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const _ _vite _ _fileDeps = [ "assets/chunks/VPLocalSearchBox.CuzPtg3-.js" , "assets/chunks/framework.DvHfxfnp.js" ] , _ _vite _ _mapDeps = i => i . map ( i => _ _vite _ _fileDeps [ i ] ) ;
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import { u as j , r as Ge , w as Ct , i as $d , t as Vm , c as Hm , o as Nn , n as qc , g as Gm , a as Wm , b as ma , d as gr , e as ke , f as Ri , h as zr , j as $m , k as Be , l as Xd , s as Rn , m as Wn , p as Y , q as fe , v as yt , x as Yc , y as vr , z as Xm , A as eh , F as xt , B as qm , C as cn , D as $e , E as ye , G as Jt , H as De , I as Fe , J as ue , K as Ht , L as ft , T as Zc , _ as Ye , M as Ym , N as Zm , O as Jm , P as Jc , Q as me , R as Wt , S as $t , U as is , V as Kl , W as qd , X as Km , Y as jm , Z as Aa , $ as Bs , a0 as Yd , a1 as Vr , a2 as ia , a3 as Qm , a4 as jl , a5 as Zd , a6 as Ta , a7 as eg , a8 as tg , a9 as Jd , aa as ng , ab as ig , ac as sg , ad as rg , ae as og , af as ag } from "./framework.DvHfxfnp.js" ; / * *
* @ license
* Copyright 2010 - 2024 Three . js Authors
* SPDX - License - Identifier : MIT
* / c o n s t H r = " 1 6 5 " , l g = { L E F T : 0 , M I D D L E : 1 , R I G H T : 2 , R O T A T E : 0 , D O L L Y : 1 , P A N : 2 } , c g = { R O T A T E : 0 , P A N : 1 , D O L L Y _ P A N : 2 , D O L L Y _ R O T A T E : 3 } , K d = 0 , Q l = 1 , j d = 2 , u g = 3 , h g = 0 , K c = 1 , j c = 2 , k n = 3 , o i = 0 , n n = 1 , E n = 2 , s i = 0 , e s = 1 , g a = 2 , e c = 3 , t c = 4 , Q d = 5 , A i = 1 0 0 , e f = 1 0 1 , t f = 1 0 2 , n f = 1 0 3 , s f = 1 0 4 , r f = 2 0 0 , o f = 2 0 1 , a f = 2 0 2 , l f = 2 0 3 , v a = 2 0 4 , _ a = 2 0 5 , c f = 2 0 6 , u f = 2 0 7 , h f = 2 0 8 , d f = 2 0 9 , f f = 2 1 0 , p f = 2 1 1 , m f = 2 1 2 , g f = 2 1 3 , v f = 2 1 4 , _ f = 0 , y f = 1 , x f = 2 , _ r = 3 , M f = 4 , b f = 5 , S f = 6 , w f = 7 , G r = 0 , A f = 1 , T f = 2 , H n = 0 , E f = 1 , C f = 2 , P f = 3 , E a = 4 , R f = 5 , I f = 6 , L f = 7 , n c = " a t t a c h e d " , N f = " d e t a c h e d " , C a = 3 0 0 , a i = 3 0 1 , C i = 3 0 2 , y r = 3 0 3 , x r = 3 0 4 , W s = 3 0 6 , M r = 1 e 3 , M n = 1 0 0 1 , b r = 1 0 0 2 , G t = 1 0 0 3 , Q c = 1 0 0 4 , d g = 1 0 0 4 , D s = 1 0 0 5 , f g = 1 0 0 5 , O t = 1 0 0 6 , h r = 1 0 0 7 , p g = 1 0 0 7 , z n = 1 0 0 8 , m g = 1 0 0 8 , l i = 1 0 0 9 , D f = 1 0 1 0 , U f = 1 0 1 1 , S r = 1 0 1 2 , e u = 1 0 1 3 , s s = 1 0 1 4 , g n = 1 0 1 5 , W r = 1 0 1 6 , t u = 1 0 1 7 , n u = 1 0 1 8 , r s = 1 0 2 0 , O f = 3 5 9 0 2 , F f = 1 0 2 1 , k f = 1 0 2 2 , u n = 1 0 2 3 , B f = 1 0 2 4 , z f = 1 0 2 5 , t s = 1 0 2 6 , o s = 1 0 2 7 , i u = 1 0 2 8 , s u = 1 0 2 9 , V f = 1 0 3 0 , r u = 1 0 3 1 , o u = 1 0 3 3 , s a = 3 3 7 7 6 , r a = 3 3 7 7 7 , o a = 3 3 7 7 8 , a a = 3 3 7 7 9 , i c = 3 5 8 4 0 , s c = 3 5 8 4 1 , r c = 3 5 8 4 2 , o c = 3 5 8 4 3 , a c = 3 6 1 9 6 , l c = 3 7 4 9 2 , c c = 3 7 4 9 6 , u c = 3 7 8 0 8 , h c = 3 7 8 0 9 , d c = 3 7 8 1 0 , f c = 3 7 8 1 1 , p c = 3 7 8 1 2 , m c = 3 7 8 1 3 , g c = 3 7 8 1 4 , v c = 3 7 8 1 5 , _ c = 3 7 8 1 6 , y c = 3 7 8 1 7 , x c = 3 7 8 1 8 , M c = 3 7 8 1 9 , b c = 3 7 8 2 0 , S c = 3 7 8 2 1 , l a = 3 6 4 9 2 , w c = 3 6 4 9 4 , A c = 3 6 4 9 5 , H f = 3 6 2 8 3 , T c = 3 6 2 8 4 , E c = 3 6 2 8 5 , C c = 3 6 2 8 6 , G f = 2 2 0 0 , W f = 2 2 0 1 , $ f = 2 2 0 2 , w r = 2 3 0 0 , y a = 2 3 0 1 , c a = 2 3 0 2 , J i = 2 4 0 0 , K i = 2 4 0 1 , A r = 2 4 0 2 , P a = 2 5 0 0 , a u = 2 5 0 1 , g g = 0 , v g = 1 , _ g = 2 , X f = 3 2 0 0 , q f = 3 2 0 1 , I i = 0 , Y f = 1 , t i = " " , l n = " s r g b " , c i = " s r g b - l i n e a r " , R a = " d i s p l a y - p 3 " , $ r = " d i s p l a y - p 3 - l i n e a r " , T r = " l i n e a r " , M t = " s r g b " , E r = " r e c 7 0 9 " , C r = " p 3 " , y g = 0 , B n = 7 6 8 0 , x g = 7 6 8 1 , M g = 7 6 8 2 , b g = 7 6 8 3 , S g = 3 4 0 5 5 , w g = 3 4 0 5 6 , A g = 5 3 8 6 , T g = 5 1 2 , E g = 5 1 3 , Z f = 5 1 4 , C g = 5 1 5 , P g = 5 1 6 , R g = 5 1 7 , I g = 5 1 8 , P c = 5 1 9 , J f = 5 1 2 , K f = 5 1 3 , j f = 5 1 4 , l u = 5 1 5 , Q f = 5 1 6 , e p = 5 1 7 , t p = 5 1 8 , n p = 5 1 9 , P r = 3 5 0 4 4 , L g = 3 5 0 4 8 , N g = 3 5 0 4 0 , D g = 3 5 0 4 5 , U g = 3 5 0 4 9 , O g = 3 5 0 4 1 , F g = 3 5 0 4 6 , k g = 3 5 0 5 0 , B g = 3 5 0 4 2 , z g = " 1 0 0 " , R c = " 3 0 0 e s " , V n = 2 e 3 , R r = 2 0 0 1 ; c l a s s u i { a d d E v e n t L i s t e n e r ( e , t ) { t h i s . _ l i s t e n e r s = = = v o i d 0 & & ( t h i s . _ l i s t e n e r s = { } ) ; c o n s t n = t h i s . _ l i s t e n e r s ; n [ e ] = = = v o i d 0 & & ( n [ e ] = [ ] ) , n [ e ] . i n d e x O f ( t ) = = = - 1 & & n [ e ] . p u s h ( t ) } h a s E v e n t L i s t e n e r ( e , t ) { i f ( t h i s . _ l i s t e n e r s = = = v o i d 0 ) r e t u r n ! 1 ; c o n s t n = t h i s . _ l i s t e n e r s ; r e t u r n n [ e ] ! = = v o i d 0 & & n [ e ] . i n d e x O f ( t ) ! = = - 1 } r e m o v e E v e n t L i s t e n e r ( e , t ) { i f ( t h i s . _ l i s t e n e r s = = = v o i d 0 ) r e t u r n ; c o n s t i = t h i s . _ l i s t e n e r s [ e ] ; i f ( i ! = = v o i d 0 ) { c o n s t r = i . i n d e x O f ( t ) ; r ! = = - 1 & & i . s p l i c e ( r , 1 ) } } d i s p a t c h E v e n t ( e ) { i f ( t h i s . _ l i s t e n e r s = = = v o i d 0 ) r e t u r n ; c o n s t n = t h i s . _ l i s t e n e r s [ e . t y p e ] ; i f ( n ! = = v o i d 0 ) { e . t a r g e t = t h i s ; c o n s t i = n . s l i c e ( 0 ) ; f o r ( l e t r = 0 , o = i . l e n g t h ; r < o ; r + + ) i [ r ] . c a l l ( t h i s , e ) ; e . t a r g e t = n u l l } } } c o n s t X t = [ " 0 0 " , " 0 1 " , " 0 2 " , " 0 3 " , " 0 4 " , " 0 5 " , " 0 6 " , " 0 7 " , " 0 8 " , " 0 9 " , " 0 a " , " 0 b " , " 0 c " , " 0 d " , " 0 e " , " 0 f " , " 1 0 " , " 1 1 " , " 1 2 " , " 1 3 " , " 1 4 " , " 1 5 " , " 1 6 " , " 1 7 " , " 1 8 " , " 1 9 " , " 1 a " , " 1 b " , " 1 c " , " 1 d " , " 1 e " , " 1 f " , " 2 0 " , " 2 1 " , " 2 2 " , " 2 3 " , " 2 4 " , " 2 5 " , " 2 6 " , " 2 7 " , " 2 8 " , " 2 9 " , " 2 a " , " 2 b " , " 2 c " , " 2 d " , " 2 e " , " 2 f " , " 3 0 " , " 3 1 " , " 3 2 " , " 3 3 " , " 3 4 " , " 3 5 " , " 3 6 " , " 3 7 " , " 3 8 " , " 3 9 " , " 3 a " , " 3 b " , " 3 c " , " 3 d " , " 3 e " , " 3 f " , " 4 0 " , " 4 1 " , " 4 2 " , " 4 3 " , " 4 4 " , " 4 5 " , " 4 6 " , " 4 7 " , " 4 8 " , " 4 9 " , " 4 a " , " 4 b " , " 4 c " , " 4 d " , " 4 e " , " 4 f " , " 5 0 " , " 5 1 " , " 5 2 " , " 5 3 " , " 5 4 " , " 5 5 " , " 5 6 " , " 5 7 " , " 5 8 " , " 5 9 " , " 5 a " , " 5 b " , " 5 c " , " 5 d " , " 5 e " , " 5 f " , " 6 0 " , " 6 1 " , " 6 2 " , " 6 3 " , " 6 4 " , " 6 5 " , " 6 6 " , " 6 7 " , " 6 8 " , " 6 9 " , " 6 a " , " 6 b " , " 6 c " , " 6 d " , " 6 e " , " 6 f " , " 7 0 " , " 7 1 " , " 7 2 " , " 7 3 " , " 7 4 " , " 7 5 " , " 7 6 " , " 7 7 " , " 7 8 " , " 7 9 " , " 7 a " , " 7 b " , " 7 c " , " 7 d " , " 7 e " , " 7 f " , " 8 0 " , " 8 1 " , " 8 2 " , " 8 3 " , " 8 4 " , " 8 5 " , " 8 6 " , " 8 7 " , " 8 8 " , " 8 9 " , " 8 a " , " 8 b " , " 8 c " , " 8 d " , " 8 e " , " 8 f " , " 9 0 " , " 9 1 " , " 9 2 " , " 9 3 " , " 9 4 " , " 9 5 " , " 9 6 " , " 9 7 " , " 9 8 " , " 9 9 " , " 9 a " , " 9 b " , " 9 c " , " 9 d " , " 9 e " , " 9 f " , " a 0 " , " a 1 " , " a 2 " , " a 3 " , " a 4 " , " a 5 " , " a 6 " , " a 7 " , " a 8 " , " a 9 " , " a a " , " a b " , " a c " , " a d " , " a e " , " a f " , " b 0 " , " b 1 " , " b 2 " , " b 3 " , " b 4 " , " b 5 " , " b 6 " , " b 7 " , " b 8 " , " b 9 " , " b a " , " b b " , " b c " , " b d " , " b e " , " b f " , " c 0 " , " c 1 " , " c 2 " , " c 3 " , " c 4 " , " c 5 " , " c 6 " , " c 7 " , " c 8 " , " c 9 " , " c a " , " c b " , " c c " , " c d " , " c e " , " c f " , " d 0 " , " d 1 " , " d 2 " , " d 3 " , " d 4 " , " d 5 " , " d 6 " , " d 7 " , " d 8 " , " d 9 " , " d a " , " d b " , " d c " , " d d " , " d e " , " d f " , " e 0 " , " e 1 " , " e 2 " , " e 3 " , " e 4 " , " e 5 " , " e 6 " , " e 7 " , " e 8 " , " e 9 " , " e a " , " e b " , " e c " , " e d " , " e e " , " e f " , " f 0 " , " f 1 " , " f 2 " , " f 3 " , " f 4 " , " f 5 " , " f 6 " , " f 7 " , " f 8 " , " f 9 " , " f a " , " f b " , " f c " , " f d " , " f e " , " f f " ] ; l e t t h = 1 2 3 4 5 6 7 ; c o n s t n s = M a t h . P I / 1 8 0 , V s = 1 8 0 / M a t h . P I ; f u n c t i o n v n ( ) { c o n s t s = M a t h . r a n d o m ( ) * 4 2 9 4 9 6 7 2 9 5 | 0 , e = M a t h . r a n d o m ( ) * 4 2 9 4 9 6 7 2 9 5 | 0 , t = M a t h . r a n d o m ( ) * 4 2 9 4 9 6 7 2 9 5 | 0 , n = M a t h . r a n d o m ( ) * 4 2 9 4 9 6 7 2 9 5 | 0 ; r e t u r n ( X t [ s & 2 5 5 ] + X t [ s > > 8 & 2 5 5 ] + X t [ s > > 1 6 & 2 5 5 ] + X t [ s > > 2 4 & 2 5 5 ] + " - " + X t [ e & 2 5 5 ] + X t [ e > > 8 & 2 5 5 ] + " - " + X t [ e > > 1 6 & 1 5 | 6 4 ] + X t [ e > > 2 4 & 2 5 5 ] + " - " + X t [ t & 6 3 | 1 2 8 ] + X t [ t > > 8 & 2 5 5 ] + " - " + X t [ t > > 1 6 & 2 5 5 ] + X t [ t > > 2 4 & 2 5 5 ] + X t [ n & 2 5 5 ] + X t [ n > > 8 & 2 5 5 ] + X t [ n > > 1 6 & 2 5 5 ] + X t [ n > > 2 4 & 2 5 5 ] ) . t o L o w e r C a s e ( ) } f u n c t i o n E t ( s , e , t ) { r e t u r n M a t h . m a x ( e , M a t h . m i n ( t , s ) ) } f u n c t i o n c u ( s , e ) { r e t u r n ( s % e + e ) % e } f u n c t i o n V g ( s , e , t , n , i ) { r e t u r
gl _Position = projectionMatrix * modelViewMatrix * vec4 ( position , 1.0 ) ;
} ` ,Rv= ` void main ( ) {
gl _FragColor = vec4 ( 1.0 , 0.0 , 0.0 , 1.0 ) ;
} ` ;class Ln extends Kt{constructor(e){super(),this.isShaderMaterial=!0,this.type="ShaderMaterial",this.defines={},this.uniforms={},this.uniformsGroups=[],this.vertexShader=Pv,this.fragmentShader=Rv,this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.forceSinglePass=!0,this.extensions={clipCullDistance:!1,multiDraw:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv1:[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=Hs(e.uniforms),this.uniformsGroups=Cv(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 i in this.uniforms){const o=this.uniforms[i].value;o&&o.isTexture?t.uniforms[i]={type:"t",value:o.toJSON(e).uuid}:o&&o.isColor?t.uniforms[i]={type:"c",value:o.getHex()}:o&&o.isVector2?t.uniforms[i]={type:"v2",value:o.toArray()}:o&&o.isVector3?t.uniforms[i]={type:"v3",value:o.toArray()}:o&&o.isVector4?t.uniforms[i]={type:"v4",value:o.toArray()}:o&&o.isMatrix3?t.uniforms[i]={type:"m3",value:o.toArray()}:o&&o.isMatrix4?t.uniforms[i]={type:"m4",value:o.toArray()}:t.uniforms[i]={value:o}}Object.keys(this.defines).length>0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader,t.lights=this.lights,t.clipping=this.clipping;const n={};for(const i in this.extensions)this.extensions[i]===!0&&(n[i]=!0);return Object.keys(n).length>0&&(t.extensions=n),t}}class Xr extends ct{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new qe,this.projectionMatrix=new qe,this.projectionMatrixInverse=new qe,this.coordinateSystem=Vn}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this.coordinateSystem=e.coordinateSystem,this}getWorldDirection(e){return super.getWorldDirection(e).negate()}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)}}const xi=new N,yh=new se,xh=new se;class Ut extends Xr{constructor(e=50,t=1,n=.1,i=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=n,this.far=i,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=Vs*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){const e=Math.tan(ns*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return Vs*2*Math.atan(Math.tan(ns*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(e,t,n){xi.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),t.set(xi.x,xi.y).multiplyScalar(-e/xi.z),xi.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),n.set(xi.x,xi.y).multiplyScalar(-e/xi.z)}getViewSize(e,t){return this.getViewBounds(e,yh,xh),t.subVectors(xh,yh)}setViewOffset(e,t,n,i,r,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.of
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 ) ;
}
` },i=new cs(5,5,5),r=new Ln({name:"CubemapFromEquirect",uniforms:Hs(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:nn,blending:si});r.uniforms.tEquirect.value=t;const o=new Nt(i,r),a=t.minFilter;return t.minFilter===zn&&(t.minFilter=Ot),new hp(1,10,this).update(e,o),t.minFilter=a,o.geometry.dispose(),o.material.dispose(),this}clear(e,t,n,i){const r=e.getRenderTarget();for(let o=0;o<6;o++)e.setRenderTarget(this,o),e.clear(t,n,i);e.setRenderTarget(r)}}const Tl=new N,Iv=new N,Lv=new Ze;class wi{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,n,i){return this.normal.set(e,t,n),this.constant=i,this}setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this}setFromCoplanarPoints(e,t,n){const i=Tl.subVectors(n,t).cross(Iv.subVectors(e,t)).normalize();return this.setFromNormalAndCoplanarPoint(i,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 n=e.delta(Tl),i=this.normal.dot(n);if(i===0)return this.distanceToPoint(e.start)===0?t.copy(e.start):null;const r=-(e.start.dot(this.normal)+this.constant)/i;return r<0||r>1?null:t.copy(e.start).addScaledVector(n,r)}intersectsLine(e){const t=this.distanceToPoint(e.start),n=this.distanceToPoint(e.end);return t<0&&n>0||n<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 n=t||Lv.getNormalMatrix(e),i=this.coplanarPoint(Tl).applyMatrix4(e),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),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 Bi=new Zt,Ao=new N;class Yr{constructor(e=new wi,t=new wi,n=new wi,i=new wi,r=new wi,o=new wi){this.planes=[e,t,n,i,r,o]}set(e,t,n,i,r,o){const a=this.planes;return a[0].copy(e),a[1].copy(t),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(o),this}copy(e){const t=this.planes;for(let n=0;n<6;n++)t[n].copy(e.planes[n]);return this}setFromProjectionMatrix(e,t=Vn){const n=this.planes,i=e.elements,r=i[0],o=i[1],a=i[2],l=i[3],c=i[4],u=i[5],h=i[6],d=i[7],f=i[8],g=i[9],v=i[10],m=i[11],p=i[12],y=i[13],_=i[14],x=i[15];if(n[0].setComponents(l-r,d-c,m-f,x-p).normalize(),n[1].setComponents(l+r,d+c,m+f,x+p).normalize(),n[2].setComponents(l+o,d+u,m+g,x+y).normalize(),n[3].setComponents(l-o,d-u,m-g,x-y).normalize(),n[4].setComponents(l-a,d-h,m-v,x-_).normalize(),t===Vn)n[5].setComponents(l+a,d+h,m+v,x+_).normalize();else if(t===Rr)n[5].setComponents(a,h,v,_).normalize();else throw new Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+t);return this}intersectsObject(e){if(e.boundingSphere!==void 0)e.boundingSphere===null&&e.computeBoundingSphere(),Bi.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);else{const t=e.geometry;t.boundingSphere===null&&t.computeBoundingSphere(),Bi.copy(t.boundingSphere).applyMatrix4(e.matrixWorld)}return this.intersectsSphere(Bi)}intersectsSprite(e){return Bi.center.set(0,0,0),Bi.radius=.7071067811865476,Bi.applyMatrix4(e.matrixWorld),this.intersectsSphere(Bi)}intersectsSphere(e){const t=this.planes,n=e.center,i=-e.radius;for(let r=0;r<6;r++)if(t[r].distanceToPoint(n)<i)return!1;return!0}intersectsBox(e){const t=this.planes;for(let n=0;n<6;n++){const i=t[n];if(Ao.x=i.normal.x>0?e.max.x:e.min.x,Ao.y=i.normal.y>0?e.max.y:e.min.y,Ao.z=i.normal.z>0?e.max.z:e.min.z,i.distanceToPoint(Ao)<0)return!1}return!0}con
if ( diffuseColor . a < getAlphaHashThreshold ( vPosition ) ) discard ;
# endif ` ,Uv= ` # ifdef USE _ALPHAHASH
const float ALPHA _HASH _SCALE = 0.05 ;
float hash2D ( vec2 value ) {
return fract ( 1.0 e4 * sin ( 17.0 * value . x + 0.1 * value . y ) * ( 0.1 + abs ( sin ( 13.0 * value . y + value . x ) ) ) ) ;
}
float hash3D ( vec3 value ) {
return hash2D ( vec2 ( hash2D ( value . xy ) , value . z ) ) ;
}
float getAlphaHashThreshold ( vec3 position ) {
float maxDeriv = max (
length ( dFdx ( position . xyz ) ) ,
length ( dFdy ( position . xyz ) )
) ;
float pixScale = 1.0 / ( ALPHA _HASH _SCALE * maxDeriv ) ;
vec2 pixScales = vec2 (
exp2 ( floor ( log2 ( pixScale ) ) ) ,
exp2 ( ceil ( log2 ( pixScale ) ) )
) ;
vec2 alpha = vec2 (
hash3D ( floor ( pixScales . x * position . xyz ) ) ,
hash3D ( floor ( pixScales . y * position . xyz ) )
) ;
float lerpFactor = fract ( log2 ( pixScale ) ) ;
float x = ( 1.0 - lerpFactor ) * alpha . x + lerpFactor * alpha . y ;
float a = min ( lerpFactor , 1.0 - lerpFactor ) ;
vec3 cases = vec3 (
x * x / ( 2.0 * a * ( 1.0 - a ) ) ,
( x - 0.5 * a ) / ( 1.0 - a ) ,
1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )
) ;
float threshold = ( x < ( 1.0 - a ) )
? ( ( x < a ) ? cases . x : cases . y )
: cases . z ;
return clamp ( threshold , 1.0 e - 6 , 1.0 ) ;
}
# endif ` ,Ov= ` # ifdef USE _ALPHAMAP
diffuseColor . a *= texture2D ( alphaMap , vAlphaMapUv ) . g ;
# endif ` ,Fv= ` # ifdef USE _ALPHAMAP
uniform sampler2D alphaMap ;
# endif ` ,kv= ` # ifdef USE _ALPHATEST
# ifdef ALPHA _TO _COVERAGE
diffuseColor . a = smoothstep ( alphaTest , alphaTest + fwidth ( diffuseColor . a ) , diffuseColor . a ) ;
if ( diffuseColor . a == 0.0 ) discard ;
# else
if ( diffuseColor . a < alphaTest ) discard ;
# endif
# endif ` ,Bv= ` # ifdef USE _ALPHATEST
uniform float alphaTest ;
# endif ` ,zv= ` # ifdef USE _AOMAP
float ambientOcclusion = ( texture2D ( aoMap , vAoMapUv ) . r - 1.0 ) * aoMapIntensity + 1.0 ;
reflectedLight . indirectDiffuse *= ambientOcclusion ;
# if defined ( USE _CLEARCOAT )
clearcoatSpecularIndirect *= ambientOcclusion ;
# endif
# if defined ( USE _SHEEN )
sheenSpecularIndirect *= ambientOcclusion ;
# endif
# if defined ( USE _ENVMAP ) && defined ( STANDARD )
float dotNV = saturate ( dot ( geometryNormal , geometryViewDir ) ) ;
reflectedLight . indirectSpecular *= computeSpecularOcclusion ( dotNV , ambientOcclusion , material . roughness ) ;
# endif
# endif ` ,Vv= ` # ifdef USE _AOMAP
uniform sampler2D aoMap ;
uniform float aoMapIntensity ;
# endif ` ,Hv= ` # ifdef USE _BATCHING
attribute float batchId ;
uniform highp sampler2D batchingTexture ;
mat4 getBatchingMatrix ( const in float i ) {
int size = textureSize ( batchingTexture , 0 ) . x ;
int j = int ( i ) * 4 ;
int x = j % size ;
int y = j / size ;
vec4 v1 = texelFetch ( batchingTexture , ivec2 ( x , y ) , 0 ) ;
vec4 v2 = texelFetch ( batchingTexture , ivec2 ( x + 1 , y ) , 0 ) ;
vec4 v3 = texelFetch ( batchingTexture , ivec2 ( x + 2 , y ) , 0 ) ;
vec4 v4 = texelFetch ( batchingTexture , ivec2 ( x + 3 , y ) , 0 ) ;
return mat4 ( v1 , v2 , v3 , v4 ) ;
}
# endif
# ifdef USE _BATCHING _COLOR
uniform sampler2D batchingColorTexture ;
vec3 getBatchingColor ( const in float i ) {
int size = textureSize ( batchingColorTexture , 0 ) . x ;
int j = int ( i ) ;
int x = j % size ;
int y = j / size ;
return texelFetch ( batchingColorTexture , ivec2 ( x , y ) , 0 ) . rgb ;
}
# endif ` ,Gv= ` # ifdef USE _BATCHING
mat4 batchingMatrix = getBatchingMatrix ( batchId ) ;
# endif ` ,Wv= ` vec3 transformed = vec3 ( position ) ;
# ifdef USE _ALPHAHASH
vPosition = vec3 ( position ) ;
# endif ` , $ v= ` vec3 objectNormal = vec3 ( normal ) ;
# ifdef USE _TANGENT
vec3 objectTangent = vec3 ( tangent . xyz ) ;
# endif ` ,Xv= ` 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`,qv=`#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 * 1.0 e - 9 ;
vec3 val = vec3 ( 5.4856 e - 13 , 4.4201 e - 13 , 5.2481 e - 13 ) ;
vec3 pos = vec3 ( 1.6810 e + 06 , 1.7953 e + 06 , 2.2084 e + 06 ) ;
vec3 var = vec3 ( 4.3278 e + 09 , 9.3046 e + 09 , 6.6121 e + 09 ) ;
vec3 xyz = val * sqrt ( 2.0 * PI * var ) * cos ( pos * phase + shift ) * exp ( - pow2 ( phase ) * var ) ;
xyz . x += 9.7470 e - 14 * sqrt ( 2.0 * PI * 4.5282 e + 09 ) * cos ( 2.2399 e + 06 * phase + shift [ 0 ] ) * exp ( - 4.5282 e + 09 * pow2 ( phase ) ) ;
xyz /= 1.0685 e - 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 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 ` ,Yv= ` # 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 = normalize ( dFdx ( surf _pos . xyz ) ) ;
vec3 vSigmaY = normalize ( 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 ` ,Zv= ` # if NUM _CLIPPING _PLANES > 0
vec4 plane ;
# ifdef ALPHA _TO _COVERAGE
float distanceToPlane , distanceGradient ;
float clipOpacity = 1.0 ;
# pragma unroll _loop _start
for ( int i = 0 ; i < UNION _CLIPPING _PLANES ; i ++ ) {
plane = clippingPlanes [ i ] ;
distanceToPlane = - dot ( vClipPosition , plane . xyz ) + plane . w ;
distanceGradient = fwidth ( distanceToPlane ) / 2.0 ;
clipOpacity *= smoothstep ( - distanceGradient , distanceGradient , distanceToPlane ) ;
if ( clipOpacity == 0.0 ) discard ;
}
# pragma unroll _loop _end
# if UNION _CLIPPING _PLANES < NUM _CLIPPING _PLANES
float unionClipOpacity = 1.0 ;
# pragma unroll _loop _start
for ( int i = UNION _CLIPPING _PLANES ; i < NUM _CLIPPING _PLANES ; i ++ ) {
plane = clippingPlanes [ i ] ;
distanceToPlane = - dot ( vClipPosition , plane . xyz ) + plane . w ;
distanceGradient = fwidth ( distanceToPlane ) / 2.0 ;
unionClipOpacity *= 1.0 - smoothstep ( - distanceGradient , distanceGradient , distanceToPlane ) ;
}
# pragma unroll _loop _end
clipOpacity *= 1.0 - unionClipOpacity ;
# endif
diffuseColor . a *= clipOpacity ;
if ( diffuseColor . a == 0.0 ) discard ;
# else
# 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
# endif ` ,Jv= ` # if NUM _CLIPPING _PLANES > 0
varying vec3 vClipPosition ;
uniform vec4 clippingPlanes [ NUM _CLIPPING _PLANES ] ;
# endif ` ,Kv= ` # if NUM _CLIPPING _PLANES > 0
varying vec3 vClipPosition ;
# endif ` ,jv= ` # if NUM _CLIPPING _PLANES > 0
vClipPosition = - mvPosition . xyz ;
# endif ` ,Qv= ` # if defined ( USE _COLOR _ALPHA )
diffuseColor *= vColor ;
# elif defined ( USE _COLOR )
diffuseColor . rgb *= vColor ;
# endif ` ,e_= ` # if defined ( USE _COLOR _ALPHA )
varying vec4 vColor ;
# elif defined ( USE _COLOR )
varying vec3 vColor ;
# endif ` ,t_= ` # if defined ( USE _COLOR _ALPHA )
varying vec4 vColor ;
# elif defined ( USE _COLOR ) || defined ( USE _INSTANCING _COLOR ) || defined ( USE _BATCHING _COLOR )
varying vec3 vColor ;
# endif ` ,n_= ` # if defined ( USE _COLOR _ALPHA )
vColor = vec4 ( 1.0 ) ;
# elif defined ( USE _COLOR ) || defined ( USE _INSTANCING _COLOR ) || defined ( USE _BATCHING _COLOR )
vColor = vec3 ( 1.0 ) ;
# endif
# ifdef USE _COLOR
vColor *= color ;
# endif
# ifdef USE _INSTANCING _COLOR
vColor . xyz *= instanceColor . xyz ;
# endif
# ifdef USE _BATCHING _COLOR
vec3 batchingColor = getBatchingColor ( batchId ) ;
vColor . xyz *= batchingColor . xyz ;
# endif ` ,i_= ` # 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 ;
} ;
# ifdef USE _ALPHAHASH
varying vec3 vPosition ;
# 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`,s_=`#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 _m0 - 2.0
# define cubeUV _r1 0.8
# define cubeUV _m1 - 1.0
# define cubeUV _r4 0.4
# define cubeUV _m4 2.0
# define cubeUV _r5 0.305
# define cubeUV _m5 3.0
# define cubeUV _r6 0.21
# 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 _TANGENT
vec3 transformedTangent = objectTangent ;
# endif
# ifdef USE _BATCHING
mat3 bm = mat3 ( batchingMatrix ) ;
transformedNormal /= vec3 ( dot ( bm [ 0 ] , bm [ 0 ] ) , dot ( bm [ 1 ] , bm [ 1 ] ) , dot ( bm [ 2 ] , bm [ 2 ] ) ) ;
transformedNormal = bm * transformedNormal ;
# ifdef USE _TANGENT
transformedTangent = bm * transformedTangent ;
# endif
# endif
# ifdef USE _INSTANCING
mat3 im = mat3 ( instanceMatrix ) ;
transformedNormal /= vec3 ( dot ( im [ 0 ] , im [ 0 ] ) , dot ( im [ 1 ] , im [ 1 ] ) , dot ( im [ 2 ] , im [ 2 ] ) ) ;
transformedNormal = im * transformedNormal ;
# ifdef USE _TANGENT
transformedTangent = im * transformedTangent ;
# endif
# endif
transformedNormal = normalMatrix * transformedNormal ;
# ifdef FLIP _SIDED
transformedNormal = - transformedNormal ;
# endif
# ifdef USE _TANGENT
transformedTangent = ( modelViewMatrix * vec4 ( transformedTangent , 0.0 ) ) . xyz ;
# ifdef FLIP _SIDED
transformedTangent = - transformedTangent ;
# endif
# endif ` ,o_= ` # ifdef USE _DISPLACEMENTMAP
uniform sampler2D displacementMap ;
uniform float displacementScale ;
uniform float displacementBias ;
# endif ` ,a_= ` # ifdef USE _DISPLACEMENTMAP
transformed += normalize ( objectNormal ) * ( texture2D ( displacementMap , vDisplacementMapUv ) . x * displacementScale + displacementBias ) ;
# endif ` ,l_= ` # ifdef USE _EMISSIVEMAP
vec4 emissiveColor = texture2D ( emissiveMap , vEmissiveMapUv ) ;
totalEmissiveRadiance *= emissiveColor . rgb ;
# endif ` ,c_= ` # ifdef USE _EMISSIVEMAP
uniform sampler2D emissiveMap ;
# endif ` ,u_="gl_FragColor = linearToOutputTexel( gl_FragColor );",h_= `
const mat3 LINEAR _SRGB _TO _LINEAR _DISPLAY _P3 = mat3 (
vec3 ( 0.8224621 , 0.177538 , 0.0 ) ,
vec3 ( 0.0331941 , 0.9668058 , 0.0 ) ,
vec3 ( 0.0170827 , 0.0723974 , 0.9105199 )
) ;
const mat3 LINEAR _DISPLAY _P3 _TO _LINEAR _SRGB = mat3 (
vec3 ( 1.2249401 , - 0.2249404 , 0.0 ) ,
vec3 ( - 0.0420569 , 1.0420571 , 0.0 ) ,
vec3 ( - 0.0196376 , - 0.0786361 , 1.0982735 )
) ;
vec4 LinearSRGBToLinearDisplayP3 ( in vec4 value ) {
return vec4 ( value . rgb * LINEAR _SRGB _TO _LINEAR _DISPLAY _P3 , value . a ) ;
}
vec4 LinearDisplayP3ToLinearSRGB ( in vec4 value ) {
return vec4 ( value . rgb * LINEAR _DISPLAY _P3 _TO _LINEAR _SRGB , value . a ) ;
}
vec4 LinearTransferOETF ( in vec4 value ) {
return value ;
}
vec4 sRGBTransferOETF ( 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 ) ;
}
vec4 LinearToLinear ( in vec4 value ) {
return value ;
}
vec4 LinearTosRGB ( in vec4 value ) {
return sRGBTransferOETF ( value ) ;
} ` ,d_= ` # 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 , envMapRotation * 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 ` ,f_= ` # ifdef USE _ENVMAP
uniform float envMapIntensity ;
uniform float flipEnvMap ;
uniform mat3 envMapRotation ;
# ifdef ENVMAP _TYPE _CUBE
uniform samplerCube envMap ;
# else
uniform sampler2D envMap ;
# endif
# endif ` ,p_= ` # 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 ` ,m_= ` # 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 ` ,g_= ` # 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 ` ,v_= ` # ifdef USE _FOG
vFogDepth = - mvPosition . z ;
# endif ` ,__= ` # ifdef USE _FOG
varying float vFogDepth ;
# endif ` ,y_= ` # 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 ` ,x_= ` # ifdef USE _FOG
uniform vec3 fogColor ;
varying float vFogDepth ;
# ifdef FOG _EXP2
uniform float fogDensity ;
# else
uniform float fogNear ;
uniform float fogFar ;
# endif
# endif ` ,M_= ` # 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
} ` ,b_= ` # ifdef USE _LIGHTMAP
uniform sampler2D lightMap ;
uniform float lightMapIntensity ;
# endif ` ,S_= ` LambertMaterial material ;
material . diffuseColor = diffuseColor . rgb ;
material . specularStrength = specularStrength ; ` ,w_= ` varying vec3 vViewPosition ;
struct LambertMaterial {
vec3 diffuseColor ;
float specularStrength ;
} ;
void RE _Direct _Lambert ( const in IncidentLight directLight , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in LambertMaterial material , inout ReflectedLight reflectedLight ) {
float dotNL = saturate ( dot ( geometryNormal , directLight . direction ) ) ;
vec3 irradiance = dotNL * directLight . color ;
reflectedLight . directDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
void RE _IndirectDiffuse _Lambert ( const in vec3 irradiance , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , 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 ` ,A_= ` uniform bool receiveShadow ;
uniform vec3 ambientLightColor ;
# if defined ( USE _LIGHT _PROBES )
uniform vec3 lightProbe [ 9 ] ;
# endif
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 ) {
float distanceFalloff = 1.0 / max ( pow ( lightDistance , decayExponent ) , 0.01 ) ;
if ( cutoffDistance > 0.0 ) {
distanceFalloff *= pow2 ( saturate ( 1.0 - pow4 ( lightDistance / cutoffDistance ) ) ) ;
}
return distanceFalloff ;
}
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 , 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 vec3 geometryPosition , out IncidentLight light ) {
vec3 lVector = pointLight . position - geometryPosition ;
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 vec3 geometryPosition , out IncidentLight light ) {
vec3 lVector = spotLight . position - geometryPosition ;
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 ` ,T_= ` # ifdef USE _ENVMAP
vec3 getIBLIrradiance ( const in vec3 normal ) {
# ifdef ENVMAP _TYPE _CUBE _UV
vec3 worldNormal = inverseTransformDirection ( normal , viewMatrix ) ;
vec4 envMapColor = textureCubeUV ( envMap , envMapRotation * 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 ) {
# ifdef ENVMAP _TYPE _CUBE _UV
vec3 reflectVec = reflect ( - viewDir , normal ) ;
reflectVec = normalize ( mix ( reflectVec , normal , roughness * roughness ) ) ;
reflectVec = inverseTransformDirection ( reflectVec , viewMatrix ) ;
vec4 envMapColor = textureCubeUV ( envMap , envMapRotation * reflectVec , roughness ) ;
return envMapColor . rgb * envMapIntensity ;
# else
return vec3 ( 0.0 ) ;
# endif
}
# ifdef USE _ANISOTROPY
vec3 getIBLAnisotropyRadiance ( const in vec3 viewDir , const in vec3 normal , const in float roughness , const in vec3 bitangent , const in float anisotropy ) {
# ifdef ENVMAP _TYPE _CUBE _UV
vec3 bentNormal = cross ( bitangent , viewDir ) ;
bentNormal = normalize ( cross ( bentNormal , bitangent ) ) ;
bentNormal = normalize ( mix ( bentNormal , normal , pow2 ( pow2 ( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) ) ;
return getIBLRadiance ( viewDir , bentNormal , roughness ) ;
# else
return vec3 ( 0.0 ) ;
# endif
}
# endif
# endif ` ,E_= ` ToonMaterial material ;
material . diffuseColor = diffuseColor . rgb ; ` ,C_= ` varying vec3 vViewPosition ;
struct ToonMaterial {
vec3 diffuseColor ;
} ;
void RE _Direct _Toon ( const in IncidentLight directLight , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in ToonMaterial material , inout ReflectedLight reflectedLight ) {
vec3 irradiance = getGradientIrradiance ( geometryNormal , directLight . direction ) * directLight . color ;
reflectedLight . directDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
void RE _IndirectDiffuse _Toon ( const in vec3 irradiance , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , 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 ` ,P_= ` BlinnPhongMaterial material ;
material . diffuseColor = diffuseColor . rgb ;
material . specularColor = specular ;
material . specularShininess = shininess ;
material . specularStrength = specularStrength ; ` ,R_= ` varying vec3 vViewPosition ;
struct BlinnPhongMaterial {
vec3 diffuseColor ;
vec3 specularColor ;
float specularShininess ;
float specularStrength ;
} ;
void RE _Direct _BlinnPhong ( const in IncidentLight directLight , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in BlinnPhongMaterial material , inout ReflectedLight reflectedLight ) {
float dotNL = saturate ( dot ( geometryNormal , directLight . direction ) ) ;
vec3 irradiance = dotNL * directLight . color ;
reflectedLight . directDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
reflectedLight . directSpecular += irradiance * BRDF _BlinnPhong ( directLight . direction , geometryViewDir , geometryNormal , material . specularColor , material . specularShininess ) * material . specularStrength ;
}
void RE _IndirectDiffuse _BlinnPhong ( const in vec3 irradiance , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , 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 ` ,I_= ` PhysicalMaterial material ;
material . diffuseColor = diffuseColor . rgb * ( 1.0 - metalnessFactor ) ;
vec3 dxy = max ( abs ( dFdx ( nonPerturbedNormal ) ) , abs ( dFdy ( nonPerturbedNormal ) ) ) ;
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 _DISPERSION
material . dispersion = dispersion ;
# 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
# ifdef USE _ANISOTROPY
# ifdef USE _ANISOTROPYMAP
mat2 anisotropyMat = mat2 ( anisotropyVector . x , anisotropyVector . y , - anisotropyVector . y , anisotropyVector . x ) ;
vec3 anisotropyPolar = texture2D ( anisotropyMap , vAnisotropyMapUv ) . rgb ;
vec2 anisotropyV = anisotropyMat * normalize ( 2.0 * anisotropyPolar . rg - vec2 ( 1.0 ) ) * anisotropyPolar . b ;
# else
vec2 anisotropyV = anisotropyVector ;
# endif
material . anisotropy = length ( anisotropyV ) ;
if ( material . anisotropy == 0.0 ) {
anisotropyV = vec2 ( 1.0 , 0.0 ) ;
} else {
anisotropyV /= material . anisotropy ;
material . anisotropy = saturate ( material . anisotropy ) ;
}
material . alphaT = mix ( pow2 ( material . roughness ) , 1.0 , pow2 ( material . anisotropy ) ) ;
material . anisotropyT = tbn [ 0 ] * anisotropyV . x + tbn [ 1 ] * anisotropyV . y ;
material . anisotropyB = tbn [ 1 ] * anisotropyV . x - tbn [ 0 ] * anisotropyV . y ;
# endif ` ,L_= ` struct PhysicalMaterial {
vec3 diffuseColor ;
float roughness ;
vec3 specularColor ;
float specularF90 ;
float dispersion ;
# 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
# ifdef USE _ANISOTROPY
float anisotropy ;
float alphaT ;
vec3 anisotropyT ;
vec3 anisotropyB ;
# endif
} ;
vec3 clearcoatSpecularDirect = vec3 ( 0.0 ) ;
vec3 clearcoatSpecularIndirect = vec3 ( 0.0 ) ;
vec3 sheenSpecularDirect = vec3 ( 0.0 ) ;
vec3 sheenSpecularIndirect = 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 _ANISOTROPY
float V _GGX _SmithCorrelated _Anisotropic ( const in float alphaT , const in float alphaB , const in float dotTV , const in float dotBV , const in float dotTL , const in float dotBL , const in float dotNV , const in float dotNL ) {
float gv = dotNL * length ( vec3 ( alphaT * dotTV , alphaB * dotBV , dotNV ) ) ;
float gl = dotNV * length ( vec3 ( alphaT * dotTL , alphaB * dotBL , dotNL ) ) ;
float v = 0.5 / ( gv + gl ) ;
return saturate ( v ) ;
}
float D _GGX _Anisotropic ( const in float alphaT , const in float alphaB , const in float dotNH , const in float dotTH , const in float dotBH ) {
float a2 = alphaT * alphaB ;
highp vec3 v = vec3 ( alphaB * dotTH , alphaT * dotBH , a2 * dotNH ) ;
highp float v2 = dot ( v , v ) ;
float w2 = a2 / v2 ;
return RECIPROCAL _PI * a2 * pow2 ( w2 ) ;
}
# endif
# 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
# ifdef USE _ANISOTROPY
float dotTL = dot ( material . anisotropyT , lightDir ) ;
float dotTV = dot ( material . anisotropyT , viewDir ) ;
float dotTH = dot ( material . anisotropyT , halfDir ) ;
float dotBL = dot ( material . anisotropyB , lightDir ) ;
float dotBV = dot ( material . anisotropyB , viewDir ) ;
float dotBH = dot ( material . anisotropyB , halfDir ) ;
float V = V _GGX _SmithCorrelated _Anisotropic ( material . alphaT , alpha , dotTV , dotBV , dotTL , dotBL , dotNV , dotNL ) ;
float D = D _GGX _Anisotropic ( material . alphaT , alpha , dotNH , dotTH , dotBH ) ;
# else
float V = V _GGX _SmithCorrelated ( alpha , dotNL , dotNV ) ;
float D = D _GGX ( alpha , dotNH ) ;
# endif
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 vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in PhysicalMaterial material , inout ReflectedLight reflectedLight ) {
vec3 normal = geometryNormal ;
vec3 viewDir = geometryViewDir ;
vec3 position = geometryPosition ;
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 vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in PhysicalMaterial material , inout ReflectedLight reflectedLight ) {
float dotNL = saturate ( dot ( geometryNormal , directLight . direction ) ) ;
vec3 irradiance = dotNL * directLight . color ;
# ifdef USE _CLEARCOAT
float dotNLcc = saturate ( dot ( geometryClearcoatNormal , directLight . direction ) ) ;
vec3 ccIrradiance = dotNLcc * directLight . color ;
clearcoatSpecularDirect += ccIrradiance * BRDF _GGX _Clearcoat ( directLight . direction , geometryViewDir , geometryClearcoatNormal , material ) ;
# endif
# ifdef USE _SHEEN
sheenSpecularDirect += irradiance * BRDF _Sheen ( directLight . direction , geometryViewDir , geometryNormal , material . sheenColor , material . sheenRoughness ) ;
# endif
reflectedLight . directSpecular += irradiance * BRDF _GGX ( directLight . direction , geometryViewDir , geometryNormal , material ) ;
reflectedLight . directDiffuse += irradiance * BRDF _Lambert ( material . diffuseColor ) ;
}
void RE _IndirectDiffuse _Physical ( const in vec3 irradiance , const in vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , 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 vec3 geometryPosition , const in vec3 geometryNormal , const in vec3 geometryViewDir , const in vec3 geometryClearcoatNormal , const in PhysicalMaterial material , inout ReflectedLight reflectedLight ) {
# ifdef USE _CLEARCOAT
clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF ( geometryClearcoatNormal , geometryViewDir , material . clearcoatF0 , material . clearcoatF90 , material . clearcoatRoughness ) ;
# endif
# ifdef USE _SHEEN
sheenSpecularIndirect += irradiance * material . sheenColor * IBLSheenBRDF ( geometryNormal , geometryViewDir , material . sheenRoughness ) ;
# endif
vec3 singleScattering = vec3 ( 0.0 ) ;
vec3 multiScattering = vec3 ( 0.0 ) ;
vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL _PI ;
# ifdef USE _IRIDESCENCE
computeMultiscatteringIridescence ( geometryNormal , geometryViewDir , material . specularColor , material . specularF90 , material . iridescence , material . iridescenceFresnel , material . roughness , singleScattering , multiScattering ) ;
# else
computeMultiscattering ( geometryNormal , geometryViewDir , 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 ) ;
} ` ,N_= `
vec3 geometryPosition = - vViewPosition ;
vec3 geometryNormal = normal ;
vec3 geometryViewDir = ( isOrthographic ) ? vec3 ( 0 , 0 , 1 ) : normalize ( vViewPosition ) ;
vec3 geometryClearcoatNormal = vec3 ( 0.0 ) ;
# ifdef USE _CLEARCOAT
geometryClearcoatNormal = clearcoatNormal ;
# endif
# ifdef USE _IRIDESCENCE
float dotNVi = saturate ( dot ( normal , geometryViewDir ) ) ;
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 , geometryPosition , 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 , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , 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 , geometryPosition , 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 , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , 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 , 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 , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , 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 , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , material , reflectedLight ) ;
}
# pragma unroll _loop _end
# endif
# if defined ( RE _IndirectDiffuse )
vec3 iblIrradiance = vec3 ( 0.0 ) ;
vec3 irradiance = getAmbientLightIrradiance ( ambientLightColor ) ;
# if defined ( USE _LIGHT _PROBES )
irradiance += getLightProbeIrradiance ( lightProbe , geometryNormal ) ;
# endif
# if ( NUM _HEMI _LIGHTS > 0 )
# pragma unroll _loop _start
for ( int i = 0 ; i < NUM _HEMI _LIGHTS ; i ++ ) {
irradiance += getHemisphereLightIrradiance ( hemisphereLights [ i ] , geometryNormal ) ;
}
# pragma unroll _loop _end
# endif
# endif
# if defined ( RE _IndirectSpecular )
vec3 radiance = vec3 ( 0.0 ) ;
vec3 clearcoatRadiance = vec3 ( 0.0 ) ;
# endif ` ,D_= ` # 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 ( geometryNormal ) ;
# endif
# endif
# if defined ( USE _ENVMAP ) && defined ( RE _IndirectSpecular )
# ifdef USE _ANISOTROPY
radiance += getIBLAnisotropyRadiance ( geometryViewDir , geometryNormal , material . roughness , material . anisotropyB , material . anisotropy ) ;
# else
radiance += getIBLRadiance ( geometryViewDir , geometryNormal , material . roughness ) ;
# endif
# ifdef USE _CLEARCOAT
clearcoatRadiance += getIBLRadiance ( geometryViewDir , geometryClearcoatNormal , material . clearcoatRoughness ) ;
# endif
# endif ` ,U_= ` # if defined ( RE _IndirectDiffuse )
RE _IndirectDiffuse ( irradiance , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , material , reflectedLight ) ;
# endif
# if defined ( RE _IndirectSpecular )
RE _IndirectSpecular ( radiance , iblIrradiance , clearcoatRadiance , geometryPosition , geometryNormal , geometryViewDir , geometryClearcoatNormal , material , reflectedLight ) ;
# endif ` ,O_= ` # if defined ( USE _LOGDEPTHBUF )
gl _FragDepth = vIsPerspective == 0.0 ? gl _FragCoord . z : log2 ( vFragDepth ) * logDepthBufFC * 0.5 ;
# endif ` ,F_= ` # if defined ( USE _LOGDEPTHBUF )
uniform float logDepthBufFC ;
varying float vFragDepth ;
varying float vIsPerspective ;
# endif ` ,k_= ` # ifdef USE _LOGDEPTHBUF
varying float vFragDepth ;
varying float vIsPerspective ;
# endif ` ,B_= ` # ifdef USE _LOGDEPTHBUF
vFragDepth = 1.0 + gl _Position . w ;
vIsPerspective = float ( isPerspectiveMatrix ( projectionMatrix ) ) ;
# endif ` ,z_= ` # 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 ` ,V_= ` # ifdef USE _MAP
uniform sampler2D map ;
# endif ` ,H_= ` # 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 ` ,G_= ` # 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 ` ,W_= ` float metalnessFactor = metalness ;
# ifdef USE _METALNESSMAP
vec4 texelMetalness = texture2D ( metalnessMap , vMetalnessMapUv ) ;
metalnessFactor *= texelMetalness . b ;
# endif ` , $ _= ` # ifdef USE _METALNESSMAP
uniform sampler2D metalnessMap ;
# endif ` ,X_= ` # ifdef USE _INSTANCING _MORPH
float morphTargetInfluences [ MORPHTARGETS _COUNT ] ;
float morphTargetBaseInfluence = texelFetch ( morphTexture , ivec2 ( 0 , gl _InstanceID ) , 0 ) . r ;
for ( int i = 0 ; i < MORPHTARGETS _COUNT ; i ++ ) {
morphTargetInfluences [ i ] = texelFetch ( morphTexture , ivec2 ( i + 1 , gl _InstanceID ) , 0 ) . r ;
}
# endif ` ,q_= ` # if defined ( USE _MORPHCOLORS )
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 ` ,Y_= ` # ifdef USE _MORPHNORMALS
objectNormal *= morphTargetBaseInfluence ;
for ( int i = 0 ; i < MORPHTARGETS _COUNT ; i ++ ) {
if ( morphTargetInfluences [ i ] != 0.0 ) objectNormal += getMorph ( gl _VertexID , i , 1 ) . xyz * morphTargetInfluences [ i ] ;
}
# endif ` ,Z_= ` # ifdef USE _MORPHTARGETS
# ifndef USE _INSTANCING _MORPH
uniform float morphTargetBaseInfluence ;
uniform float morphTargetInfluences [ MORPHTARGETS _COUNT ] ;
# endif
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 ) ;
}
# endif ` ,J_= ` # ifdef USE _MORPHTARGETS
transformed *= morphTargetBaseInfluence ;
for ( int i = 0 ; i < MORPHTARGETS _COUNT ; i ++ ) {
if ( morphTargetInfluences [ i ] != 0.0 ) transformed += getMorph ( gl _VertexID , i , 0 ) . xyz * morphTargetInfluences [ i ] ;
}
# endif ` ,K_= ` 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
# if defined ( USE _NORMALMAP _TANGENTSPACE ) || defined ( USE _CLEARCOAT _NORMALMAP ) || defined ( USE _ANISOTROPY )
# ifdef USE _TANGENT
mat3 tbn = mat3 ( normalize ( vTangent ) , normalize ( vBitangent ) , normal ) ;
# else
mat3 tbn = getTangentFrame ( - vViewPosition , normal ,
# if defined ( USE _NORMALMAP )
vNormalMapUv
# elif defined ( USE _CLEARCOAT _NORMALMAP )
vClearcoatNormalMapUv
# else
vUv
# endif
) ;
# 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 nonPerturbedNormal = normal ; ` ,j_= ` # 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 ` ,Q_= ` # ifndef FLAT _SHADED
varying vec3 vNormal ;
# ifdef USE _TANGENT
varying vec3 vTangent ;
varying vec3 vBitangent ;
# endif
# endif ` ,e0= ` # ifndef FLAT _SHADED
varying vec3 vNormal ;
# ifdef USE _TANGENT
varying vec3 vTangent ;
varying vec3 vBitangent ;
# endif
# endif ` ,t0= ` # ifndef FLAT _SHADED
vNormal = normalize ( transformedNormal ) ;
# ifdef USE _TANGENT
vTangent = normalize ( transformedTangent ) ;
vBitangent = normalize ( cross ( vNormal , vTangent ) * tangent . w ) ;
# endif
# endif ` ,n0= ` # 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 ) || defined ( USE _ANISOTROPY ) )
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 ` ,i0= ` # ifdef USE _CLEARCOAT
vec3 clearcoatNormal = nonPerturbedNormal ;
# endif ` ,s0= ` # ifdef USE _CLEARCOAT _NORMALMAP
vec3 clearcoatMapN = texture2D ( clearcoatNormalMap , vClearcoatNormalMapUv ) . xyz * 2.0 - 1.0 ;
clearcoatMapN . xy *= clearcoatNormalScale ;
clearcoatNormal = normalize ( tbn2 * clearcoatMapN ) ;
# endif ` ,r0= ` # 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 ` ,o0= ` # ifdef USE _IRIDESCENCEMAP
uniform sampler2D iridescenceMap ;
# endif
# ifdef USE _IRIDESCENCE _THICKNESSMAP
uniform sampler2D iridescenceThicknessMap ;
# endif ` ,a0= ` # ifdef OPAQUE
diffuseColor . a = 1.0 ;
# endif
# ifdef USE _TRANSMISSION
diffuseColor . a *= material . transmissionAlpha ;
# endif
gl _FragColor = vec4 ( outgoingLight , diffuseColor . a ) ; ` ,l0= ` 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 ) ;
} ` ,c0= ` # ifdef PREMULTIPLIED _ALPHA
gl _FragColor . rgb *= gl _FragColor . a ;
# endif ` ,u0= ` vec4 mvPosition = vec4 ( transformed , 1.0 ) ;
# ifdef USE _BATCHING
mvPosition = batchingMatrix * mvPosition ;
# endif
# ifdef USE _INSTANCING
mvPosition = instanceMatrix * mvPosition ;
# endif
mvPosition = modelViewMatrix * mvPosition ;
gl _Position = projectionMatrix * mvPosition ; ` ,h0= ` # ifdef DITHERING
gl _FragColor . rgb = dithering ( gl _FragColor . rgb ) ;
# endif ` ,d0= ` # 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 ` ,f0= ` float roughnessFactor = roughness ;
# ifdef USE _ROUGHNESSMAP
vec4 texelRoughness = texture2D ( roughnessMap , vRoughnessMapUv ) ;
roughnessFactor *= texelRoughness . g ;
# endif ` ,p0= ` # ifdef USE _ROUGHNESSMAP
uniform sampler2D roughnessMap ;
# endif ` ,m0= ` # 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 ) {
float shadow = 1.0 ;
vec3 lightToPosition = shadowCoord . xyz ;
float lightToPositionLength = length ( lightToPosition ) ;
if ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {
float dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ) ; dp += shadowBias ;
vec3 bd3D = normalize ( lightToPosition ) ;
vec2 texelSize = vec2 ( 1.0 ) / ( shadowMapSize * vec2 ( 4.0 , 2.0 ) ) ;
# if defined ( SHADOWMAP _TYPE _PCF ) || defined ( SHADOWMAP _TYPE _PCF _SOFT ) || defined ( SHADOWMAP _TYPE _VSM )
vec2 offset = vec2 ( - 1 , 1 ) * shadowRadius * texelSize . y ;
shadow = (
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
shadow = texture2DCompare ( shadowMap , cubeToUV ( bd3D , texelSize . y ) , dp ) ;
# endif
}
return shadow ;
}
# endif ` ,g0= ` # 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 ` ,v0= ` # 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 ` ,_0= ` 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 ;
} ` ,y0= ` # ifdef USE _SKINNING
mat4 boneMatX = getBoneMatrix ( skinIndex . x ) ;
mat4 boneMatY = getBoneMatrix ( skinIndex . y ) ;
mat4 boneMatZ = getBoneMatrix ( skinIndex . z ) ;
mat4 boneMatW = getBoneMatrix ( skinIndex . w ) ;
# endif ` ,x0= ` # ifdef USE _SKINNING
uniform mat4 bindMatrix ;
uniform mat4 bindMatrixInverse ;
uniform highp sampler2D boneTexture ;
mat4 getBoneMatrix ( const in float i ) {
int size = textureSize ( boneTexture , 0 ) . x ;
int j = int ( i ) * 4 ;
int x = j % size ;
int y = j / size ;
vec4 v1 = texelFetch ( boneTexture , ivec2 ( x , y ) , 0 ) ;
vec4 v2 = texelFetch ( boneTexture , ivec2 ( x + 1 , y ) , 0 ) ;
vec4 v3 = texelFetch ( boneTexture , ivec2 ( x + 2 , y ) , 0 ) ;
vec4 v4 = texelFetch ( boneTexture , ivec2 ( x + 3 , y ) , 0 ) ;
return mat4 ( v1 , v2 , v3 , v4 ) ;
}
# endif ` ,M0= ` # 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 ` ,b0= ` # 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 ` ,S0= ` float specularStrength ;
# ifdef USE _SPECULARMAP
vec4 texelSpecular = texture2D ( specularMap , vSpecularMapUv ) ;
specularStrength = texelSpecular . r ;
# else
specularStrength = 1.0 ;
# endif ` ,w0= ` # ifdef USE _SPECULARMAP
uniform sampler2D specularMap ;
# endif ` ,A0= ` # if defined ( TONE _MAPPING )
gl _FragColor . rgb = toneMapping ( gl _FragColor . rgb ) ;
# endif ` ,T0= ` # ifndef saturate
# define saturate ( a ) clamp ( a , 0.0 , 1.0 )
# endif
uniform float toneMappingExposure ;
vec3 LinearToneMapping ( vec3 color ) {
return saturate ( 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 ) ;
}
const mat3 LINEAR _REC2020 _TO _LINEAR _SRGB = mat3 (
vec3 ( 1.6605 , - 0.1246 , - 0.0182 ) ,
vec3 ( - 0.5876 , 1.1329 , - 0.1006 ) ,
vec3 ( - 0.0728 , - 0.0083 , 1.1187 )
) ;
const mat3 LINEAR _SRGB _TO _LINEAR _REC2020 = mat3 (
vec3 ( 0.6274 , 0.0691 , 0.0164 ) ,
vec3 ( 0.3293 , 0.9195 , 0.0880 ) ,
vec3 ( 0.0433 , 0.0113 , 0.8956 )
) ;
vec3 agxDefaultContrastApprox ( vec3 x ) {
vec3 x2 = x * x ;
vec3 x4 = x2 * x2 ;
return + 15.5 * x4 * x2
- 40.14 * x4 * x
+ 31.96 * x4
- 6.868 * x2 * x
+ 0.4298 * x2
+ 0.1191 * x
- 0.00232 ;
}
vec3 AgXToneMapping ( vec3 color ) {
const mat3 AgXInsetMatrix = mat3 (
vec3 ( 0.856627153315983 , 0.137318972929847 , 0.11189821299995 ) ,
vec3 ( 0.0951212405381588 , 0.761241990602591 , 0.0767994186031903 ) ,
vec3 ( 0.0482516061458583 , 0.101439036467562 , 0.811302368396859 )
) ;
const mat3 AgXOutsetMatrix = mat3 (
vec3 ( 1.1271005818144368 , - 0.1413297634984383 , - 0.14132976349843826 ) ,
vec3 ( - 0.11060664309660323 , 1.157823702216272 , - 0.11060664309660294 ) ,
vec3 ( - 0.016493938717834573 , - 0.016493938717834257 , 1.2519364065950405 )
) ;
const float AgxMinEv = - 12.47393 ; const float AgxMaxEv = 4.026069 ;
color *= toneMappingExposure ;
color = LINEAR _SRGB _TO _LINEAR _REC2020 * color ;
color = AgXInsetMatrix * color ;
color = max ( color , 1e-10 ) ; color = log2 ( color ) ;
color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv ) ;
color = clamp ( color , 0.0 , 1.0 ) ;
color = agxDefaultContrastApprox ( color ) ;
color = AgXOutsetMatrix * color ;
color = pow ( max ( vec3 ( 0.0 ) , color ) , vec3 ( 2.2 ) ) ;
color = LINEAR _REC2020 _TO _LINEAR _SRGB * color ;
color = clamp ( color , 0.0 , 1.0 ) ;
return color ;
}
vec3 NeutralToneMapping ( vec3 color ) {
const float StartCompression = 0.8 - 0.04 ;
const float Desaturation = 0.15 ;
color *= toneMappingExposure ;
float x = min ( color . r , min ( color . g , color . b ) ) ;
float offset = x < 0.08 ? x - 6.25 * x * x : 0.04 ;
color -= offset ;
float peak = max ( color . r , max ( color . g , color . b ) ) ;
if ( peak < StartCompression ) return color ;
float d = 1. - StartCompression ;
float newPeak = 1. - d * d / ( peak + d - StartCompression ) ;
color *= newPeak / peak ;
float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. ) ;
return mix ( color , vec3 ( newPeak ) , g ) ;
}
vec3 CustomToneMapping ( vec3 color ) { return color ; } ` ,E0= ` # 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 transmitted = getIBLVolumeRefraction (
n , v , material . roughness , material . diffuseColor , material . specularColor , material . specularF90 ,
pos , modelMatrix , viewMatrix , projectionMatrix , material . dispersion , material . ior , material . thickness ,
material . attenuationColor , material . attenuationDistance ) ;
material . transmissionAlpha = mix ( material . transmissionAlpha , transmitted . a , material . transmission ) ;
totalDiffuse = mix ( totalDiffuse , transmitted . rgb , material . transmission ) ;
# endif ` ,C0= ` # 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 , 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 ;
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 ;
vec4 fSample = bicubic ( sampler , uv , vec4 ( fLodSizeInv , fLodSize ) , floor ( lod ) ) ;
vec4 cSample = bicubic ( sampler , uv , vec4 ( cLodSizeInv , cLodSize ) , 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 volumeAttenuation ( const in float transmissionDistance , const in vec3 attenuationColor , const in float attenuationDistance ) {
if ( isinf ( attenuationDistance ) ) {
return vec3 ( 1.0 ) ;
} else {
vec3 attenuationCoefficient = - log ( attenuationColor ) / attenuationDistance ;
vec3 transmittance = exp ( - attenuationCoefficient * transmissionDistance ) ; return transmittance ;
}
}
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 dispersion , const in float ior , const in float thickness ,
const in vec3 attenuationColor , const in float attenuationDistance ) {
vec4 transmittedLight ;
vec3 transmittance ;
# ifdef USE _DISPERSION
float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion ;
vec3 iors = vec3 ( ior - halfSpread , ior , ior + halfSpread ) ;
for ( int i = 0 ; i < 3 ; i ++ ) {
vec3 transmissionRay = getVolumeTransmissionRay ( n , v , thickness , iors [ i ] , 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 transmissionSample = getTransmissionSample ( refractionCoords , roughness , iors [ i ] ) ;
transmittedLight [ i ] = transmissionSample [ i ] ;
transmittedLight . a += transmissionSample . a ;
transmittance [ i ] = diffuseColor [ i ] * volumeAttenuation ( length ( transmissionRay ) , attenuationColor , attenuationDistance ) [ i ] ;
}
transmittedLight . a /= 3.0 ;
# else
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 ;
transmittedLight = getTransmissionSample ( refractionCoords , roughness , ior ) ;
transmittance = diffuseColor * volumeAttenuation ( length ( transmissionRay ) , attenuationColor , attenuationDistance ) ;
# endif
vec3 attenuatedColor = transmittance * transmittedLight . rgb ;
vec3 F = EnvironmentBRDF ( n , v , specularColor , specularF90 , roughness ) ;
float transmittanceFactor = ( transmittance . r + transmittance . g + transmittance . b ) / 3.0 ;
return vec4 ( ( 1.0 - F ) * attenuatedColor , 1.0 - ( 1.0 - transmittedLight . a ) * transmittanceFactor ) ;
}
# endif ` ,P0= ` # if defined ( USE _UV ) || defined ( USE _ANISOTROPY )
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 _ANISOTROPYMAP
varying vec2 vAnisotropyMapUv ;
# 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 ` ,R0= ` # if defined ( USE _UV ) || defined ( USE _ANISOTROPY )
varying vec2 vUv ;
# 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 _ANISOTROPYMAP
uniform mat3 anisotropyMapTransform ;
varying vec2 vAnisotropyMapUv ;
# 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 ` ,I0= ` # if defined ( USE _UV ) || defined ( USE _ANISOTROPY )
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 _ANISOTROPYMAP
vAnisotropyMapUv = ( anisotropyMapTransform * vec3 ( ANISOTROPYMAP _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 ` ,L0= ` # 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 _BATCHING
worldPosition = batchingMatrix * worldPosition ;
# endif
# ifdef USE _INSTANCING
worldPosition = instanceMatrix * worldPosition ;
# endif
worldPosition = modelMatrix * worldPosition ;
# endif ` ;const N0= ` varying vec2 vUv ;
uniform mat3 uvTransform ;
void main ( ) {
vUv = ( uvTransform * vec3 ( uv , 1 ) ) . xy ;
gl _Position = vec4 ( position . xy , 1.0 , 1.0 ) ;
} ` ,D0= ` 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 < colorspace _fragment >
} ` ,U0= ` varying vec3 vWorldDirection ;
# include < common >
void main ( ) {
vWorldDirection = transformDirection ( position , modelMatrix ) ;
# include < begin _vertex >
# include < project _vertex >
gl _Position . z = gl _Position . w ;
} ` ,O0= ` # 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 ;
uniform mat3 backgroundRotation ;
varying vec3 vWorldDirection ;
# include < cube _uv _reflection _fragment >
void main ( ) {
# ifdef ENVMAP _TYPE _CUBE
vec4 texColor = textureCube ( envMap , backgroundRotation * vec3 ( flipEnvMap * vWorldDirection . x , vWorldDirection . yz ) ) ;
# elif defined ( ENVMAP _TYPE _CUBE _UV )
vec4 texColor = textureCubeUV ( envMap , backgroundRotation * 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 < colorspace _fragment >
} ` ,F0= ` varying vec3 vWorldDirection ;
# include < common >
void main ( ) {
vWorldDirection = transformDirection ( position , modelMatrix ) ;
# include < begin _vertex >
# include < project _vertex >
gl _Position . z = gl _Position . w ;
} ` ,k0= ` 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 < colorspace _fragment >
} ` ,B0= ` # include < common >
# include < batching _pars _vertex >
# 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 < batching _vertex >
# include < skinbase _vertex >
# include < morphinstance _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 ;
} ` ,z0= ` # 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 < alphahash _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
varying vec2 vHighPrecisionZW ;
void main ( ) {
vec4 diffuseColor = vec4 ( 1.0 ) ;
# include < clipping _planes _fragment >
# if DEPTH _PACKING == 3200
diffuseColor . a = opacity ;
# endif
# include < map _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _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
} ` ,V0= ` # define DISTANCE
varying vec3 vWorldPosition ;
# include < common >
# include < batching _pars _vertex >
# 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 < batching _vertex >
# include < skinbase _vertex >
# include < morphinstance _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 ;
} ` ,H0= ` # 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 < alphahash _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( 1.0 ) ;
# include < clipping _planes _fragment >
# include < map _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
float dist = length ( vWorldPosition - referencePosition ) ;
dist = ( dist - nearDistance ) / ( farDistance - nearDistance ) ;
dist = saturate ( dist ) ;
gl _FragColor = packDepthToRGBA ( dist ) ;
} ` ,G0= ` varying vec3 vWorldDirection ;
# include < common >
void main ( ) {
vWorldDirection = transformDirection ( position , modelMatrix ) ;
# include < begin _vertex >
# include < project _vertex >
} ` ,W0= ` 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 < colorspace _fragment >
} ` , $ 0= ` 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 < morphinstance _vertex >
# include < morphcolor _vertex >
# include < begin _vertex >
# include < morphtarget _vertex >
# include < project _vertex >
# include < logdepthbuf _vertex >
# include < clipping _planes _vertex >
# include < fog _vertex >
} ` ,X0= ` 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 ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
if ( mod ( vLineDistance , totalSize ) > dashSize ) {
discard ;
}
vec3 outgoingLight = vec3 ( 0.0 ) ;
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
outgoingLight = diffuseColor . rgb ;
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
} ` ,q0= ` # include < common >
# include < batching _pars _vertex >
# 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 < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _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 >
} ` ,Y0= ` 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 < alphahash _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 ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _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 < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
} ` ,Z0= ` # define LAMBERT
varying vec3 vViewPosition ;
# include < common >
# include < batching _pars _vertex >
# 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 < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _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 >
} ` ,J0= ` # 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 < alphahash _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 ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
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 < alphahash _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 < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
} ` ,K0= ` # define MATCAP
varying vec3 vViewPosition ;
# include < common >
# include < batching _pars _vertex >
# 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 < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _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 ;
} ` ,j0= ` # 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 < alphahash _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 ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < color _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _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 < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
} ` ,Q0= ` # define NORMAL
# if defined ( FLAT _SHADED ) || defined ( USE _BUMPMAP ) || defined ( USE _NORMALMAP _TANGENTSPACE )
varying vec3 vViewPosition ;
# endif
# include < common >
# include < batching _pars _vertex >
# 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 < batching _vertex >
# include < beginnormal _vertex >
# include < morphinstance _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
} ` ,ey= ` # 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 ( ) {
vec4 diffuseColor = vec4 ( 0.0 , 0.0 , 0.0 , opacity ) ;
# include < clipping _planes _fragment >
# include < logdepthbuf _fragment >
# include < normal _fragment _begin >
# include < normal _fragment _maps >
gl _FragColor = vec4 ( packNormalToRGB ( normal ) , diffuseColor . a ) ;
# ifdef OPAQUE
gl _FragColor . a = 1.0 ;
# endif
} ` ,ty= ` # define PHONG
varying vec3 vViewPosition ;
# include < common >
# include < batching _pars _vertex >
# 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 < batching _vertex >
# include < beginnormal _vertex >
# include < morphinstance _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 >
} ` ,ny= ` # 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 < alphahash _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 ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
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 < alphahash _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 < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
} ` ,iy= ` # define STANDARD
varying vec3 vViewPosition ;
# ifdef USE _TRANSMISSION
varying vec3 vWorldPosition ;
# endif
# include < common >
# include < batching _pars _vertex >
# 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 < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _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
} ` ,sy= ` # 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 _DISPERSION
uniform float dispersion ;
# 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
# ifdef USE _ANISOTROPY
uniform vec2 anisotropyVector ;
# ifdef USE _ANISOTROPYMAP
uniform sampler2D anisotropyMap ;
# 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 < alphahash _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 ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
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 < alphahash _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 + sheenSpecularDirect + sheenSpecularIndirect ;
# endif
# ifdef USE _CLEARCOAT
float dotNVcc = saturate ( dot ( geometryClearcoatNormal , geometryViewDir ) ) ;
vec3 Fcc = F _Schlick ( material . clearcoatF0 , material . clearcoatF90 , dotNVcc ) ;
outgoingLight = outgoingLight * ( 1.0 - material . clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material . clearcoat ;
# endif
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
} ` ,ry= ` # define TOON
varying vec3 vViewPosition ;
# include < common >
# include < batching _pars _vertex >
# 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 < morphinstance _vertex >
# include < morphcolor _vertex >
# include < batching _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 >
} ` ,oy= ` # 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 < alphahash _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 ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
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 < alphahash _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 < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
# include < dithering _fragment >
} ` ,ay= ` 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 < morphinstance _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 >
} ` ,ly= ` uniform vec3 diffuse ;
uniform float opacity ;
# include < common >
# include < color _pars _fragment >
# include < map _particle _pars _fragment >
# include < alphatest _pars _fragment >
# include < alphahash _pars _fragment >
# include < fog _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
vec3 outgoingLight = vec3 ( 0.0 ) ;
# include < logdepthbuf _fragment >
# include < map _particle _fragment >
# include < color _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
outgoingLight = diffuseColor . rgb ;
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
# include < premultiplied _alpha _fragment >
} ` ,cy= ` # include < common >
# include < batching _pars _vertex >
# include < fog _pars _vertex >
# include < morphtarget _pars _vertex >
# include < skinning _pars _vertex >
# include < logdepthbuf _pars _vertex >
# include < shadowmap _pars _vertex >
void main ( ) {
# include < batching _vertex >
# include < beginnormal _vertex >
# include < morphinstance _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 >
} ` ,uy= ` 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 < colorspace _fragment >
# include < fog _fragment >
} ` ,hy= ` 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 >
} ` ,dy= ` 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 < alphahash _pars _fragment >
# include < fog _pars _fragment >
# include < logdepthbuf _pars _fragment >
# include < clipping _planes _pars _fragment >
void main ( ) {
vec4 diffuseColor = vec4 ( diffuse , opacity ) ;
# include < clipping _planes _fragment >
vec3 outgoingLight = vec3 ( 0.0 ) ;
# include < logdepthbuf _fragment >
# include < map _fragment >
# include < alphamap _fragment >
# include < alphatest _fragment >
# include < alphahash _fragment >
outgoingLight = diffuseColor . rgb ;
# include < opaque _fragment >
# include < tonemapping _fragment >
# include < colorspace _fragment >
# include < fog _fragment >
} ` ,nt={alphahash_fragment:Dv,alphahash_pars_fragment:Uv,alphamap_fragment:Ov,alphamap_pars_fragment:Fv,alphatest_fragment:kv,alphatest_pars_fragment:Bv,aomap_fragment:zv,aomap_pars_fragment:Vv,batching_pars_vertex:Hv,batching_vertex:Gv,begin_vertex:Wv,beginnormal_vertex: $ v,bsdfs:Xv,iridescence_fragment:qv,bumpmap_pars_fragment:Yv,clipping_planes_fragment:Zv,clipping_planes_pars_fragment:Jv,clipping_planes_pars_vertex:Kv,clipping_planes_vertex:jv,color_fragment:Qv,color_pars_fragment:e_,color_pars_vertex:t_,color_vertex:n_,common:i_,cube_uv_reflection_fragment:s_,defaultnormal_vertex:r_,displacementmap_pars_vertex:o_,displacementmap_vertex:a_,emissivemap_fragment:l_,emissivemap_pars_fragment:c_,colorspace_fragment:u_,colorspace_pars_fragment:h_,envmap_fragment:d_,envmap_common_pars_fragment:f_,envmap_pars_fragment:p_,envmap_pars_vertex:m_,envmap_physical_pars_fragment:T_,envmap_vertex:g_,fog_vertex:v_,fog_pars_vertex:__,fog_fragment:y_,fog_pars_fragment:x_,gradientmap_pars_fragment:M_,lightmap_pars_fragment:b_,lights_lambert_fragment:S_,lights_lambert_pars_fragment:w_,lights_pars_begin:A_,lights_toon_fragment:E_,lights_toon_pars_fragment:C_,lights_phong_fragment:P_,lights_phong_pars_fragment:R_,lights_physical_fragment:I_,lights_physical_pars_fragment:L_,lights_fragment_begin:N_,lights_fragment_maps:D_,lights_fragment_end:U_,logdepthbuf_fragment:O_,logdepthbuf_pars_fragment:F_,logdepthbuf_pars_vertex:k_,logdepthbuf_vertex:B_,map_fragment:z_,map_pars_fragment:V_,map_particle_fragment:H_,map_particle_pars_fragment:G_,metalnessmap_fragment:W_,metalnessmap_pars_fragment: $ _,morphinstance_vertex:X_,morphcolor_vertex:q_,morphnormal_vertex:Y_,morphtarget_pars_vertex:Z_,morphtarget_vertex:J_,normal_fragment_begin:K_,normal_fragment_maps:j_,normal_pars_fragment:Q_,normal_pars_vertex:e0,normal_vertex:t0,normalmap_pars_fragment:n0,clearcoat_normal_fragment_begin:i0,clearcoat_normal_fragment_maps:s0,clearcoat_pars_fragment:r0,iridescence_pars_fragment:o0,opaque_fragment:a0,packing:l0,premultiplied_alpha_fragment:c0,project_vertex:u0,dithering_fragment:h0,dithering_pars_fragment:d0,roughnessmap_fragment:f0,roughnessmap_pars_fragment:p0,shadowmap_pars_fragment:m0,shadowmap_pars_vertex:g0,shadowmap_vertex:v0,shadowmask_pars_fragment:_0,skinbase_vertex:y0,skinning_pars_vertex:x0,skinning_vertex:M0,skinnormal_vertex:b0,specularmap_fragment:S0,specularmap_pars_fragment:w0,tonemapping_fragment:A0,tonemapping_pars_fragment:T0,transmission_fragment:E0,transmission_pars_fragment:C0,uv_pars_fragment:P0,uv_pars_vertex:R0,uv_vertex:I0,worldpos_vertex:L0,background_vert:N0,background_frag:D0,backgroundCube_vert:U0,backgroundCube_frag:O0,cube_vert:F0,cube_frag:k0,depth_vert:B0,depth_frag:z0,distanceRGBA_vert:V0,distanceRGBA_frag:H0,equirect_vert:G0,equirect_frag:W0,linedashed_vert: $ 0,linedashed_frag:X0,meshbasic_vert:q0,meshbasic_frag:Y0,meshlambert_vert:Z0,meshlambert_frag:J0,meshmatcap_vert:K0,meshmatcap_frag:j0,meshnormal_vert:Q0,meshnormal_frag:ey,meshphong_vert:ty,meshphong_frag:ny,meshphysical_vert:iy,meshphysical_frag:sy,meshtoon_vert:ry,meshtoon_frag:oy,points_vert:ay,points_frag:ly,shadow_vert:cy,shadow_frag:uy,sprite_vert:hy,sprite_frag:dy},Ce={common:{diffuse:{value:new Pe(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new Ze},alphaMap:{value:null},alphaMapTransform:{value:new Ze},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new Ze}},envmap:{envMap:{value:null},envMapRotation:{value:new Ze},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new Ze}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new Ze}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new Ze},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new Ze},normalScale:{value:new se(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new Ze},displacementScale:{value:1},displacementBias:{value:0}},emissi
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:si,depthTest:!1,depthWrite:!1})}function Ah(){return new Ln({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:pu(),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:si,depthTest:!1,depthWrite:!1})}function Th(){return new Ln({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:pu(),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:si,depthTest:!1,depthWrite:!1})}function pu(){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 ) ;
}
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precision $ { s . precision } sampler3D ;
precision $ { s . precision } sampler2DArray ;
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precision $ { s . precision } samplerCubeShadow ;
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precision $ { s . precision } isampler2D ;
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precision $ { s . precision } isamplerCube ;
precision $ { s . precision } isampler2DArray ;
precision $ { s . precision } usampler2D ;
precision $ { s . precision } usampler3D ;
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Material Name : ` +F.name+ `
Material Type : ` +F.type+ `
Program Info Log : ` +V+ `
` +oe+ `
` +B)}else V!==""?console.warn("THREE.WebGLProgram: Program Info Log:",V):(G===""||q==="")&&(Q=!1);Q&&(F.diagnostics={runnable:ae,programLog:V,vertexShader:{log:G,prefix:m},fragmentShader:{log:q,prefix:p}})}i.deleteShader(A),i.deleteShader(b),I=new ua(i,v),w=Ex(i,v)}let I;this.getUniforms=function(){return I===void 0&&E(this),I};let w;this.getAttributes=function(){return w===void 0&&E(this),w};let M=t.rendererExtensionParallelShaderCompile===!1;return this.isReady=function(){return M===!1&&(M=i.getProgramParameter(v,yx)),M},this.destroy=function(){n.releaseStatesOfProgram(this),i.deleteProgram(v),this.program=void 0},this.type=t.shaderType,this.name=t.shaderName,this.id=xx++,this.cacheKey=e,this.usedTimes=1,this.program=v,this.vertexShader=A,this.fragmentShader=b,this}let Bx=0;class zx{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(e){const t=e.vertexShader,n=e.fragmentShader,i=this._getShaderStage(t),r=this._getShaderStage(n),o=this._getShaderCacheForMaterial(e);return o.has(i)===!1&&(o.add(i),i.usedTimes++),o.has(r)===!1&&(o.add(r),r.usedTimes++),this}remove(e){const t=this.materialCache.get(e);for(const n of t)n.usedTimes--,n.usedTimes===0&&this.shaderCache.delete(n.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 n=t.get(e);return n===void 0&&(n=new Set,t.set(e,n)),n}_getShaderStage(e){const t=this.shaderCache;let n=t.get(e);return n===void 0&&(n=new Vx(e),t.set(e,n)),n}}class Vx{constructor(e){this.id=Bx++,this.code=e,this.usedTimes=0}}function Hx(s,e,t,n,i,r,o){const a=new La,l=new zx,c=new Set,u=[],h=i.logarithmicDepthBuffer,d=i.vertexTextures;let f=i.precision;const g={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 v(w){return c.add(w),w===0?"uv": ` uv$ { w } ` }function m(w,M,F,V,G){const q=V.fog,ae=G.geometry,Q=w.isMeshStandardMaterial?V.environment:null,oe=(w.isMeshStandardMaterial?t:e).get(w.envMap||Q),B=oe&&oe.mapping===Ws?oe.image.height:null,Me=g[w.type];w.precision!==null&&(f=i.getMaxPrecision(w.precision),f!==w.precision&&console.warn("THREE.WebGLProgram.getParameters:",w.precision,"not supported, using",f,"instead."));const be=ae.morphAttributes.position||ae.morphAttributes.normal||ae.morphAttributes.color,Ae=be!==void 0?be.length:0;let ge=0;ae.morphAttributes.position!==void 0&&(ge=1),ae.morphAttributes.normal!==void 0&&(ge=2),ae.morphAttributes.color!==void 0&&(ge=3);let ze,U,D,R;if(Me){const vt=Tn[Me];ze=vt.vertexShader,U=vt.fragmentShader}else ze=w.vertexShader,U=w.fragmentShader,l.update(w),D=l.getVertexShaderID(w),R=l.getFragmentShaderID(w);const T=s.getRenderTarget(),ie=G.isInstancedMesh===!0,he=G.isBatchedMesh===!0,J=!!w.map,L=!!w.matcap,X=!!oe,K=!!w.aoMap,H=!!w.lightMap, $ =!!w.bumpMap,te=!!w.normalMap,le=!!w.displacementMap,k=!!w.emissiveMap,O=!!w.metalnessMap,P=!!w.roughnessMap,S=w.anisotropy>0,ee=w.clearcoat>0,pe=w.dispersion>0,ce=w.iridescence>0,ve=w.sheen>0,Ve=w.transmission>0,Ee=S&&!!w.anisotropyMap,Te=ee&&!!w.clearcoatMap,Qe=ee&&!!w.clearcoatNormalMap,xe=ee&&!!w.clearcoatRoughnessMap,Ue=ce&&!!w.iridescenceMap,st=ce&&!!w.iridescenceThicknessMap,Je=ve&&!!w.sheenColorMap,Re=ve&&!!w.sheenRoughnessMap,rt=!!w.specularMap,at=!!w.specularColorMap,Rt=!!w.specularIntensityMap,z=Ve&&!!w.transmissionMap,Ie=Ve&&!!w.thicknessMap,de=!!w.gradientMap,_e=!!w.alphaMap,we=w.alphaTest>0,et=!!w.alphaHash,ut=!!w.extensions;let It=Hn;w.toneMapped&&(T===null||T.isXRRenderTarget===!0)&&(It=s.toneMapping);const Bt={shaderID:Me,shaderType:w.type,shaderName:w.name,vertexSha
gl _Position = vec4 ( position , 1.0 ) ;
} ` ,Qx= ` 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 eM(s,e,t){let n=new Yr;const i=new se,r=new se,o=new gt,a=new gu({depthPacking:qf}),l=new vu,c={},u=t.maxTextureSize,h={[oi]:nn,[nn]:oi,[En]:En},d=new Ln({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new se},radius:{value:4}},vertexShader:jx,fragmentShader:Qx}),f=d.clone();f.defines.HORIZONTAL_PASS=1;const g=new it;g.setAttribute("position",new pt(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const v=new Nt(g,d),m=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=Kc;let p=this.type;this.render=function(b,E,I){if(m.enabled===!1||m.autoUpdate===!1&&m.needsUpdate===!1||b.length===0)return;const w=s.getRenderTarget(),M=s.getActiveCubeFace(),F=s.getActiveMipmapLevel(),V=s.state;V.setBlending(si),V.buffers.color.setClear(1,1,1,1),V.buffers.depth.setTest(!0),V.setScissorTest(!1);const G=p!==kn&&this.type===kn,q=p===kn&&this.type!==kn;for(let ae=0,Q=b.length;ae<Q;ae++){const oe=b[ae],B=oe.shadow;if(B===void 0){console.warn("THREE.WebGLShadowMap:",oe,"has no shadow.");continue}if(B.autoUpdate===!1&&B.needsUpdate===!1)continue;i.copy(B.mapSize);const Me=B.getFrameExtents();if(i.multiply(Me),r.copy(B.mapSize),(i.x>u||i.y>u)&&(i.x>u&&(r.x=Math.floor(u/Me.x),i.x=r.x*Me.x,B.mapSize.x=r.x),i.y>u&&(r.y=Math.floor(u/Me.y),i.y=r.y*Me.y,B.mapSize.y=r.y)),B.map===null||G===!0||q===!0){const Ae=this.type!==kn?{minFilter:Gt,magFilter:Gt}:{};B.map!==null&&B.map.dispose(),B.map=new In(i.x,i.y,Ae),B.map.texture.name=oe.name+".shadowMap",B.camera.updateProjectionMatrix()}s.setRenderTarget(B.map),s.clear();const be=B.getViewportCount();for(let Ae=0;Ae<be;Ae++){const ge=B.getViewport(Ae);o.set(r.x*ge.x,r.y*ge.y,r.x*ge.z,r.y*ge.w),V.viewport(o),B.updateMatrices(oe,Ae),n=B.getFrustum(),x(E,I,B.camera,oe,this.type)}B.isPointLightShadow!==!0&&this.type===kn&&y(B,I),B.needsUpdate=!1}p=this.type,m.needsUpdate=!1,s.setRenderTarget(w,M,F)};function y(b,E){const I=e.update(v);d.defines.VSM_SAMPLES!==b.blurSamples&&(d.defines.VSM_SAMPLES=b.blurSamples,f.defines.VSM_SAMPLES=b.blurSamples,d.needsUpdate=!0,f.needsUpdate=!0),b.mapPass===null&&(b.mapPass=new In(i.x,i.y)),d.uniforms.shadow_pass.value=b.map.texture,d.uniforms.resolution.value=b.mapSize,d.uniforms.radius.value=b.radius,s.setRenderTarget(b.mapPass),s.clear(),s.renderBufferDirect(E,null,I,d,v,null),f.uniforms.shadow_pass.value=b.mapPass.texture,f.uniforms.resolution.value=b.mapSize,f.uniforms.radius.value=b.radius,s.setRenderTarget(b.map),s.clear(),s.renderBufferDirect(E,null,I,f,v,null)}function _(b,E,I,w){let M=null;const F=I.isPointLight===!0?b.customDistanceMaterial:b.customDepthMaterial;if(F!==void 0)M=F;else if(M=I.isPointLight===!0?l:a,s.localClippingEnabled&&E.clipShadows===!0&&Array.isArray(E.clippingPlanes)&&E.clippingPlanes.length!==0||E.displacementMap&&E.displacementScale!==0||E.alphaMap&&E.alphaTest>0||E.map&&E.alphaTest>0){const V=M.uuid,G=E.uuid;let q=c[V];q===void 0&&(q={},c[V]=q);let ae=q[G];ae===void 0&&(ae=M.clone(),q[G]=ae,E.addEventListener("dispose",A)),M=ae}if(M.visible=E.visible,M.wireframe=E.wireframe,w===kn?M.side=E.shadowSide!==null?E.shadowSide:E.side:M.side=E.shadowSide!==null?E.shadowSide:h[E.side],M.alphaMap=E.alphaMap,M.alphaTest=E.alphaTest,M.map=E.map,M.clipShadows=E.clipShadows,M.clippingPlanes=E.clippingPlanes,M.clipIntersection=E.clipIntersection,M.displacementMap=E.displacementMap,M.displacementScale=E.displacementScale,M.displacementBias=E.displacementBias,M.wireframeLinewidth=E.wireframeLinewidth,M.linewidth=E.linewidth,I.isPointLight===!0&&M.isMeshDistanceMaterial===!0){const V=s.properties.get(M);V.light=I}return M}function x(b,E,I,w,M){if(b.visible===!1)return;if(b.layers.test(E.layers)&&(b.isMesh||b.isLine||b.isPoints)&&(b.castShadow||b.receiveShadow&&M===kn)&&(!b.frustumCulled||n.intersectsObject(b))){b.modelViewMatrix.multiplyMatrices(I.matrixWorldInverse,b.matrixWorld);const G=e.update(b),q=b.material;if(Array.isArray(q)){const ae=G.groups;for(let Q=0,oe=ae.length;Q<oe;Q++){const B=ae[Q],Me=q[B.materialIndex];if(Me&&Me.visible){const be=_(b,Me,w,M);b.onBeforeShadow(s,b,E,I,G,be,B),s.rend
void main ( ) {
gl _Position = vec4 ( position , 1.0 ) ;
} ` ,rM= `
uniform sampler2DArray depthColor ;
uniform float depthWidth ;
uniform float depthHeight ;
void main ( ) {
vec2 coord = vec2 ( gl _FragCoord . x / depthWidth , gl _FragCoord . y / depthHeight ) ;
if ( coord . x >= 1.0 ) {
gl _FragDepth = texture ( depthColor , vec3 ( coord . x - 1.0 , coord . y , 1 ) ) . r ;
} else {
gl _FragDepth = texture ( depthColor , vec3 ( coord . x , coord . y , 0 ) ) . r ;
}
} ` ;class oM{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(e,t,n){if(this.texture===null){const i=new Pt,r=e.properties.get(i);r.__webglTexture=t.texture,(t.depthNear!=n.depthNear||t.depthFar!=n.depthFar)&&(this.depthNear=t.depthNear,this.depthFar=t.depthFar),this.texture=i}}getMesh(e){if(this.texture!==null&&this.mesh===null){const t=e.cameras[0].viewport,n=new Ln({vertexShader:sM,fragmentShader:rM,uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}}});this.mesh=new Nt(new Xs(20,20),n)}return this.mesh}reset(){this.texture=null,this.mesh=null}}class aM extends ui{constructor(e,t){super();const n=this;let i=null,r=1,o=null,a="local-floor",l=1,c=null,u=null,h=null,d=null,f=null,g=null;const v=new oM,m=t.getContextAttributes();let p=null,y=null;const _=[],x=[],A=new se;let b=null;const E=new Ut;E.layers.enable(1),E.viewport=new gt;const I=new Ut;I.layers.enable(2),I.viewport=new gt;const w=[E,I],M=new xp;M.layers.enable(1),M.layers.enable(2);let F=null,V=null;this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(U){let D=_[U];return D===void 0&&(D=new Nl,_[U]=D),D.getTargetRaySpace()},this.getControllerGrip=function(U){let D=_[U];return D===void 0&&(D=new Nl,_[U]=D),D.getGripSpace()},this.getHand=function(U){let D=_[U];return D===void 0&&(D=new Nl,_[U]=D),D.getHandSpace()};function G(U){const D=x.indexOf(U.inputSource);if(D===-1)return;const R=_[D];R!==void 0&&(R.update(U.inputSource,U.frame,c||o),R.dispatchEvent({type:U.type,data:U.inputSource}))}function q(){i.removeEventListener("select",G),i.removeEventListener("selectstart",G),i.removeEventListener("selectend",G),i.removeEventListener("squeeze",G),i.removeEventListener("squeezestart",G),i.removeEventListener("squeezeend",G),i.removeEventListener("end",q),i.removeEventListener("inputsourceschange",ae);for(let U=0;U<_.length;U++){const D=x[U];D!==null&&(x[U]=null,_[U].disconnect(D))}F=null,V=null,v.reset(),e.setRenderTarget(p),f=null,d=null,h=null,i=null,y=null,ze.stop(),n.isPresenting=!1,e.setPixelRatio(b),e.setSize(A.width,A.height,!1),n.dispatchEvent({type:"sessionend"})}this.setFramebufferScaleFactor=function(U){r=U,n.isPresenting===!0&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(U){a=U,n.isPresenting===!0&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return c||o},this.setReferenceSpace=function(U){c=U},this.getBaseLayer=function(){return d!==null?d:f},this.getBinding=function(){return h},this.getFrame=function(){return g},this.getSession=function(){return i},this.setSession=async function(U){if(i=U,i!==null){if(p=e.getRenderTarget(),i.addEventListener("select",G),i.addEventListener("selectstart",G),i.addEventListener("selectend",G),i.addEventListener("squeeze",G),i.addEventListener("squeezestart",G),i.addEventListener("squeezeend",G),i.addEventListener("end",q),i.addEventListener("inputsourceschange",ae),m.xrCompatible!==!0&&await t.makeXRCompatible(),b=e.getPixelRatio(),e.getSize(A),i.renderState.layers===void 0){const D={antialias:m.antialias,alpha:!0,depth:m.depth,stencil:m.stencil,framebufferScaleFactor:r};f=new XRWebGLLayer(i,t,D),i.updateRenderState({baseLayer:f}),e.setPixelRatio(1),e.setSize(f.framebufferWidth,f.framebufferHeight,!1),y=new In(f.framebufferWidth,f.framebufferHeight,{format:un,type:li,colorSpace:e.outputColorSpace,stencilBuffer:m.stencil})}else{let D=null,R=null,T=null;m.depth&&(T=m.stencil?t.DEPTH24_STENCIL8:t.DEPTH_COMPONENT24,D=m.stencil?os:ts,R=m.stencil?rs:ss);const ie={colorFormat:t.RGBA8,depthFormat:T,scaleFactor:r};h=new XRWebGLBinding(i,t),d=h.createProjectionLayer(ie),i.updateRenderState({layers:[d]}),e.setPixelRatio(1),e.setSize(d.textureWidth,d.textureHeight,!1),y=new In(d.textureWidth,d.textureHeight,{format:un,type:li,depthTexture:new mu(d.textureWidth,d.textureHeight,R,void 0,void 0,void 0,void 0,void 0,void 0,D),stencilBuffer:m.stencil,colorSpace:e.outputColorSpa
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20201014 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
vec3 mod289 ( vec3 x ) {
return x - floor ( x * ( 1.0 / 289.0 ) ) * 289.0 ;
}
vec4 mod289 ( vec4 x ) {
return x - floor ( x * ( 1.0 / 289.0 ) ) * 289.0 ;
}
vec4 permute ( vec4 x ) {
return mod289 ( ( ( x * 34.0 ) + 10.0 ) * x ) ;
}
vec4 taylorInvSqrt ( vec4 r )
{
return 1.79284291400159 - 0.85373472095314 * r ;
}
float snoise ( vec3 v )
{
const vec2 C = vec2 ( 1.0 / 6.0 , 1.0 / 3.0 ) ;
const vec4 D = vec4 ( 0.0 , 0.5 , 1.0 , 2.0 ) ;
// First corner
vec3 i = floor ( v + dot ( v , C . yyy ) ) ;
vec3 x0 = v - i + dot ( i , C . xxx ) ;
// Other corners
vec3 g = step ( x0 . yzx , x0 . xyz ) ;
vec3 l = 1.0 - g ;
vec3 i1 = min ( g . xyz , l . zxy ) ;
vec3 i2 = max ( g . xyz , l . zxy ) ;
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C . xxx ;
vec3 x2 = x0 - i2 + C . yyy ; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D . yyy ; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289 ( i ) ;
vec4 p = permute ( permute ( permute (
i . z + vec4 ( 0.0 , i1 . z , i2 . z , 1.0 ) )
+ i . y + vec4 ( 0.0 , i1 . y , i2 . y , 1.0 ) )
+ i . x + vec4 ( 0.0 , i1 . x , i2 . x , 1.0 ) ) ;
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n _ = 0.142857142857 ; // 1.0/7.0
vec3 ns = n _ * D . wyz - D . xzx ;
vec4 j = p - 49.0 * floor ( p * ns . z * ns . z ) ; // mod(p,7*7)
vec4 x _ = floor ( j * ns . z ) ;
vec4 y _ = floor ( j - 7.0 * x _ ) ; // mod(j,N)
vec4 x = x _ * ns . x + ns . yyyy ;
vec4 y = y _ * ns . x + ns . yyyy ;
vec4 h = 1.0 - abs ( x ) - abs ( y ) ;
vec4 b0 = vec4 ( x . xy , y . xy ) ;
vec4 b1 = vec4 ( x . zw , y . zw ) ;
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor ( b0 ) * 2.0 + 1.0 ;
vec4 s1 = floor ( b1 ) * 2.0 + 1.0 ;
vec4 sh = - step ( h , vec4 ( 0.0 ) ) ;
vec4 a0 = b0 . xzyw + s0 . xzyw * sh . xxyy ;
vec4 a1 = b1 . xzyw + s1 . xzyw * sh . zzww ;
vec3 p0 = vec3 ( a0 . xy , h . x ) ;
vec3 p1 = vec3 ( a0 . zw , h . y ) ;
vec3 p2 = vec3 ( a1 . xy , h . z ) ;
vec3 p3 = vec3 ( a1 . zw , h . w ) ;
//Normalise gradients
vec4 norm = taylorInvSqrt ( vec4 ( dot ( p0 , p0 ) , dot ( p1 , p1 ) , dot ( p2 , p2 ) , dot ( p3 , p3 ) ) ) ;
p0 *= norm . x ;
p1 *= norm . y ;
p2 *= norm . z ;
p3 *= norm . w ;
// Mix final noise value
vec4 m = max ( 0.5 - vec4 ( dot ( x0 , x0 ) , dot ( x1 , x1 ) , dot ( x2 , x2 ) , dot ( x3 , x3 ) ) , 0.0 ) ;
m = m * m ;
return 105.0 * dot ( m * m , vec4 ( dot ( p0 , x0 ) , dot ( p1 , x1 ) ,
dot ( p2 , x2 ) , dot ( p3 , x3 ) ) ) ;
}
// demo code:
// float color(vec2 xy) { return 0.7 * snoise(vec3(xy, 0.3*iTime)); }
// void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// vec2 p = (fragCoord.xy/iResolution.y) * 2.0 - 1.0;
// vec3 xyz = vec3(p, 0);
// vec2 step = vec2(1.3, 1.7);
// float n = color(xyz.xy);
// n += 0.5 * color(xyz.xy * 2.0 - step);
// n += 0.25 * color(xyz.xy * 4.0 - 2.0 * step);
// n += 0.125 * color(xyz.xy * 8.0 - 3.0 * step);
// n += 0.0625 * color(xyz.xy * 16.0 - 4.0 * step);
// n += 0.03125 * color(xyz.xy * 32.0 - 5.0 * step);
// fragColor.xyz = vec3(0.5 + 0.5 * vec3(n, n, n));
// }
` ,Bw= `
varying vec2 vUv ;
void main ( ) {
vec4 modelPosition = modelMatrix * vec4 ( position , 1.0 ) ;
vec4 viewPosition = viewMatrix * modelPosition ;
gl _Position = projectionMatrix * viewPosition ;
vUv = uv ;
}
` ,zw=Be({__name:"Background",props:{mask:{}},async setup(s){let e,t;const n=s,{renderer:i,sizes:r}=xw(),{paths:o}=([e,t]=qm(()=>pw(Sa,"/circuit-board.svg")),e=await e,t(),e),a=o.map(p=>Sa.createShapes(p)).reduce((p,y)=>[...p,...y]),l=ke(()=>Math.ceil(r.height.value/304)),c=ke(()=>Math.ceil(r.width.value/304)),u=Ge(new se(1/0,1/0));function h(p){const{x:y,y:_,height:x}=i.value.domElement.getBoundingClientRect();u.value=new se(p.screenX-y,x+_+(window.outerHeight-window.innerHeight)-p.screenY),g.value&&g.value.children.forEach(A=>{A.material.uniforms.uMouse.value=u.value})}function d(p){p.relatedTarget||(u.value=new se(1/0,1/0),g.value&&g.value.children.forEach(y=>{y.material.uniforms.uMouse.value=u.value}))}Nn(()=>{window.addEventListener("mousemove",h),window.addEventListener("mouseout",d)}),Wn(()=>{window.removeEventListener("mousemove",h),window.removeEventListener("mouseout",d)});const{onLoop:f}=KS();f(({elapsed:p})=>{g.value&&g.value.children.forEach(y=>{y.material.uniforms.uTime.value=p})});const g=Rn(null),v={uColor:ke(()=>n.mask==null?new N:new N(.23,.26,.32)),uTime:{value:0},uMouse:{value:new se(1/0,1/0)}},m= `
$ { kw }
precision mediump float ;
uniform float uTime ;
uniform vec2 uMouse ;
uniform vec3 uColor ;
varying vec2 vUv ;
void main ( ) {
float dist = distance ( gl _FragCoord . xy , uMouse ) ;
float alpha = max ( 0. , 1. - dist / 304. ) ;
alpha += max ( 0. , snoise ( vec3 ( gl _FragCoord . xy / 304. , uTime / 4. ) ) ) ;
gl _FragColor = vec4 ( mix ( uColor , vec3 ( 0. ) , alpha ) , uColor == vec3 ( 0. ) ? alpha : 1. ) ;
}
2024-06-29 06:33:24 +00:00
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