+t.depthPacking:"",`
|
||
|
`].filter(Yu).join(`
|
||
|
`)),o=Ov(o),o=sw(o,t),o=ow(o,t),a=Ov(a),a=sw(a,t),a=ow(a,t),o=aw(o),a=aw(a),t.isWebGL2&&t.isRawShaderMaterial!==!0&&(x=`#version 300 es
|
||
|
`,S=["precision mediump sampler2DArray;","#define attribute in","#define varying out","#define texture2D texture"].join(`
|
||
|
`)+`
|
||
|
`+S,g=["#define varying in",t.glslVersion===kv?"":"layout(location = 0) out highp vec4 pc_fragColor;",t.glslVersion===kv?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth","#define texture2D texture","#define textureCube texture","#define texture2DProj textureProj","#define texture2DLodEXT textureLod","#define texture2DProjLodEXT textureProjLod","#define textureCubeLodEXT textureLod","#define texture2DGradEXT textureGrad","#define texture2DProjGradEXT textureProjGrad","#define textureCubeGradEXT textureGrad"].join(`
|
||
|
`)+`
|
||
|
`+g);const w=x+S+o,T=x+g+a,C=iw(r,35633,w),P=iw(r,35632,T);if(r.attachShader(E,C),r.attachShader(E,P),t.index0AttributeName!==void 0?r.bindAttribLocation(E,0,t.index0AttributeName):t.morphTargets===!0&&r.bindAttribLocation(E,0,"position"),r.linkProgram(E),n.debug.checkShaderErrors){const b=r.getProgramInfoLog(E).trim(),L=r.getShaderInfoLog(C).trim(),H=r.getShaderInfoLog(P).trim();let q=!0,G=!0;if(r.getProgramParameter(E,35714)===!1)if(q=!1,typeof n.debug.onShaderError=="function")n.debug.onShaderError(r,E,C,P);else{const W=rw(r,C,"vertex"),ee=rw(r,P,"fragment");console.error("THREE.WebGLProgram: Shader Error "+r.getError()+" - VALIDATE_STATUS "+r.getProgramParameter(E,35715)+`
|
||
|
|
||
|
Program Info Log: `+b+`
|
||
|
`+W+`
|
||
|
`+ee)}else b!==""?console.warn("THREE.WebGLProgram: Program Info Log:",b):(L===""||H==="")&&(G=!1);G&&(this.diagnostics={runnable:q,programLog:b,vertexShader:{log:L,prefix:S},fragmentShader:{log:H,prefix:g}})}r.deleteShader(C),r.deleteShader(P);let R;this.getUniforms=function(){return R===void 0&&(R=new kd(r,E)),R};let I;return this.getAttributes=function(){return I===void 0&&(I=VN(r,E)),I},this.destroy=function(){i.releaseStatesOfProgram(this),r.deleteProgram(E),this.program=void 0},this.name=t.shaderName,this.id=NN++,this.cacheKey=e,this.usedTimes=1,this.program=E,this.vertexShader=C,this.fragmentShader=P,this}let KN=0;class $N{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(e){const t=e.vertexShader,i=e.fragmentShader,r=this._getShaderStage(t),s=this._getShaderStage(i),o=this._getShaderCacheForMaterial(e);return o.has(r)===!1&&(o.add(r),r.usedTimes++),o.has(s)===!1&&(o.add(s),s.usedTimes++),this}remove(e){const t=this.materialCache.get(e);for(const i of t)i.usedTimes--,i.usedTimes===0&&this.shaderCache.delete(i.code);return this.materialCache.delete(e),this}getVertexShaderID(e){return this._getShaderStage(e.vertexShader).id}getFragmentShaderID(e){return this._getShaderStage(e.fragmentShader).id}dispose(){this.shaderCache.clear(),this.materialCache.clear()}_getShaderCacheForMaterial(e){const t=this.materialCache;let i=t.get(e);return i===void 0&&(i=new Set,t.set(e,i)),i}_getShaderStage(e){const t=this.shaderCache;let i=t.get(e);return i===void 0&&(i=new ek(e),t.set(e,i)),i}}class ek{constructor(e){this.id=KN++,this.code=e,this.usedTimes=0}}function tk(n,e,t,i,r,s,o){const a=new ia,c=new $N,f=[],h=r.isWebGL2,d=r.logarithmicDepthBuffer,m=r.vertexTextures;let v=r.precision;const _={MeshDepthMaterial:"depth",MeshDistanceMaterial:"distanceRGBA",MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"toon",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"};function E(b){return b===1?"uv2":"uv"}function S(b,L,H,q,G){const W=q.fog,ee=G.geometry,oe=b.isMeshStandardMaterial?q.environment:null,ue=(b.isMeshStandardMaterial?t:e).get(b.envMap||oe),D=!!ue&&ue.mapping===jl?ue.image.height:null,V=_[b.type];b.precision!==null&&(v=r.getMaxPrecision(b.precision),v!==b.precision&&console.warn("THREE.WebGLProgram.getParameters:",b.precision,"not supported, using",v,"instead."));const B=ee.morphAttributes.position||ee.morphAttributes.normal||ee.morphAttributes.color,J=B!==void 0?B.length:0;let Y=0;ee.morphAttributes.position!==void 0&&(Y=1),ee.morphAttributes.normal!==void 0&&(Y=2),ee.morphAttributes.color!==void 0&&(Y=3);let K,z,ye,pe;if(V){const Ie=Mr[V];K=Ie.vertexShader,z=Ie.fragmentShader}else K=b.vertexShader,z=b.fragmentShader,c.update(b),ye=c.getVertexShaderID(b),pe=c.getFragmentShaderID(b);const Q=n.getRenderTarget(),Qe=G.isInstancedMesh===!0,je=!!b.map,Me=!!b.matcap,De=!!ue,me=!!b.aoMap,se=!!b.lightMap,ve=!!b.bumpMap,Ue=!!b.normalMap,Ce=!!b.displacementMap,Ke=!!b.emissiveMap,$e=!!b.metalnessMap,Ye=!!b.roughnessMap,rt=b.clearcoat>0,Et=b.iridescence>0,F=b.sheen>0,k=b.transmission>0,ie=rt&&!!b.clearcoatMap,_e=rt&&!!b.clearcoatNormalMap,Se=rt&&!!b.clearcoatRoughnessMap,be=Et&&!!b.iridescenceMap,tt=Et&&!!b.iridescenceThicknessMap,ke=F&&!!b.sheenColorMap,he=F&&!!b.sheenRoughnessMap,Ve=!!b.specularMap,qe=!!b.specularColorMap,et=!!b.specularIntensityMap,Oe=k&&!!b.transmissionMap,Ge=k&&!!b.thicknessMap,wt=!!b.gradientMap,Lt=!!b.alphaMap,Jt=b.alphaTest>0,X=!!b.extensions,fe=!!ee.attributes.uv2;return{isWebGL2:h,shaderID:V,shaderName:b.type,vertexShader:K,fragmentShader:z,defines:b.defines,customVertexShaderID:ye,customFragmentShaderID:pe,isRawShaderMaterial:b.isRawShaderMaterial===!0,glslVersion:b.glslVersion,precision:v,instancing:Qe,instancingColor:Qe&&G.instanceColor!==null,supportsVertexTextures:m,outputEncoding:Q===null?n.outputEncoding:Q.isXRRenderTarget===!0?Q.texture.encod
|
||
|
gl_Position = vec4( position, 1.0 );
|
||
|
}`,hk=`uniform sampler2D shadow_pass;
|
||
|
uniform vec2 resolution;
|
||
|
uniform float radius;
|
||
|
#include <packing>
|
||
|
void main() {
|
||
|
const float samples = float( VSM_SAMPLES );
|
||
|
float mean = 0.0;
|
||
|
float squared_mean = 0.0;
|
||
|
float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );
|
||
|
float uvStart = samples <= 1.0 ? 0.0 : - 1.0;
|
||
|
for ( float i = 0.0; i < samples; i ++ ) {
|
||
|
float uvOffset = uvStart + i * uvStride;
|
||
|
#ifdef HORIZONTAL_PASS
|
||
|
vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );
|
||
|
mean += distribution.x;
|
||
|
squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;
|
||
|
#else
|
||
|
float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );
|
||
|
mean += depth;
|
||
|
squared_mean += depth * depth;
|
||
|
#endif
|
||
|
}
|
||
|
mean = mean / samples;
|
||
|
squared_mean = squared_mean / samples;
|
||
|
float std_dev = sqrt( squared_mean - mean * mean );
|
||
|
gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );
|
||
|
}`;function dk(n,e,t){let i=new Ip;const r=new ge,s=new ge,o=new Nt,a=new i_({depthPacking:T2}),c=new r_,f={},h=t.maxTextureSize,d={[Ms]:li,[li]:Ms,[nr]:nr},m=new jr({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new ge},radius:{value:4}},vertexShader:fk,fragmentShader:hk}),v=m.clone();v.defines.HORIZONTAL_PASS=1;const _=new lt;_.setAttribute("position",new Bt(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const E=new Ne(_,m),S=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=bp,this.render=function(T,C,P){if(S.enabled===!1||S.autoUpdate===!1&&S.needsUpdate===!1||T.length===0)return;const R=n.getRenderTarget(),I=n.getActiveCubeFace(),b=n.getActiveMipmapLevel(),L=n.state;L.setBlending(ys),L.buffers.color.setClear(1,1,1,1),L.buffers.depth.setTest(!0),L.setScissorTest(!1);for(let H=0,q=T.length;H<q;H++){const G=T[H],W=G.shadow;if(W===void 0){console.warn("THREE.WebGLShadowMap:",G,"has no shadow.");continue}if(W.autoUpdate===!1&&W.needsUpdate===!1)continue;r.copy(W.mapSize);const ee=W.getFrameExtents();if(r.multiply(ee),s.copy(W.mapSize),(r.x>h||r.y>h)&&(r.x>h&&(s.x=Math.floor(h/ee.x),r.x=s.x*ee.x,W.mapSize.x=s.x),r.y>h&&(s.y=Math.floor(h/ee.y),r.y=s.y*ee.y,W.mapSize.y=s.y)),W.map===null){const ue=this.type!==jo?{minFilter:hn,magFilter:hn}:{};W.map=new ar(r.x,r.y,ue),W.map.texture.name=G.name+".shadowMap",W.camera.updateProjectionMatrix()}n.setRenderTarget(W.map),n.clear();const oe=W.getViewportCount();for(let ue=0;ue<oe;ue++){const D=W.getViewport(ue);o.set(s.x*D.x,s.y*D.y,s.x*D.z,s.y*D.w),L.viewport(o),W.updateMatrices(G,ue),i=W.getFrustum(),w(C,P,W.camera,G,this.type)}W.isPointLightShadow!==!0&&this.type===jo&&g(W,P),W.needsUpdate=!1}S.needsUpdate=!1,n.setRenderTarget(R,I,b)};function g(T,C){const P=e.update(E);m.defines.VSM_SAMPLES!==T.blurSamples&&(m.defines.VSM_SAMPLES=T.blurSamples,v.defines.VSM_SAMPLES=T.blurSamples,m.needsUpdate=!0,v.needsUpdate=!0),T.mapPass===null&&(T.mapPass=new ar(r.x,r.y)),m.uniforms.shadow_pass.value=T.map.texture,m.uniforms.resolution.value=T.mapSize,m.uniforms.radius.value=T.radius,n.setRenderTarget(T.mapPass),n.clear(),n.renderBufferDirect(C,null,P,m,E,null),v.uniforms.shadow_pass.value=T.mapPass.texture,v.uniforms.resolution.value=T.mapSize,v.uniforms.radius.value=T.radius,n.setRenderTarget(T.map),n.clear(),n.renderBufferDirect(C,null,P,v,E,null)}function x(T,C,P,R){let I=null;const b=P.isPointLight===!0?T.customDistanceMaterial:T.customDepthMaterial;if(b!==void 0)I=b;else if(I=P.isPointLight===!0?c:a,n.localClippingEnabled&&C.clipShadows===!0&&Array.isArray(C.clippingPlanes)&&C.clippingPlanes.length!==0||C.displacementMap&&C.displacementScale!==0||C.alphaMap&&C.alphaTest>0||C.map&&C.alphaTest>0){const L=I.uuid,H=C.uuid;let q=f[L];q===void 0&&(q={},f[L]=q);let G=q[H];G===void 0&&(G=I.clone(),q[H]=G),I=G}if(I.visible=C.visible,I.wireframe=C.wireframe,R===jo?I.side=C.shadowSide!==null?C.shadowSide:C.side:I.side=C.shadowSide!==null?C.shadowSide:d[C.side],I.alphaMap=C.alphaMap,I.alphaTest=C.alphaTest,I.map=C.map,I.clipShadows=C.clipShadows,I.clippingPlanes=C.clippingPlanes,I.clipIntersection=C.clipIntersection,I.displacementMap=C.displacementMap,I.displacementScale=C.displacementScale,I.displacementBias=C.displacementBias,I.wireframeLinewidth=C.wireframeLinewidth,I.linewidth=C.linewidth,P.isPointLight===!0&&I.isMeshDistanceMaterial===!0){const L=n.properties.get(I);L.light=P}return I}function w(T,C,P,R,I){if(T.visible===!1)return;if(T.layers.test(C.layers)&&(T.isMesh||T.isLine||T.isPoints)&&(T.castShadow||T.receiveShadow&&I===jo)&&(!T.frustumCulled||i.intersectsObject(T))){T.modelViewMatrix.multiplyMatrices(P.matrixWorldInverse,T.matrixWorld);const H=e.update(T),q=T.material;if(Array.isArray(q)){const G=H.groups;for(let W=0,ee=G.length;W<ee;W++){const oe=G[W],ue=q[oe.materialIndex];if(ue&&ue.visible){const D=x(T,ue,R,I);n.renderBufferDirect(P,null,H,D,T,oe)}}}else if(q.visible){const G=x(T,q,R,I);n.renderBufferDirect(P,null,H,G,T,null)}}const L=T.children;for(let H=0,q=L.length;H<q;H++)w(L[H],C,P,R,I)}}function pk(n,e,t){const i=t.isWebGL2
|
||
|
* @license React
|
||
|
* react-reconciler-constants.production.min.js
|
||
|
*
|
||
|
* Copyright (c) Facebook, Inc. and its affiliates.
|
||
|
*
|
||
|
* This source code is licensed under the MIT license found in the
|
||
|
* LICENSE file in the root directory of this source tree.
|
||
|
*/Sa.ConcurrentRoot=1;Sa.ContinuousEventPriority=4;Sa.DefaultEventPriority=16;Sa.DiscreteEventPriority=1;Sa.IdleEventPriority=536870912;Sa.LegacyRoot=0;(function(n){n.exports=Sa})(Jo);function bU(n){let e;const t=new Set,i=(f,h)=>{const d=typeof f=="function"?f(e):f;if(d!==e){const m=e;e=h?d:Object.assign({},e,d),t.forEach(v=>v(e,m))}},r=()=>e,s=(f,h=r,d=Object.is)=>{console.warn("[DEPRECATED] Please use `subscribeWithSelector` middleware");let m=h(e);function v(){const _=h(e);if(!d(m,_)){const E=m;f(m=_,E)}}return t.add(v),()=>t.delete(v)},c={setState:i,getState:r,subscribe:(f,h,d)=>h||d?s(f,h,d):(t.add(f),()=>t.delete(f)),destroy:()=>t.clear()};return e=n(i,r,c),c}const PU=typeof window>"u"||!window.navigator||/ServerSideRendering|^Deno\//.test(window.navigator.userAgent),eM=PU?Te.exports.useEffect:Te.exports.useLayoutEffect;function LU(n){const e=typeof n=="function"?bU(n):n,t=(i=e.getState,r=Object.is)=>{const[,s]=Te.exports.useReducer(S=>S+1,0),o=e.getState(),a=Te.exports.useRef(o),c=Te.exports.useRef(i),f=Te.exports.useRef(r),h=Te.exports.useRef(!1),d=Te.exports.useRef();d.current===void 0&&(d.current=i(o));let m,v=!1;(a.current!==o||c.current!==i||f.current!==r||h.current)&&(m=i(o),v=!r(d.current,m)),eM(()=>{v&&(d.current=m),a.current=o,c.current=i,f.current=r,h.current=!1});const _=Te.exports.useRef(o);eM(()=>{const S=()=>{try{const x=e.getState(),w=c.current(x);f.current(d.current,w)||(a.current=x,d.current=w,s())}catch{h.current=!0,s()}},g=e.subscribe(S);return e.getState()!==_.current&&S(),g},[]);const E=v?m:d.current;return Te.exports.useDebugValue(E),E};return Object.assign(t,e),t[Symbol.iterator]=function(){console.warn("[useStore, api] = create() is deprecated and will be removed in v4");const i=[t,e];return{next(){const r=i.length<=0;return{value:i.shift(),done:r}}}},t}var N3={exports:{}},i0={exports:{}},r0={};/**
|
||
|
* @license React
|
||
|
* scheduler.production.min.js
|
||
|
*
|
||
|
* Copyright (c) Facebook, Inc. and its affiliates.
|
||
|
*
|
||
|
* This source code is licensed under the MIT license found in the
|
||
|
* LICENSE file in the root directory of this source tree.
|
||
|
*/var tM;function RU(){return tM||(tM=1,function(n){function e(D,V){var B=D.length;D.push(V);e:for(;0<B;){var J=B-1>>>1,Y=D[J];if(0<r(Y,V))D[J]=V,D[B]=Y,B=J;else break e}}function t(D){return D.length===0?null:D[0]}function i(D){if(D.length===0)return null;var V=D[0],B=D.pop();if(B!==V){D[0]=B;e:for(var J=0,Y=D.length,K=Y>>>1;J<K;){var z=2*(J+1)-1,ye=D[z],pe=z+1,Q=D[pe];if(0>r(ye,B))pe<Y&&0>r(Q,ye)?(D[J]=Q,D[pe]=B,J=pe):(D[J]=ye,D[z]=B,J=z);else if(pe<Y&&0>r(Q,B))D[J]=Q,D[pe]=B,J=pe;else break e}}return V}function r(D,V){var B=D.sortIndex-V.sortIndex;return B!==0?B:D.id-V.id}if(typeof performance=="object"&&typeof performance.now=="function"){var s=performance;n.unstable_now=function(){return s.now()}}else{var o=Date,a=o.now();n.unstable_now=function(){return o.now()-a}}var c=[],f=[],h=1,d=null,m=3,v=!1,_=!1,E=!1,S=typeof setTimeout=="function"?setTimeout:null,g=typeof clearTimeout=="function"?clearTimeout:null,x=typeof setImmediate<"u"?setImmediate:null;typeof navigator<"u"&&navigator.scheduling!==void 0&&navigator.scheduling.isInputPending!==void 0&&navigator.scheduling.isInputPending.bind(navigator.scheduling);function w(D){for(var V=t(f);V!==null;){if(V.callback===null)i(f);else if(V.startTime<=D)i(f),V.sortIndex=V.expirationTime,e(c,V);else break;V=t(f)}}function T(D){if(E=!1,w(D),!_)if(t(c)!==null)_=!0,oe(C);else{var V=t(f);V!==null&&ue(T,V.startTime-D)}}function C(D,V){_=!1,E&&(E=!1,g(I),I=-1),v=!0;var B=m;try{for(w(V),d=t(c);d!==null&&(!(d.expirationTime>V)||D&&!H());){var J=d.callback;if(typeof J=="function"){d.callback=null,m=d.priorityLevel;var Y=J(d.expirationTime<=V);V=n.unstable_now(),typeof Y=="function"?d.callback=Y:d===t(c)&&i(c),w(V)}else i(c);d=t(c)}if(d!==null)var K=!0;else{var z=t(f);z!==null&&ue(T,z.startTime-V),K=!1}return K}finally{d=null,m=B,v=!1}}var P=!1,R=null,I=-1,b=5,L=-1;function H(){return!(n.unstable_now()-L<b)}function q(){if(R!==null){var D=n.unstable_now();L=D;var V=!0;try{V=R(!0,D)}finally{V?G():(P=!1,R=null)}}else P=!1}var G;if(typeof x=="function")G=function(){x(q)};else if(typeof MessageChannel<"u"){var W=new MessageChannel,ee=W.port2;W.port1.onmessage=q,G=function(){ee.postMessage(null)}}else G=function(){S(q,0)};function oe(D){R=D,P||(P=!0,G())}function ue(D,V){I=S(function(){D(n.unstable_now())},V)}n.unstable_IdlePriority=5,n.unstable_ImmediatePriority=1,n.unstable_LowPriority=4,n.unstable_NormalPriority=3,n.unstable_Profiling=null,n.unstable_UserBlockingPriority=2,n.unstable_cancelCallback=function(D){D.callback=null},n.unstable_continueExecution=function(){_||v||(_=!0,oe(C))},n.unstable_forceFrameRate=function(D){0>D||125<D?console.error("forceFrameRate takes a positive int between 0 and 125, forcing frame rates higher than 125 fps is not supported"):b=0<D?Math.floor(1e3/D):5},n.unstable_getCurrentPriorityLevel=function(){return m},n.unstable_getFirstCallbackNode=function(){return t(c)},n.unstable_next=function(D){switch(m){case 1:case 2:case 3:var V=3;break;default:V=m}var B=m;m=V;try{return D()}finally{m=B}},n.unstable_pauseExecution=function(){},n.unstable_requestPaint=function(){},n.unstable_runWithPriority=function(D,V){switch(D){case 1:case 2:case 3:case 4:case 5:break;default:D=3}var B=m;m=D;try{return V()}finally{m=B}},n.unstable_scheduleCallback=function(D,V,B){var J=n.unstable_now();switch(typeof B=="object"&&B!==null?(B=B.delay,B=typeof B=="number"&&0<B?J+B:J):B=J,D){case 1:var Y=-1;break;case 2:Y=250;break;case 5:Y=1073741823;break;case 4:Y=1e4;break;default:Y=5e3}return Y=B+Y,D={id:h++,callback:V,priorityLevel:D,startTime:B,expirationTime:Y,sortIndex:-1},B>J?(D.sortIndex=B,e(f,D),t(c)===null&&D===t(f)&&(E?(g(I),I=-1):E=!0,ue(T,B-J))):(D.sortIndex=Y,e(c,D),_||v||(_=!0,oe(C))),D},n.unstable_shouldYield=H,n.unstable_wrapCallback=function(D){var V=m;return function(){var B=m;m=V;try{return D.apply(this,arguments)}finally{m=B}}}}(r0)),r0}var nM;function IU(){return nM||(nM=1,function(n){n.exports=RU()}(i0)),i0.exports}/**
|
||
|
* @license React
|
||
|
* react-reconciler.production.min.js
|
||
|
*
|
||
|
* Copyright (c) Facebook, Inc. and its affiliates.
|
||
|
*
|
||
|
* This source code is licensed under the MIT license found in the
|
||
|
* LICENSE file in the root directory of this source tree.
|
||
|
*/var DU=function(e){var t={},i=Te.exports,r=IU(),s=Object.assign;function o(l){for(var u="https://reactjs.org/docs/error-decoder.html?invariant="+l,p=1;p<arguments.length;p++)u+="&args[]="+encodeURIComponent(arguments[p]);return"Minified React error #"+l+"; visit "+u+" for the full message or use the non-minified dev environment for full errors and additional helpful warnings."}var a=i.__SECRET_INTERNALS_DO_NOT_USE_OR_YOU_WILL_BE_FIRED,c=Symbol.for("react.element"),f=Symbol.for("react.portal"),h=Symbol.for("react.fragment"),d=Symbol.for("react.strict_mode"),m=Symbol.for("react.profiler"),v=Symbol.for("react.provider"),_=Symbol.for("react.context"),E=Symbol.for("react.forward_ref"),S=Symbol.for("react.suspense"),g=Symbol.for("react.suspense_list"),x=Symbol.for("react.memo"),w=Symbol.for("react.lazy"),T=Symbol.for("react.offscreen"),C=Symbol.iterator;function P(l){return l===null||typeof l!="object"?null:(l=C&&l[C]||l["@@iterator"],typeof l=="function"?l:null)}function R(l){if(l==null)return null;if(typeof l=="function")return l.displayName||l.name||null;if(typeof l=="string")return l;switch(l){case h:return"Fragment";case f:return"Portal";case m:return"Profiler";case d:return"StrictMode";case S:return"Suspense";case g:return"SuspenseList"}if(typeof l=="object")switch(l.$$typeof){case _:return(l.displayName||"Context")+".Consumer";case v:return(l._context.displayName||"Context")+".Provider";case E:var u=l.render;return l=l.displayName,l||(l=u.displayName||u.name||"",l=l!==""?"ForwardRef("+l+")":"ForwardRef"),l;case x:return u=l.displayName||null,u!==null?u:R(l.type)||"Memo";case w:u=l._payload,l=l._init;try{return R(l(u))}catch{}}return null}function I(l){var u=l.type;switch(l.tag){case 24:return"Cache";case 9:return(u.displayName||"Context")+".Consumer";case 10:return(u._context.displayName||"Context")+".Provider";case 18:return"DehydratedFragment";case 11:return l=u.render,l=l.displayName||l.name||"",u.displayName||(l!==""?"ForwardRef("+l+")":"ForwardRef");case 7:return"Fragment";case 5:return u;case 4:return"Portal";case 3:return"Root";case 6:return"Text";case 16:return R(u);case 8:return u===d?"StrictMode":"Mode";case 22:return"Offscreen";case 12:return"Profiler";case 21:return"Scope";case 13:return"Suspense";case 19:return"SuspenseList";case 25:return"TracingMarker";case 1:case 0:case 17:case 2:case 14:case 15:if(typeof u=="function")return u.displayName||u.name||null;if(typeof u=="string")return u}return null}function b(l){var u=l,p=l;if(l.alternate)for(;u.return;)u=u.return;else{l=u;do u=l,(u.flags&4098)!==0&&(p=u.return),l=u.return;while(l)}return u.tag===3?p:null}function L(l){if(b(l)!==l)throw Error(o(188))}function H(l){var u=l.alternate;if(!u){if(u=b(l),u===null)throw Error(o(188));return u!==l?null:l}for(var p=l,y=u;;){var M=p.return;if(M===null)break;var A=M.alternate;if(A===null){if(y=M.return,y!==null){p=y;continue}break}if(M.child===A.child){for(A=M.child;A;){if(A===p)return L(M),l;if(A===y)return L(M),u;A=A.sibling}throw Error(o(188))}if(p.return!==y.return)p=M,y=A;else{for(var O=!1,j=M.child;j;){if(j===p){O=!0,p=M,y=A;break}if(j===y){O=!0,y=M,p=A;break}j=j.sibling}if(!O){for(j=A.child;j;){if(j===p){O=!0,p=A,y=M;break}if(j===y){O=!0,y=A,p=M;break}j=j.sibling}if(!O)throw Error(o(189))}}if(p.alternate!==y)throw Error(o(190))}if(p.tag!==3)throw Error(o(188));return p.stateNode.current===p?l:u}function q(l){return l=H(l),l!==null?G(l):null}function G(l){if(l.tag===5||l.tag===6)return l;for(l=l.child;l!==null;){var u=G(l);if(u!==null)return u;l=l.sibling}return null}function W(l){if(l.tag===5||l.tag===6)return l;for(l=l.child;l!==null;){if(l.tag!==4){var u=W(l);if(u!==null)return u}l=l.sibling}return null}var ee=Array.isArray,oe=e.getPublicInstance,ue=e.getRootHostContext,D=e.getChildHostContext,V=e.prepareForCommit,B=e.resetAfterCommit,J=e.createInstance,Y=e.appendInitialChild,K=e.finalizeInitialChildren,z=e.prepareUpdate,ye=e.shouldSetTextContent,pe=e.createTextInstance,Q=e.scheduleTimeout,Qe=e.cancelTimeout,je=e.noTimeout,Me=e.isPrimaryRenderer,De=e.supportsMutation,me=e.supportsPersistence,se=e.supports
|
||
|
`+ur+l}var _t=!1;function xo(l,u){if(!l||_t)return"";_t=!0;var p=Error.prepareStackTrace;Error.prepareStackTrace=void 0;try{if(u)if(u=function(){throw Error()},Object.defineProperty(u.prototype,"props",{set:function(){throw Error()}}),typeof Reflect=="object"&&Reflect.construct){try{Reflect.construct(u,[])}catch(Ee){var y=Ee}Reflect.construct(l,[],u)}else{try{u.call()}catch(Ee){y=Ee}l.call(u.prototype)}else{try{throw Error()}catch(Ee){y=Ee}l()}}catch(Ee){if(Ee&&y&&typeof Ee.stack=="string"){for(var M=Ee.stack.split(`
|
||
|
`),A=y.stack.split(`
|
||
|
`),O=M.length-1,j=A.length-1;1<=O&&0<=j&&M[O]!==A[j];)j--;for(;1<=O&&0<=j;O--,j--)if(M[O]!==A[j]){if(O!==1||j!==1)do if(O--,j--,0>j||M[O]!==A[j]){var ae=`
|
||
|
`+M[O].replace(" at new "," at ");return l.displayName&&ae.includes("<anonymous>")&&(ae=ae.replace("<anonymous>",l.displayName)),ae}while(1<=O&&0<=j);break}}}finally{_t=!1,Error.prepareStackTrace=p}return(l=l?l.displayName||l.name:"")?Ht(l):""}var pn=Object.prototype.hasOwnProperty,cr=[],Jr=-1;function fi(l){return{current:l}}function Dt(l){0>Jr||(l.current=cr[Jr],cr[Jr]=null,Jr--)}function ct(l,u){Jr++,cr[Jr]=l.current,l.current=u}var Vn={},mn=fi(Vn),Ut=fi(!1),fr=Vn;function Ls(l,u){var p=l.type.contextTypes;if(!p)return Vn;var y=l.stateNode;if(y&&y.__reactInternalMemoizedUnmaskedChildContext===u)return y.__reactInternalMemoizedMaskedChildContext;var M={},A;for(A in p)M[A]=u[A];return y&&(l=l.stateNode,l.__reactInternalMemoizedUnmaskedChildContext=u,l.__reactInternalMemoizedMaskedChildContext=M),M}function kn(l){return l=l.childContextTypes,l!=null}function gf(){Dt(Ut),Dt(mn)}function V_(l,u,p){if(mn.current!==Vn)throw Error(o(168));ct(mn,u),ct(Ut,p)}function H_(l,u,p){var y=l.stateNode;if(u=u.childContextTypes,typeof y.getChildContext!="function")return p;y=y.getChildContext();for(var M in y)if(!(M in u))throw Error(o(108,I(l)||"Unknown",M));return s({},p,y)}function vf(l){return l=(l=l.stateNode)&&l.__reactInternalMemoizedMergedChildContext||Vn,fr=mn.current,ct(mn,l),ct(Ut,Ut.current),!0}function G_(l,u,p){var y=l.stateNode;if(!y)throw Error(o(169));p?(l=H_(l,u,fr),y.__reactInternalMemoizedMergedChildContext=l,Dt(Ut),Dt(mn),ct(mn,l)):Dt(Ut),ct(Ut,p)}var hr=Math.clz32?Math.clz32:mA,dA=Math.log,pA=Math.LN2;function mA(l){return l>>>=0,l===0?32:31-(dA(l)/pA|0)|0}var yf=64,_f=4194304;function tu(l){switch(l&-l){case 1:return 1;case 2:return 2;case 4:return 4;case 8:return 8;case 16:return 16;case 32:return 32;case 64:case 128:case 256:case 512:case 1024:case 2048:case 4096:case 8192:case 16384:case 32768:case 65536:case 131072:case 262144:case 524288:case 1048576:case 2097152:return l&4194240;case 4194304:case 8388608:case 16777216:case 33554432:case 67108864:return l&130023424;case 134217728:return 134217728;case 268435456:return 268435456;case 536870912:return 536870912;case 1073741824:return 1073741824;default:return l}}function xf(l,u){var p=l.pendingLanes;if(p===0)return 0;var y=0,M=l.suspendedLanes,A=l.pingedLanes,O=p&268435455;if(O!==0){var j=O&~M;j!==0?y=tu(j):(A&=O,A!==0&&(y=tu(A)))}else O=p&~M,O!==0?y=tu(O):A!==0&&(y=tu(A));if(y===0)return 0;if(u!==0&&u!==y&&(u&M)===0&&(M=y&-y,A=u&-u,M>=A||M===16&&(A&4194240)!==0))return u;if((y&4)!==0&&(y|=p&16),u=l.entangledLanes,u!==0)for(l=l.entanglements,u&=y;0<u;)p=31-hr(u),M=1<<p,y|=l[p],u&=~M;return y}function gA(l,u){switch(l){case 1:case 2:case 4:return u+250;case 8:case 16:case 32:case 64:case 128:case 256:case 512:case 1024:case 2048:case 4096:case 8192:case 16384:case 32768:case 65536:case 131072:case 262144:case 524288:case 1048576:case 2097152:return u+5e3;case 4194304:case 8388608:case 16777216:case 33554432:case 67108864:return-1;case 134217728:case 268435456:case 536870912:case 1073741824:return-1;default:return-1}}function vA(l,u){for(var p=l.suspendedLanes,y=l.pingedLanes,M=l.expirationTimes,A=l.pendingLanes;0<A;){var O=31-hr(A),j=1<<O,ae=M[O];ae===-1?((j&p)===0||(j&y)!==0)&&(M[O]=gA(j,u)):ae<=u&&(l.expiredLanes|=j),A&=~j}}function Qp(l){return l=l.pendingLanes&-1073741825,l!==0?l:l&1073741824?1073741824:0}function Jp(l){for(var u=[],p=0;31>p;p++)u.push(l);return u}function nu(l,u,p){l.pendingLanes|=u,u!==536870912&&(l.suspendedLanes=0,l.pingedLanes=0),l=l.eventTimes,u=31-hr(u),l[u]=p}function yA(l,u){var p=l.pendingLanes&~u;l.pendingLanes=u,l.suspendedLanes=0,l.pingedLanes=0,l.expiredLanes&=u,l.mutableReadLanes&=u,l.entangledLanes&=u,u=l.entanglements;var y=l.eventTimes;for(l=l.expirationTimes;0<p;){var M=31-hr(p),A=1<<M;u[M]=0,y[M]=-1,l[M]=-1,p&=~A}}function Kp(l,u){var p=l.entangledLanes|=u;for(l=l.entanglements;p;){var y=31-hr(p),M=1<<y;M&u|l[y]&u&&(l[y]|=u),p&=~M}}var Ct=0;function W_(l){return l&=-l,1<l?4<l?(l&268435455)!==0?16:536870912:4:1}var $p=r.unstable_scheduleCallback,X_=r.unstable_cancelCallback,_A=r.unstable_shouldYield,xA=r.unstable_requestP
|
||
|
Error generating stack: `+A.message+`
|
||
|
`+A.stack}return{value:l,source:u,stack:M}}function Am(l,u){try{console.error(u.value)}catch(p){setTimeout(function(){throw p})}}var kA=typeof WeakMap=="function"?WeakMap:Map;function Cx(l,u,p){p=$r(-1,p),p.tag=3,p.payload={element:null};var y=u.value;return p.callback=function(){th||(th=!0,Wm=y),Am(l,u)},p}function bx(l,u,p){p=$r(-1,p),p.tag=3;var y=l.type.getDerivedStateFromError;if(typeof y=="function"){var M=u.value;p.payload=function(){return y(M)},p.callback=function(){Am(l,u)}}var A=l.stateNode;return A!==null&&typeof A.componentDidCatch=="function"&&(p.callback=function(){Am(l,u),typeof y!="function"&&(Ds===null?Ds=new Set([this]):Ds.add(this));var O=u.stack;this.componentDidCatch(u.value,{componentStack:O!==null?O:""})}),p}function Px(l,u,p){var y=l.pingCache;if(y===null){y=l.pingCache=new kA;var M=new Set;y.set(u,M)}else M=y.get(u),M===void 0&&(M=new Set,y.set(u,M));M.has(p)||(M.add(p),l=ZA.bind(null,l,u,p),u.then(l,l))}function Lx(l){do{var u;if((u=l.tag===13)&&(u=l.memoizedState,u=u!==null?u.dehydrated!==null:!0),u)return l;l=l.return}while(l!==null);return null}function Rx(l,u,p,y,M){return(l.mode&1)===0?(l===u?l.flags|=65536:(l.flags|=128,p.flags|=131072,p.flags&=-52805,p.tag===1&&(p.alternate===null?p.tag=17:(u=$r(-1,1),u.tag=2,Is(p,u))),p.lanes|=1),l):(l.flags|=65536,l.lanes=M,l)}function zr(l){l.flags|=4}function Ix(l,u){if(l!==null&&l.child===u.child)return!0;if((u.flags&16)!==0)return!1;for(l=u.child;l!==null;){if((l.flags&12854)!==0||(l.subtreeFlags&12854)!==0)return!1;l=l.sibling}return!0}var hu,du,Bf,Vf;if(De)hu=function(l,u){for(var p=u.child;p!==null;){if(p.tag===5||p.tag===6)Y(l,p.stateNode);else if(p.tag!==4&&p.child!==null){p.child.return=p,p=p.child;continue}if(p===u)break;for(;p.sibling===null;){if(p.return===null||p.return===u)return;p=p.return}p.sibling.return=p.return,p=p.sibling}},du=function(){},Bf=function(l,u,p,y,M){if(l=l.memoizedProps,l!==y){var A=u.stateNode,O=Nr(ji.current);p=z(A,p,l,y,M,O),(u.updateQueue=p)&&zr(u)}},Vf=function(l,u,p,y){p!==y&&zr(u)};else if(me){hu=function(l,u,p,y){for(var M=u.child;M!==null;){if(M.tag===5){var A=M.stateNode;p&&y&&(A=Yt(A,M.type,M.memoizedProps,M)),Y(l,A)}else if(M.tag===6)A=M.stateNode,p&&y&&(A=ei(A,M.memoizedProps,M)),Y(l,A);else if(M.tag!==4){if(M.tag===22&&M.memoizedState!==null)A=M.child,A!==null&&(A.return=M),hu(l,M,!0,!0);else if(M.child!==null){M.child.return=M,M=M.child;continue}}if(M===u)break;for(;M.sibling===null;){if(M.return===null||M.return===u)return;M=M.return}M.sibling.return=M.return,M=M.sibling}};var Dx=function(l,u,p,y){for(var M=u.child;M!==null;){if(M.tag===5){var A=M.stateNode;p&&y&&(A=Yt(A,M.type,M.memoizedProps,M)),Vt(l,A)}else if(M.tag===6)A=M.stateNode,p&&y&&(A=ei(A,M.memoizedProps,M)),Vt(l,A);else if(M.tag!==4){if(M.tag===22&&M.memoizedState!==null)A=M.child,A!==null&&(A.return=M),Dx(l,M,!0,!0);else if(M.child!==null){M.child.return=M,M=M.child;continue}}if(M===u)break;for(;M.sibling===null;){if(M.return===null||M.return===u)return;M=M.return}M.sibling.return=M.return,M=M.sibling}};du=function(l,u){var p=u.stateNode;if(!Ix(l,u)){l=p.containerInfo;var y=zt(l);Dx(y,u,!1,!1),p.pendingChildren=y,zr(u),Tn(l,y)}},Bf=function(l,u,p,y,M){var A=l.stateNode,O=l.memoizedProps;if((l=Ix(l,u))&&O===y)u.stateNode=A;else{var j=u.stateNode,ae=Nr(ji.current),Ee=null;O!==y&&(Ee=z(j,p,O,y,M,ae)),l&&Ee===null?u.stateNode=A:(A=We(A,Ee,p,O,y,u,l,j),K(A,p,y,M,ae)&&zr(u),u.stateNode=A,l?zr(u):hu(A,u,!1,!1))}},Vf=function(l,u,p,y){p!==y?(l=Nr(Pa.current),p=Nr(ji.current),u.stateNode=pe(y,l,p,u),zr(u)):u.stateNode=l.stateNode}}else du=function(){},Bf=function(){},Vf=function(){};function pu(l,u){if(!qt)switch(l.tailMode){case"hidden":u=l.tail;for(var p=null;u!==null;)u.alternate!==null&&(p=u),u=u.sibling;p===null?l.tail=null:p.sibling=null;break;case"collapsed":p=l.tail;for(var y=null;p!==null;)p.alternate!==null&&(y=p),p=p.sibling;y===null?u||l.tail===null?l.tail=null:l.tail.sibling=null:y.sibling=null}}function Wn(l){var u=l.alternate!==null&&l.alternate.child===l.child,p=0,y=0;if(u)for(var M=l.child;M!==null;)p|=M.lanes|M.childLanes,y|=M.su
|
||
|
`+(y.join(" > ")+`
|
||
|
|
||
|
No matching component was found for:
|
||
|
`)+l.join(" > ")}return null},t.getPublicRootInstance=function(l){if(l=l.current,!l.child)return null;switch(l.child.tag){case 5:return oe(l.child.stateNode);default:return l.child.stateNode}},t.injectIntoDevTools=function(l){if(l={bundleType:l.bundleType,version:l.version,rendererPackageName:l.rendererPackageName,rendererConfig:l.rendererConfig,overrideHookState:null,overrideHookStateDeletePath:null,overrideHookStateRenamePath:null,overrideProps:null,overridePropsDeletePath:null,overridePropsRenamePath:null,setErrorHandler:null,setSuspenseHandler:null,scheduleUpdate:null,currentDispatcherRef:a.ReactCurrentDispatcher,findHostInstanceByFiber:tC,findFiberByHostInstance:l.findFiberByHostInstance||nC,findHostInstancesForRefresh:null,scheduleRefresh:null,scheduleRoot:null,setRefreshHandler:null,getCurrentFiber:null,reconcilerVersion:"18.0.0-fc46dba67-20220329"},typeof __REACT_DEVTOOLS_GLOBAL_HOOK__>"u")l=!1;else{var u=__REACT_DEVTOOLS_GLOBAL_HOOK__;if(u.isDisabled||!u.supportsFiber)l=!0;else{try{Sf=u.inject(l),Lr=u}catch{}l=!!u.checkDCE}}return l},t.isAlreadyRendering=function(){return!1},t.observeVisibleRects=function(l,u,p,y){if(!rt)throw Error(o(363));l=Fm(l,u);var M=be(l,p,y).disconnect;return{disconnect:function(){M()}}},t.registerMutableSourceForHydration=function(l,u){var p=u._getVersion;p=p(u._source),l.mutableSourceEagerHydrationData==null?l.mutableSourceEagerHydrationData=[u,p]:l.mutableSourceEagerHydrationData.push(u,p)},t.runWithPriority=function(l,u){var p=Ct;try{return Ct=l,u()}finally{Ct=p}},t.shouldError=function(){return null},t.shouldSuspend=function(){return!1},t.updateContainer=function(l,u,p,y){var M=u.current,A=ni(),O=ks(M);return p=y1(p),u.context===null?u.context=p:u.pendingContext=p,u=$r(A,O),u.payload={element:l},y=y===void 0?null:y,y!==null&&(u.callback=y),Is(M,u),l=qi(M,O,A),l!==null&&Af(l,M,O),O},t};(function(n){n.exports=DU})(N3);const NU=rC(N3.exports);var Xv={exports:{}},k3={};/**
|
||
|
* @license React
|
||
|
* scheduler.production.min.js
|
||
|
*
|
||
|
* Copyright (c) Facebook, Inc. and its affiliates.
|
||
|
*
|
||
|
* This source code is licensed under the MIT license found in the
|
||
|
* LICENSE file in the root directory of this source tree.
|
||
|
*/(function(n){function e(D,V){var B=D.length;D.push(V);e:for(;0<B;){var J=B-1>>>1,Y=D[J];if(0<r(Y,V))D[J]=V,D[B]=Y,B=J;else break e}}function t(D){return D.length===0?null:D[0]}function i(D){if(D.length===0)return null;var V=D[0],B=D.pop();if(B!==V){D[0]=B;e:for(var J=0,Y=D.length,K=Y>>>1;J<K;){var z=2*(J+1)-1,ye=D[z],pe=z+1,Q=D[pe];if(0>r(ye,B))pe<Y&&0>r(Q,ye)?(D[J]=Q,D[pe]=B,J=pe):(D[J]=ye,D[z]=B,J=z);else if(pe<Y&&0>r(Q,B))D[J]=Q,D[pe]=B,J=pe;else break e}}return V}function r(D,V){var B=D.sortIndex-V.sortIndex;return B!==0?B:D.id-V.id}if(typeof performance=="object"&&typeof performance.now=="function"){var s=performance;n.unstable_now=function(){return s.now()}}else{var o=Date,a=o.now();n.unstable_now=function(){return o.now()-a}}var c=[],f=[],h=1,d=null,m=3,v=!1,_=!1,E=!1,S=typeof setTimeout=="function"?setTimeout:null,g=typeof clearTimeout=="function"?clearTimeout:null,x=typeof setImmediate<"u"?setImmediate:null;typeof navigator<"u"&&navigator.scheduling!==void 0&&navigator.scheduling.isInputPending!==void 0&&navigator.scheduling.isInputPending.bind(navigator.scheduling);function w(D){for(var V=t(f);V!==null;){if(V.callback===null)i(f);else if(V.startTime<=D)i(f),V.sortIndex=V.expirationTime,e(c,V);else break;V=t(f)}}function T(D){if(E=!1,w(D),!_)if(t(c)!==null)_=!0,oe(C);else{var V=t(f);V!==null&&ue(T,V.startTime-D)}}function C(D,V){_=!1,E&&(E=!1,g(I),I=-1),v=!0;var B=m;try{for(w(V),d=t(c);d!==null&&(!(d.expirationTime>V)||D&&!H());){var J=d.callback;if(typeof J=="function"){d.callback=null,m=d.priorityLevel;var Y=J(d.expirationTime<=V);V=n.unstable_now(),typeof Y=="function"?d.callback=Y:d===t(c)&&i(c),w(V)}else i(c);d=t(c)}if(d!==null)var K=!0;else{var z=t(f);z!==null&&ue(T,z.startTime-V),K=!1}return K}finally{d=null,m=B,v=!1}}var P=!1,R=null,I=-1,b=5,L=-1;function H(){return!(n.unstable_now()-L<b)}function q(){if(R!==null){var D=n.unstable_now();L=D;var V=!0;try{V=R(!0,D)}finally{V?G():(P=!1,R=null)}}else P=!1}var G;if(typeof x=="function")G=function(){x(q)};else if(typeof MessageChannel<"u"){var W=new MessageChannel,ee=W.port2;W.port1.onmessage=q,G=function(){ee.postMessage(null)}}else G=function(){S(q,0)};function oe(D){R=D,P||(P=!0,G())}function ue(D,V){I=S(function(){D(n.unstable_now())},V)}n.unstable_IdlePriority=5,n.unstable_ImmediatePriority=1,n.unstable_LowPriority=4,n.unstable_NormalPriority=3,n.unstable_Profiling=null,n.unstable_UserBlockingPriority=2,n.unstable_cancelCallback=function(D){D.callback=null},n.unstable_continueExecution=function(){_||v||(_=!0,oe(C))},n.unstable_forceFrameRate=function(D){0>D||125<D?console.error("forceFrameRate takes a positive int between 0 and 125, forcing frame rates higher than 125 fps is not supported"):b=0<D?Math.floor(1e3/D):5},n.unstable_getCurrentPriorityLevel=function(){return m},n.unstable_getFirstCallbackNode=function(){return t(c)},n.unstable_next=function(D){switch(m){case 1:case 2:case 3:var V=3;break;default:V=m}var B=m;m=V;try{return D()}finally{m=B}},n.unstable_pauseExecution=function(){},n.unstable_requestPaint=function(){},n.unstable_runWithPriority=function(D,V){switch(D){case 1:case 2:case 3:case 4:case 5:break;default:D=3}var B=m;m=D;try{return V()}finally{m=B}},n.unstable_scheduleCallback=function(D,V,B){var J=n.unstable_now();switch(typeof B=="object"&&B!==null?(B=B.delay,B=typeof B=="number"&&0<B?J+B:J):B=J,D){case 1:var Y=-1;break;case 2:Y=250;break;case 5:Y=1073741823;break;case 4:Y=1e4;break;default:Y=5e3}return Y=B+Y,D={id:h++,callback:V,priorityLevel:D,startTime:B,expirationTime:Y,sortIndex:-1},B>J?(D.sortIndex=B,e(f,D),t(c)===null&&D===t(f)&&(E?(g(I),I=-1):E=!0,ue(T,B-J))):(D.sortIndex=Y,e(c,D),_||v||(_=!0,oe(C))),D},n.unstable_shouldYield=H,n.unstable_wrapCallback=function(D){var V=m;return function(){var B=m;m=V;try{return D.apply(this,arguments)}finally{m=B}}}})(k3);(function(n){n.exports=k3})(Xv);var Gp={exports:{}},Wp={};/**
|
||
|
* @license React
|
||
|
* react-jsx-runtime.production.min.js
|
||
|
*
|
||
|
* Copyright (c) Facebook, Inc. and its affiliates.
|
||
|
*
|
||
|
* This source code is licensed under the MIT license found in the
|
||
|
* LICENSE file in the root directory of this source tree.
|
||
|
*/var kU=Te.exports,zU=Symbol.for("react.element"),UU=Symbol.for("react.fragment"),OU=Object.prototype.hasOwnProperty,FU=kU.__SECRET_INTERNALS_DO_NOT_USE_OR_YOU_WILL_BE_FIRED.ReactCurrentOwner,BU={key:!0,ref:!0,__self:!0,__source:!0};function z3(n,e,t){var i,r={},s=null,o=null;t!==void 0&&(s=""+t),e.key!==void 0&&(s=""+e.key),e.ref!==void 0&&(o=e.ref);for(i in e)OU.call(e,i)&&!BU.hasOwnProperty(i)&&(r[i]=e[i]);if(n&&n.defaultProps)for(i in e=n.defaultProps,e)r[i]===void 0&&(r[i]=e[i]);return{$$typeof:zU,type:n,key:s,ref:o,props:r,_owner:FU.current}}Wp.Fragment=UU;Wp.jsx=z3;Wp.jsxs=z3;(function(n){n.exports=Wp})(Gp);const L_=Gp.exports.Fragment,Gt=Gp.exports.jsx,Xp=Gp.exports.jsxs,R_={},VU=n=>void Object.assign(R_,n);function HU(n,e){function t(h,{args:d=[],attach:m,...v},_){let E=`${h[0].toUpperCase()}${h.slice(1)}`,S;if(h==="primitive"){if(v.object===void 0)throw new Error("R3F: Primitives without 'object' are invalid!");const g=v.object;S=sl(g,{type:h,root:_,attach:m,primitive:!0})}else{const g=R_[E];if(!g)throw new Error(`R3F: ${E} is not part of the THREE namespace! Did you forget to extend? See: https://docs.pmnd.rs/react-three-fiber/api/objects#using-3rd-party-objects-declaratively`);if(!Array.isArray(d))throw new Error("R3F: The args prop must be an array!");S=sl(new g(...d),{type:h,root:_,attach:m,memoizedProps:{args:d}})}return S.__r3f.attach===void 0&&(S instanceof lt?S.__r3f.attach="geometry":S instanceof Bn&&(S.__r3f.attach="material")),E!=="inject"&&o0(S,v),S}function i(h,d){let m=!1;if(d){var v,_;(v=d.__r3f)!=null&&v.attach?s0(h,d,d.__r3f.attach):d.isObject3D&&h.isObject3D&&(h.add(d),m=!0),m||(_=h.__r3f)==null||_.objects.push(d),d.__r3f||sl(d,{}),d.__r3f.parent=h,Yv(d),ol(d)}}function r(h,d,m){let v=!1;if(d){var _,E;if((_=d.__r3f)!=null&&_.attach)s0(h,d,d.__r3f.attach);else if(d.isObject3D&&h.isObject3D){d.parent=h,d.dispatchEvent({type:"added"});const S=h.children.filter(x=>x!==d),g=S.indexOf(m);h.children=[...S.slice(0,g),d,...S.slice(g)],v=!0}v||(E=h.__r3f)==null||E.objects.push(d),d.__r3f||sl(d,{}),d.__r3f.parent=h,Yv(d),ol(d)}}function s(h,d,m=!1){h&&[...h].forEach(v=>o(d,v,m))}function o(h,d,m){if(d){var v,_,E;if(d.__r3f&&(d.__r3f.parent=null),(v=h.__r3f)!=null&&v.objects&&(h.__r3f.objects=h.__r3f.objects.filter(T=>T!==d)),(_=d.__r3f)!=null&&_.attach)aM(h,d,d.__r3f.attach);else if(d.isObject3D&&h.isObject3D){var S;h.remove(d),(S=d.__r3f)!=null&&S.root&&ZU(d.__r3f.root,d)}const x=(E=d.__r3f)==null?void 0:E.primitive,w=m===void 0?d.dispose!==null&&!x:m;if(!x){var g;s((g=d.__r3f)==null?void 0:g.objects,d,w),s(d.children,d,w)}d.__r3f&&(delete d.__r3f.root,delete d.__r3f.objects,delete d.__r3f.handlers,delete d.__r3f.memoizedProps,x||delete d.__r3f),w&&d.dispose&&d.type!=="Scene"&&Xv.exports.unstable_scheduleCallback(Xv.exports.unstable_IdlePriority,()=>{try{d.dispose()}catch{}}),ol(h)}}function a(h,d,m,v){var _;const E=(_=h.__r3f)==null?void 0:_.parent;if(!E)return;const S=t(d,m,h.__r3f.root);if(h.children){for(const g of h.children)g.__r3f&&i(S,g);h.children=h.children.filter(g=>!g.__r3f)}h.__r3f.objects.forEach(g=>i(S,g)),h.__r3f.objects=[],h.__r3f.autoRemovedBeforeAppend||o(E,h),S.parent&&(S.__r3f.autoRemovedBeforeAppend=!0),i(E,S),S.raycast&&S.__r3f.eventCount&&S.__r3f.root.getState().internal.interaction.push(S),[v,v.alternate].forEach(g=>{g!==null&&(g.stateNode=S,g.ref&&(typeof g.ref=="function"?g.ref(S):g.ref.current=S))})}const c=()=>console.warn("Text is not allowed in the R3F tree! This could be stray whitespace or characters.");return{reconciler:NU({createInstance:t,removeChild:o,appendChild:i,appendInitialChild:i,insertBefore:r,supportsMutation:!0,isPrimaryRenderer:!1,supportsPersistence:!1,supportsHydration:!1,noTimeout:-1,appendChildToContainer:(h,d)=>{if(!d)return;const m=h.getState().scene;!m.__r3f||(m.__r3f.root=h,i(m,d))},removeChildFromContainer:(h,d)=>{!d||o(h.getState().scene,d)},insertInContainerBefore:(h,d,m)=>{if(!d||!m)return;const v=h.getState().scene;!v.__r3f||r(v,d,m)},getRootHostContext:()=>null,getChildHostContext:h=>h,finalizeInitialChildren(h){var d;const m=(d=h==null?voi
|