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3 years ago
/*
THIS IS A GENERATED/BUNDLED FILE BY ESBUILD
if you want to view the source, please visit the github repository of this plugin
*/
1 year ago
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1 year ago
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1 year ago
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1 year ago
`,P+=" "+A+`
`,P+=" "+Array(S.col).join(" ")+"^",P},y.prototype.clone=function(){return new y(this.states,this.state)},y.prototype.has=function(S){return!0},{compile:x,states:m,error:Object.freeze({error:!0}),fallback:Object.freeze({fallback:!0}),keywords:M}})});k7(exports,{DEFAULT_SETTINGS:()=>Ca,default:()=>ic});var gt=vt(require("obsidian")),L7=vt(sc());var ac={prefix:"fas",iconName:"dice",icon:[640,512,[],"f522","M592 192H473.26c12.69 29.59 7.12 65.2-17 89.32L320 417.58V464c0 26.51 21.49 48 48 48h224c26.51 0 48-21.49 48-48V240c0-26.51-21.49-48-48-48zM480 376c-13.25 0-24-10.75-24-24 0-13.26 10.75-24 24-24s24 10.74 24 24c0 13.25-10.75 24-24 24zm-46.37-186.7L258.7 14.37c-19.16-19.16-50.23-19.16-69.39 0L14.37 189.3c-19.16 19.16-19.16 50.23 0 69.39L189.3 433.63c19.16 19.16 50.23 19.16 69.39 0L433.63 258.7c19.16-19.17 19.16-50.24 0-69.4zM96 248c-13.25 0-24-10.75-24-24 0-13.26 10.75-24 24-24s24 10.74 24 24c0 13.25-10.75 24-24 24zm128 128c-13.25 0-24-10.75-24-24 0-13.26 10.75-24 24-24s24 10.74 24 24c0 13.25-10.75 24-24 24zm0-128c-13.25 0-24-10.75-24-24 0-13.26 10.75-24 24-24s24 10.74 24 24c0 13.25-10.75 24-24 24zm0-128c-13.25 0-24-10.75-24-24 0-13.26 10.75-24 24-24s24 10.74 24 24c0 13.25-10.75 24-24 24zm128 128c-13.25 0-24-10.75-24-24 0-13.26 10.75-24 24-24s24 10.74 24 24c0 13.25-10.75 24-24 24z"]};var oc={prefix:"far",iconName:"copy",icon:[448,512,[],"f0c5","M433.941 65.941l-51.882-51.882A48 48 0 0 0 348.118 0H176c-26.51 0-48 21.49-48 48v48H48c-26.51 0-48 21.49-48 48v320c0 26.51 21.49 48 48 48h224c26.51 0 48-21.49 48-48v-48h80c26.51 0 48-21.49 48-48V99.882a48 48 0 0 0-14.059-33.941zM266 464H54a6 6 0 0 1-6-6V150a6 6 0 0 1 6-6h74v224c0 26.51 21.49 48 48 48h96v42a6 6 0 0 1-6 6zm128-96H182a6 6 0 0 1-6-6V54a6 6 0 0 1 6-6h106v88c0 13.255 10.745 24 24 24h88v202a6 6 0 0 1-6 6zm6-256h-64V48h9.632c1.591 0 3.117.632 4.243 1.757l48.368 48.368a6 6 0 0 1 1.757 4.243V112z"]};function kr(a){return typeof Symbol=="function"&&typeof Symbol.iterator=="symbol"?kr=function(e){return typeof e}:kr=function(e){return e&&typeof Symbol=="function"&&e.constructor===Symbol&&e!==Symbol.prototype?"symbol":typeof e},kr(a)}function q7(a,e){if(!(a instanceof e))throw new TypeError("Cannot call a class as a function")}function cc(a,e){for(var t=0;t<e.length;t++){var i=e[t];i.enumerable=i.enumerable||!1,i.configurable=!0,"value"in i&&(i.writable=!0),Object.defineProperty(a,i.key,i)}}function W7(a,e,t){return e&&cc(a.prototype,e),t&&cc(a,t),a}function j7(a,e,t){return e in a?Object.defineProperty(a,e,{value:t,enumerable:!0,configurable:!0,writable:!0}):a[e]=t,a}function $e(a){for(var e=1;e<arguments.length;e++){var t=arguments[e]!=null?arguments[e]:{},i=Object.keys(t);typeof Object.getOwnPropertySymbols=="function"&&(i=i.concat(Object.getOwnPropertySymbols(t).filter(function(n){return Object.getOwnPropertyDescriptor(t,n).enumerable}))),i.forEach(function(n){j7(a,n,t[n])})}return a}function lc(a,e){return Z7(a)||X7(a,e)||Y7()}function Z7(a){if(Array.isArray(a))return a}function X7(a,e){var t=[],i=!0,n=!1,r=void 0;try{for(var s=a[Symbol.iterator](),o;!(i=(o=s.next()).done)&&(t.push(o.value),!(e&&t.length===e));i=!0);}catch(c){n=!0,r=c}finally{try{!i&&s.return!=null&&s.return()}finally{if(n)throw r}}return t}function Y7(){throw new TypeError("Invalid attempt to destructure non-iterable instance")}var hc=function(){},Eo={},uc={},$7=null,fc={mark:hc,measure:hc};try{typeof window!="undefined"&&(Eo=window),typeof document!="undefined"&&(uc=document),typeof MutationObserver!="undefined"&&($7=MutationObserver),typeof performance!="undefined"&&(fc=performance)}catch{}var J7=Eo.navigator||{},dc=J7.userAgent,pc=dc===void 0?"":dc,Zs=Eo,$t=uc;var Xs=fc,fM=!!Zs.document,Lo=!!$t.documentElement&&!!$t.head&&typeof $t.addEventListener=="function"&&typeof $t.createElement=="function",dM=~pc.indexOf("MSIE")||~pc.indexOf("Trident/"),d2="___FONT_AWESOME___";var mc="fa",gc="svg-inline--fa",Q7="data-fa-i2svg";var pM=function(){try{return!0}catch{return!1}}();var vc=[1,2,3,4,5,6,7,8,9,10],K7=vc.concat([11,12,13,14,15,16,17,18,19,20]);var Pi={GROUP:"group",SWAP_OPACITY:"swap-opacity",PRIMARY:"pr
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overflow: visible;
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}
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.svg-inline--fa {
display: inline-block;
font-size: inherit;
height: 1em;
overflow: visible;
vertical-align: -0.125em;
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}
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.svg-inline--fa.fa-lg {
vertical-align: -0.225em;
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}
3 years ago
.svg-inline--fa.fa-w-1 {
width: 0.0625em;
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}
3 years ago
.svg-inline--fa.fa-w-2 {
width: 0.125em;
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}
3 years ago
.svg-inline--fa.fa-w-3 {
width: 0.1875em;
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}
3 years ago
.svg-inline--fa.fa-w-4 {
width: 0.25em;
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}
3 years ago
.svg-inline--fa.fa-w-5 {
width: 0.3125em;
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}
3 years ago
.svg-inline--fa.fa-w-6 {
width: 0.375em;
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}
3 years ago
.svg-inline--fa.fa-w-7 {
width: 0.4375em;
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}
3 years ago
.svg-inline--fa.fa-w-8 {
width: 0.5em;
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}
3 years ago
.svg-inline--fa.fa-w-9 {
width: 0.5625em;
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}
3 years ago
.svg-inline--fa.fa-w-10 {
width: 0.625em;
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}
3 years ago
.svg-inline--fa.fa-w-11 {
width: 0.6875em;
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}
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.svg-inline--fa.fa-w-12 {
width: 0.75em;
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}
3 years ago
.svg-inline--fa.fa-w-13 {
width: 0.8125em;
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}
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.svg-inline--fa.fa-w-14 {
width: 0.875em;
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}
3 years ago
.svg-inline--fa.fa-w-15 {
width: 0.9375em;
3 years ago
}
3 years ago
.svg-inline--fa.fa-w-16 {
width: 1em;
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}
3 years ago
.svg-inline--fa.fa-w-17 {
width: 1.0625em;
}
.svg-inline--fa.fa-w-18 {
width: 1.125em;
}
.svg-inline--fa.fa-w-19 {
width: 1.1875em;
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}
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.svg-inline--fa.fa-w-20 {
width: 1.25em;
}
.svg-inline--fa.fa-pull-left {
margin-right: 0.3em;
width: auto;
}
.svg-inline--fa.fa-pull-right {
margin-left: 0.3em;
width: auto;
}
.svg-inline--fa.fa-border {
height: 1.5em;
}
.svg-inline--fa.fa-li {
width: 2em;
}
.svg-inline--fa.fa-fw {
width: 1.25em;
3 years ago
}
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.fa-layers svg.svg-inline--fa {
bottom: 0;
left: 0;
margin: auto;
position: absolute;
right: 0;
top: 0;
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}
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.fa-layers {
display: inline-block;
height: 1em;
position: relative;
text-align: center;
vertical-align: -0.125em;
width: 1em;
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}
3 years ago
.fa-layers svg.svg-inline--fa {
-webkit-transform-origin: center center;
transform-origin: center center;
3 years ago
}
3 years ago
.fa-layers-counter, .fa-layers-text {
display: inline-block;
position: absolute;
text-align: center;
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}
3 years ago
.fa-layers-text {
left: 50%;
top: 50%;
-webkit-transform: translate(-50%, -50%);
transform: translate(-50%, -50%);
-webkit-transform-origin: center center;
transform-origin: center center;
3 years ago
}
3 years ago
.fa-layers-counter {
background-color: #ff253a;
border-radius: 1em;
-webkit-box-sizing: border-box;
box-sizing: border-box;
color: #fff;
height: 1.5em;
line-height: 1;
max-width: 5em;
min-width: 1.5em;
overflow: hidden;
padding: 0.25em;
right: 0;
text-overflow: ellipsis;
top: 0;
-webkit-transform: scale(0.25);
transform: scale(0.25);
-webkit-transform-origin: top right;
transform-origin: top right;
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}
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.fa-layers-bottom-right {
bottom: 0;
right: 0;
top: auto;
-webkit-transform: scale(0.25);
transform: scale(0.25);
-webkit-transform-origin: bottom right;
transform-origin: bottom right;
3 years ago
}
3 years ago
.fa-layers-bottom-left {
bottom: 0;
left: 0;
right: auto;
top: auto;
-webkit-transform: scale(0.25);
transform: scale(0.25);
-webkit-transform-origin: bottom left;
transform-origin: bottom left;
3 years ago
}
3 years ago
.fa-layers-top-right {
right: 0;
top: 0;
-webkit-transform: scale(0.25);
transform: scale(0.25);
-webkit-transform-origin: top right;
transform-origin: top right;
3 years ago
}
3 years ago
.fa-layers-top-left {
left: 0;
right: auto;
top: 0;
-webkit-transform: scale(0.25);
transform: scale(0.25);
-webkit-transform-origin: top left;
transform-origin: top left;
3 years ago
}
3 years ago
.fa-lg {
font-size: 1.3333333333em;
line-height: 0.75em;
vertical-align: -0.0667em;
3 years ago
}
3 years ago
.fa-xs {
font-size: 0.75em;
3 years ago
}
3 years ago
.fa-sm {
font-size: 0.875em;
3 years ago
}
3 years ago
.fa-1x {
font-size: 1em;
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}
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.fa-2x {
font-size: 2em;
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}
3 years ago
.fa-3x {
font-size: 3em;
3 years ago
}
3 years ago
.fa-4x {
font-size: 4em;
3 years ago
}
3 years ago
.fa-5x {
font-size: 5em;
3 years ago
}
3 years ago
.fa-6x {
font-size: 6em;
3 years ago
}
3 years ago
.fa-7x {
font-size: 7em;
3 years ago
}
3 years ago
.fa-8x {
font-size: 8em;
3 years ago
}
3 years ago
.fa-9x {
font-size: 9em;
3 years ago
}
3 years ago
.fa-10x {
font-size: 10em;
3 years ago
}
3 years ago
.fa-fw {
text-align: center;
width: 1.25em;
3 years ago
}
3 years ago
.fa-ul {
list-style-type: none;
margin-left: 2.5em;
padding-left: 0;
3 years ago
}
3 years ago
.fa-ul > li {
position: relative;
3 years ago
}
3 years ago
.fa-li {
left: -2em;
position: absolute;
text-align: center;
width: 2em;
line-height: inherit;
3 years ago
}
3 years ago
.fa-border {
border: solid 0.08em #eee;
border-radius: 0.1em;
padding: 0.2em 0.25em 0.15em;
3 years ago
}
3 years ago
.fa-pull-left {
float: left;
3 years ago
}
3 years ago
.fa-pull-right {
float: right;
3 years ago
}
3 years ago
.fa.fa-pull-left,
.fas.fa-pull-left,
.far.fa-pull-left,
.fal.fa-pull-left,
.fab.fa-pull-left {
margin-right: 0.3em;
3 years ago
}
3 years ago
.fa.fa-pull-right,
.fas.fa-pull-right,
.far.fa-pull-right,
.fal.fa-pull-right,
.fab.fa-pull-right {
margin-left: 0.3em;
3 years ago
}
3 years ago
.fa-spin {
-webkit-animation: fa-spin 2s infinite linear;
animation: fa-spin 2s infinite linear;
3 years ago
}
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.fa-pulse {
-webkit-animation: fa-spin 1s infinite steps(8);
animation: fa-spin 1s infinite steps(8);
3 years ago
}
3 years ago
@-webkit-keyframes fa-spin {
0% {
-webkit-transform: rotate(0deg);
transform: rotate(0deg);
3 years ago
}
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100% {
-webkit-transform: rotate(360deg);
transform: rotate(360deg);
3 years ago
}
3 years ago
}
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3 years ago
@keyframes fa-spin {
0% {
-webkit-transform: rotate(0deg);
transform: rotate(0deg);
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}
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100% {
-webkit-transform: rotate(360deg);
transform: rotate(360deg);
}
3 years ago
}
.fa-rotate-90 {
-ms-filter: "progid:DXImageTransform.Microsoft.BasicImage(rotation=1)";
-webkit-transform: rotate(90deg);
transform: rotate(90deg);
}
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3 years ago
.fa-rotate-180 {
-ms-filter: "progid:DXImageTransform.Microsoft.BasicImage(rotation=2)";
-webkit-transform: rotate(180deg);
transform: rotate(180deg);
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}
3 years ago
.fa-rotate-270 {
-ms-filter: "progid:DXImageTransform.Microsoft.BasicImage(rotation=3)";
-webkit-transform: rotate(270deg);
transform: rotate(270deg);
3 years ago
}
3 years ago
3 years ago
.fa-flip-horizontal {
-ms-filter: "progid:DXImageTransform.Microsoft.BasicImage(rotation=0, mirror=1)";
-webkit-transform: scale(-1, 1);
transform: scale(-1, 1);
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}
3 years ago
.fa-flip-vertical {
-ms-filter: "progid:DXImageTransform.Microsoft.BasicImage(rotation=2, mirror=1)";
-webkit-transform: scale(1, -1);
transform: scale(1, -1);
}
3 years ago
3 years ago
.fa-flip-both, .fa-flip-horizontal.fa-flip-vertical {
-ms-filter: "progid:DXImageTransform.Microsoft.BasicImage(rotation=2, mirror=1)";
-webkit-transform: scale(-1, -1);
transform: scale(-1, -1);
}
3 years ago
3 years ago
:root .fa-rotate-90,
:root .fa-rotate-180,
:root .fa-rotate-270,
:root .fa-flip-horizontal,
:root .fa-flip-vertical,
:root .fa-flip-both {
-webkit-filter: none;
filter: none;
3 years ago
}
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.fa-stack {
display: inline-block;
height: 2em;
position: relative;
width: 2.5em;
3 years ago
}
3 years ago
.fa-stack-1x,
.fa-stack-2x {
bottom: 0;
left: 0;
margin: auto;
position: absolute;
right: 0;
top: 0;
3 years ago
}
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.svg-inline--fa.fa-stack-1x {
height: 1em;
width: 1.25em;
3 years ago
}
3 years ago
.svg-inline--fa.fa-stack-2x {
height: 2em;
width: 2.5em;
3 years ago
}
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.fa-inverse {
color: #fff;
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}
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.sr-only {
border: 0;
clip: rect(0, 0, 0, 0);
height: 1px;
margin: -1px;
overflow: hidden;
padding: 0;
position: absolute;
width: 1px;
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}
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.sr-only-focusable:active, .sr-only-focusable:focus {
clip: auto;
height: auto;
margin: 0;
overflow: visible;
position: static;
width: auto;
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}
3 years ago
.svg-inline--fa .fa-primary {
fill: var(--fa-primary-color, currentColor);
opacity: 1;
opacity: var(--fa-primary-opacity, 1);
3 years ago
}
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.svg-inline--fa .fa-secondary {
fill: var(--fa-secondary-color, currentColor);
opacity: 0.4;
opacity: var(--fa-secondary-opacity, 0.4);
3 years ago
}
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.svg-inline--fa.fa-swap-opacity .fa-primary {
opacity: 0.4;
opacity: var(--fa-secondary-opacity, 0.4);
3 years ago
}
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.svg-inline--fa.fa-swap-opacity .fa-secondary {
opacity: 1;
opacity: var(--fa-primary-opacity, 1);
3 years ago
}
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.svg-inline--fa mask .fa-primary,
.svg-inline--fa mask .fa-secondary {
fill: black;
3 years ago
}
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.fad.fa-inverse {
color: #fff;
1 year ago
}`;function _9(){var a=mc,e=gc,t=h1.familyPrefix,i=h1.replacementClass,n=S9;if(t!==a||i!==e){var r=new RegExp("\\.".concat(a,"\\-"),"g"),s=new RegExp("\\--".concat(a,"\\-"),"g"),o=new RegExp("\\.".concat(e),"g");n=n.replace(r,".".concat(t,"-")).replace(s,"--".concat(t,"-")).replace(o,".".concat(i))}return n}var E9=function(){function a(){q7(this,a),this.definitions={}}return W7(a,[{key:"add",value:function(){for(var t=this,i=arguments.length,n=new Array(i),r=0;r<i;r++)n[r]=arguments[r];var s=n.reduce(this._pullDefinitions,{});Object.keys(s).forEach(function(o){t.definitions[o]=$e({},t.definitions[o]||{},s[o]),Hc(o,s[o]),Rc()})}},{key:"reset",value:function(){this.definitions={}}},{key:"_pullDefinitions",value:function(t,i){var n=i.prefix&&i.iconName&&i.icon?{0:i}:i;return Object.keys(n).map(function(r){var s=n[r],o=s.prefix,c=s.iconName,l=s.icon;t[o]||(t[o]={}),t[o][c]=l}),t}}]),a}();function L9(){h1.autoAddCss&&!kc&&(f9(_9()),kc=!0)}function T9(a,e){return Object.defineProperty(a,"abstract",{get:e}),Object.defineProperty(a,"html",{get:function(){return a.abstract.map(function(i){return Fc(i)})}}),Object.defineProperty(a,"node",{get:function(){if(!!Lo){var i=$t.createElement("div");return i.innerHTML=a.html,i.children}}}),a}function Ic(a){var e=a.prefix,t=e===void 0?"fa":e,i=a.iconName;if(!!i)return Nc(H9.definitions,t,i)||Nc($1.styles,t,i)}function D9(a){return function(e){var t=arguments.length>1&&arguments[1]!==void 0?arguments[1]:{},i=(e||{}).icon?e:Ic(e||{}),n=t.mask;return n&&(n=(n||{}).icon?n:Ic(n||{})),a(i,$e({},t,{mask:n}))}}var H9=new E9;var kc=!1;var Io=D9(function(a){var e=arguments.length>1&&arguments[1]!==void 0?arguments[1]:{},t=e.transform,i=t===void 0?zn:t,n=e.symbol,r=n===void 0?!1:n,s=e.mask,o=s===void 0?null:s,c=e.maskId,l=c===void 0?null:c,h=e.title,u=h===void 0?null:h,f=e.titleId,d=f===void 0?null:f,p=e.classes,v=p===void 0?[]:p,x=e.attributes,g=x===void 0?{}:x,m=e.styles,M=m===void 0?{}:m;if(!!a){var y=a.prefix,b=a.iconName,C=a.icon;return T9($e({type:"icon"},a),function(){return L9(),h1.autoA11y&&(u?g["aria-labelledby"]="".concat(h1.replacementClass,"-title-").concat(d||Qs()):(g["aria-hidden"]="true",g.focusable="false")),w9({icons:{main:Pc(C),mask:o?Pc(o.icon):{found:!1,width:null,height:null,icon:{}}},prefix:y,iconName:b,transform:$e({},zn,i),symbol:r,title:u,maskId:l,titleId:d,extra:{attributes:g,styles:M,classes:v}})})}});function ko(a,e){let t=Object.keys(e).map(i=>V9(a,i,e[i]));return t.length===1?t[0]:function(){t.forEach(i=>i())}}function V9(a,e,t){let i=a[e],n=a.hasOwnProperty(e),r=t(i);return i&&Object.setPrototypeOf(r,i),Object.setPrototypeOf(s,r),a[e]=s,o;function s(...c){return r===i&&a[e]===s&&o(),r.apply(this,c)}function o(){a[e]===s&&(n?a[e]=i:delete a[e]),r!==i&&(r=i,Object.setPrototypeOf(s,i||Function))}}var T7=vt(Oc());var Oo=/(?:(?<roll>\d+)[Dd])?#(?<query>[\p{Letter}\p{Emoji_Presentation}\w/-]+)(?:\|(?<collapse>[\+-]))?(?:\|(?<types>[^\+-]+))?/u,Uc=/(?:(?<roll>\d+)[Dd]?)?dv\((?<query>.+)\)(?:\|(?<collapse>[\+-]))?(?:\|(?<types>[^\+-]+))?/u,Gc=/(?<diceRoll>.*)?(?:\[.*\]\(|\[\[)(?<link>.+?)#?\^(?<block>.+?)(?:\]\]|\))(?:\|(?<header>.+))?/,ta=/(?:(?<roll>\d+)[Dd])?(?:\[.*\]\(|\[\[)(?<link>.+)(?:\]\]|\))\|?(?<types>.+)?/;var L1="dice-roller-icon",J1="dice-roller-copy";var Y2=vt(require("obsidian"));var _t=(n=>(n.None="None",n.Normal="Normal",n.Up="Up",n.Down="Down",n))(_t||{}),ut=(i=>(i.None="None",i.Average="Average",i.Roll="Roll",i))(ut||{});function qc(a,e,t){[...a].slice(e).reverse().forEach(([n,r])=>{a.set(n+1,r)}),a.set(e,t)}function ia(a,e){return Object.entries(a).reduce((t,i)=>{let n=i[0],s=i[1]?e.parent.path.startsWith(n):e.parent.path==n;return t||s},!1)}var m2=vt(require("obsidian"));var na=class extends m2.Events{getRandomBetween(e,t){let i=new Uint32Array(1);crypto.getRandomValues(i);let n=i[0]/(4294967295+1);return Math.floor(n*(t-e+1))+e}},Uo=class extends na{constructor(e,t="",i=e.data.showDice){super();this.plugin=e;this.original=t;this.loaded=!1;this.containerEl=createSpan({cls:"dice-roller",attr:{"aria-label-position":"top","data-dice":this.original}});this.re
`).join(" -> ")} -> `}},Ii=class extends ra{},sa=class extends Ii{constructor(e,t,i,n,r=e.data.showDice){super(e,t,[i],r);this.plugin=e;this.original=t;this.lexeme=i;this.source=n;this.watch=!0;this.getPath(),this.init=this.getFile()}async getFile(){if(this.file=this.plugin.app.metadataCache.getFirstLinkpathDest(this.path,this.source),!this.file||!(this.file instanceof m2.TFile))throw new Error("Could not load file.");await this.load()}},qr=class extends sa{constructor(e,t,i,n,r=!0,s=e.data.showDice){super(e,t,i,n,s);this.plugin=e;this.original=t;this.lexeme=i;this.inline=r;this.plugin.data.displayAsEmbed&&(this.containerEl.addClasses(["has-embed","markdown-embed"]),this.resultEl.addClass("internal-embed")),this.resultEl.setAttrs({src:n}),this.copy=this.containerEl.createDiv({cls:"dice-content-copy dice-roller-button no-show",attr:{"aria-label":"Copy Contents"}}),this.copy.addEventListener("click",o=>{o.stopPropagation(),navigator.clipboard.writeText(this.transformResultsToString()).then(async()=>{new m2.Notice("Result copied to clipboard.")})}),(0,m2.setIcon)(this.copy,J1)}getEmbedClass(){return this.plugin.data.displayAsEmbed?"markdown-embed":""}},Go=class extends Uo{constructor(e,t,i){super(e,"");this.options=t;this.rolls=i}get tooltip(){return`${this.options.toString()}
2 years ago
1 year ago
${this.results.toString()}`}async roll(){let e=[...this.options];return this.results=[...Array(this.rolls)].map(()=>{let t=e[this.getRandomBetween(0,e.length-1)];return e.splice(e.indexOf(t),1),t}).filter(t=>t),this.render(),this.trigger("new-result"),this.result=this.results[0],this.results[0]}async build(){this.resultEl.empty(),this.resultEl.setText(this.results.toString())}};var aa,R9,Wr,Wc,oa,N9,u1=class{constructor(e,t,i={value:`${e}`,conditions:[],type:"dice"}){this.renderer=t;this.lexeme=i;at(this,aa);at(this,Wr);at(this,oa);this.modifiers=new Map;this.possibilities=[];this.results=new Map;this.shapes=new Map;this.modifiersAllowed=!0;this.static=!1;this.conditions=[];this.fudge=!1;this.shouldRender=!1;if(!/(\-?\d+)[dD]?(\d+|%|\[\d+,\s?\d+\])?/.test(`${e}`))throw new Error("Non parseable dice string passed to DiceRoll.");this.dice=`${e}`.split(" ").join(""),/^-?\d+(?:\.\d+)?$/.test(this.dice)&&(this.static=!0,this.modifiersAllowed=!1);let[,n,r="1"]=this.dice.match(/(\-?\d+)[dD](%|F|-?\d+|\[\d+(?:[ \t]*,[ \t]*\d+)+\])/)||[,1,"1"];n=Number(n),this.multiplier=n<0?-1:1;let s=1,o=isNaN(Number(r))?1:Number(r);this.rolls=Math.abs(Number(n))||1,/\[\d+(?:[ \t]*,[ \t]*\d+)+\]/.test(r)?this.possibilities=r.replace(/[\[\]\s]/g,"").split(",").map(c=>Number(c)):r==="F"?(this.possibilities=[-1,0,1],this.fudge=!0):(r==="%"?o=100:o=Number(r),Number(o)<0&&!s&&(s=-1),Number(o)<Number(s)&&([o,s]=[s,o]),this.possibilities=[...Array(Number(o)).keys()].map(c=>c+s)),this.conditions=this.lexeme.conditions??[]}get faces(){return{max:this.possibilities[this.possibilities.length-1],min:this.possibilities[0]}}getShapes(e){if(this.shapes.has(e))return this.shapes.get(e);let t=this.renderer.getDiceForRoller(this);return e!=null&&this.shapes.set(e,t),t}get text(){return`${this.result}`}get result(){if(this.static)return this.multiplier*Number(this.dice);let e=[...this.results].map(([,{usable:t,value:i}])=>t?i:0);return this.multiplier*e.reduce((t,i)=>t+i,0)}get display(){if(this.static)return`${this.result}`;let e=[`[${[...this.results].map(([,{modifiers:t,display:i}])=>`${i}${[...t].join("")}`).join(", ")}]`];return this.conditions.length&&e.push(this.conditions.map(({result:t,operator:i})=>`${i}${t}`).join("")),e.join("")}get modifierText(){let e=this.conditions.map(({value:i})=>i).join(""),t=[...this.modifiers].map(([i,{conditionals:n,value:r}])=>{let s=n.map(o=>o.value);return`${r}${s.join("")}`}).join("");return`${e}${t}`}keepLow(e=1){if(!this.modifiersAllowed){new Y2.Notice("Modifiers are only allowed on dice rolls.");return}[...this.results].sort((t,i)=>t[1].value-i[1].value).slice(e-this.results.size).forEach(([t])=>{let i=this.results.get(t);i.usable=!1,i.modifiers.add("d"),this.results.set(t,{...i})})}keepHigh(e=1){if(!this.modifiersAllowed){new Y2.Notice("Modifiers are only allowed on dice rolls.");return}[...this.results].sort((t,i)=>i[1].value-t[1].value).slice(e).forEach(([t])=>{let i=this.results.get(t);i.usable=!1,i.modifiers.add("d"),this.results.set(t,{...i})})}async reroll(e,t){if(!this.modifiersAllowed){new Y2.Notice("Modifiers are only allowed on dice rolls.");return}t.length||t.push({operator:"=",comparer:this.faces.min,lexemes:[{value:`${this.faces.min}`,text:`${this.faces.min}`,type:"dice"}],value:""});let i=0,n=[...this.results].filter(([,{value:r}])=>this.checkCondition(r,t));for(;i<e&&n.length>0;){let r=[];for(let[s,o]of n)r.push(new Promise(async c=>{o.modifiers.add("r");let l=this.getShapes(s),h=await this.getValue(l);o.value=h,o.display=`${h}`,c()}));await Promise.all(r),n=n.filter(([,{value:s}])=>this.checkCondition(s,t)),i++}n.forEach(([r,s])=>{this.results.set(r,s)})}async explode(e,t,i=!1){if(!this.modifiersAllowed){new Y2.Notice("Modifiers are only allowed on dice rolls.");return}t.length||t.push({operator:"=",comparer:this.faces.max,lexemes:[{value:`${this.faces.max}`,text:`${this.faces.max}`,type:"dice"}],value:""});let n=[...this.results].filter(([,{value:s}])=>this.checkCondition(s,t)),r=0;await Promise.all(n.map(async([s,o])=>{if(i){let c=await this.getValue(),l=0;for(o.modifiers.add("!"),o.value+=c,o.disp
3 years ago
${this.result} = ${this.resultText}`:`${this.original}
1 year ago
${this.resultText}`:this.expectedValue===ut.Average?this.displayFixedText?`${this.original}
3 years ago
${this.result} = average: ${this.resultText}`:`${this.original}
average: ${this.resultText}`:`${this.original}
1 year ago
empty`}allowAverage(){let e=t=>t.allowAverage();return this.dynamic.every(e)}async build(){if(this.resultEl.empty(),this.expectedValue===ut.Average&&!this.shouldRender){if(this.allowAverage()){for(let n of this.dynamic){let r=n.average(),s=new Map;for(let o=0;o<n.rolls;o++)s.set(o,r);n.setResults(s)}this.calculate()}else this.expectedValue=ut.Roll;this.result=Math.floor(this.result),this.setTooltip()}let e=this.result;switch(this.round){case _t.None:{e=Math.trunc(e*100)/100;break}case _t.Normal:{e=Math.round(e);break}case _t.Up:{e=Math.ceil(e);break}case _t.Down:{e=Math.floor(e);break}}let t=this.signed&&e>0?"+":"",i;this.expectedValue===ut.None&&!this.shouldRender?(this.showDice?i=[""]:i=["\xA0"],this.showFormula&&i.unshift(this.original+" -> ")):(i=[`${t}${e}`],this.showFormula&&i.unshift(this.inlineText)),this.expectedValue=ut.Roll,this.displayFixedText?this.resultEl.setText(this.fixedText):this.resultEl.setText(i.join("")+this.stunted),this.result===this.max?this.containerEl.addClass("is-max"):this.containerEl.removeClass("is-max"),this.result===this.min?this.containerEl.addClass("is-min"):this.containerEl.removeClass("is-min")}async onClick(e){e.stopPropagation(),e.stopImmediatePropagation(),e.getModifierState("Alt")?this.expectedValue=ut.Average:e.getModifierState("Control")&&(this.expectedValue=ut.None),e.getModifierState("Shift")?(await this.roll(!0),this.hasRunOnce=!0):window.getSelection()?.isCollapsed&&await this.roll()}get dynamic(){return this.dice.filter(e=>!e.static)}get static(){return this.dice.filter(e=>e.static)}get isStatic(){return this.dice.every(e=>e.static)}rollSync(){this.stunted="",this.buildDiceTree();for(let e of this.dice)e.rollSync();return this.calculate(),this._tooltip=null,this.render(),this.trigger("new-result"),this.hasRunOnce=!0,this.result}setSpinner(){this.resultEl.empty(),(0,Y2.setIcon)(this.resultEl.createDiv("should-spin"),"loader-2")}async renderDice(){this.isRendering=!0,this.setTooltip(),this.setSpinner();let e=[];for(let t of this.dice)e.push(new Promise(async i=>{await t.render(),i()}));await Promise.all(e),this.isRendering=!1,this.setTooltip()}buildDiceTree(){let e=0;for(let t of this.lexemes)switch(t.type){case"+":case"*":case"/":case"^":case"-":case"math":continue;case"u":{let i=this.dice[e-1],n=t.value?Number(t.value):1;i.modifiers.set("u",{data:n,conditionals:[],value:t.text});break}case"kh":{let i=this.dice[e-1],n=t.value?Number(t.value):1;i.modifiers.set("kh",{data:n,conditionals:[],value:t.text});break}case"dl":{let i=this.dice[e-1],n=t.value?Number(t.value):1;n=i.rolls-n,i.modifiers.set("kh",{data:n,conditionals:[],value:t.text});break}case"kl":{let i=this.dice[e-1],n=t.value?Number(t.value):1;i.modifiers.set("kl",{data:n,conditionals:[],value:t.text});break}case"dh":{let i=this.dice[e-1],n=t.value?Number(t.value):1;n=i.rolls-n,i.modifiers.set("kl",{data:n,conditionals:[],value:t.text});break}case"!":{let i=this.dice[e-1],n=Number(t.value)||1;i.modifiers.set("!",{data:n,conditionals:t.conditions??[],value:t.text});break}case"!!":{let i=this.dice[e-1],n=Number(t.value)||1;i.modifiers.set("!!",{data:n,conditionals:t.conditions??[],value:t.text});break}case"r":{let i=this.dice[e-1],n=Number(t.value)||1;i.modifiers.set("r",{data:n,conditionals:t.conditions??[],value:t.text});break}case"sort":{let i=this.dice[e-1],n=Number(t.value);i.modifiers.set("sort",{data:n,conditionals:t.conditions??[],value:t.value});break}case"dice":{if(t.parenedDice&&/^d/.test(t.value)&&this.stack.length){let i=this.stack.pop();t.value=`${i.result}${t.value}`,this.dice[e]=new u1(t.value,this.renderer,t)}this.dice[e]||(this.dice[e]=new u1(t.value,this.renderer,t)),e++;break}case"stunt":{this.dice[e]||(this.dice[e]=new g2(t.value,this.renderer,t)),e++;break}case"%":{this.dice[e]||(this.dice[e]=new qo(t.value,this.renderer,t)),e++;break}}}async roll(e){if(this.stunted="",this.stackCopy=[],this.dice.length||this.buildDiceTree(),this.renderer.stop(),this.dice.forEach(t=>t.shouldRender=!1),e||this.shouldRender&&this.hasRunOnce)await this.renderDice();else for(let t of this.dice)await t.roll();return t
2 years ago
1 year ago
Result: ${this.result}`),this.trigger("new-result"),this.hasRunOnce=!0,this.result}calculate(){let e=0;for(let i of this.lexemes)switch(i.type){case"+":case"-":case"*":case"/":case"^":case"math":{let n=this.stack.pop(),r=this.stack.pop();n instanceof g2&&n.doubles&&(this.stunted=` - ${n.results.get(0).value} Stunt Points`),r instanceof g2&&r.doubles&&(this.stunted=` - ${r.results.get(0).value} Stunt Points`);let s=this.operators[i.value](r.result,n.result),o=this.operators[i.value](this.minStack.pop(),this.minStack.pop()),c=this.operators[i.value](this.maxStack.pop(),this.maxStack.pop());this.stackCopy.push(i.value),this.stack.push(new u1(`${s}`,this.renderer,i)),this.minStack.push(o),this.maxStack.push(c);break}case"stunt":case"%":case"dice":this.stack.push(this.dice[e]),this.stackCopy.push(this.dice[e]),this.minStack.push(this.dice[e].getMinPossible()),this.maxStack.push(this.dice[e].getMaxPossible()),e++;default:continue}let t=this.stack.pop();this.min=this.minStack.pop(),this.max=this.maxStack.pop(),t instanceof g2&&t.doubles&&(this.stunted=` - ${t.results.get(0).value} Stunt Points`),this.result=t.result}recalculate(e=!1){let t=[],i=0;if(!this.stackCopy.length)return this.roll();for(let n of this.stackCopy)if(typeof n=="string"){let r=t.pop(),s=t.pop(),o=this.operators[n](s.result,r.result);t.push(new u1(`${o}`,this.renderer))}else t.push(n),n instanceof u1&&this.stackCopy.indexOf(n)!=this.stackCopy.length-1&&e&&n.applyModifiers();t.length&&t[0]instanceof u1&&(e&&t[0].applyModifiers(),i+=t[0].result),this.result=i,this.render()}toResult(){return{type:"dice",result:this.result,tooltip:this.tooltip}}async applyResult(e){e.type==="dice"&&(e.result&&(this.result=e.result),e.tooltip&&(this._tooltip=e.tooltip),await this.render())}setResult(e){}};var $2=vt(require("obsidian"));function F9(a){let e="",t="abcdefghijklmnopqrstuvwxyz0123456789",i=t.length;for(let n=0;n<a;n++)e+=t.charAt(Math.floor(Math.random()*i));return e}function B9(a){return`dice-${F9(4)}`}var Cn=class extends qr{constructor(e,t,i,n,r=!0,s=e.data.showDice){super(e,t,i,n,s);this.plugin=e;this.original=t;this.lexeme=i;this.inline=r}async getReplacer(){let e=await this.getBlockId();return e?`![[${this.path}#^${e}]]`:""}get tooltip(){return`${this.original}
${this.path}`}async build(){if(this.resultEl.empty(),this.plugin.data.displayResultsInline&&this.inline&&this.resultEl.createSpan({text:this.inlineText}),!this.results||!this.results.length){this.resultEl.createDiv({cls:"dice-no-results",text:"No results."});return}this.plugin.data.copyContentButton&&this.copy.removeClass("no-show");for(let e of this.results){this.resultEl.onclick=async i=>{if(i&&i.getModifierState("Control")||i.getModifierState("Meta")){i.stopPropagation();return}};let t=this.resultEl.createDiv({cls:this.getEmbedClass()});if(!this.plugin.data.displayResultsInline){let i="type"in e?e.type:"List Item";t.setAttrs({"aria-label":`${this.file.basename}: ${i}`})}if(!e){t.createDiv({cls:"dice-no-results",text:"No results."});continue}if($2.MarkdownRenderer.renderMarkdown(this.displayFromCache(e),t.createDiv(),this.source,new $2.Component),this.plugin.data.copyContentButton&&this.results.length>1){let i=t.createDiv({cls:"dice-content-copy dice-roller-button",attr:{"aria-label":"Copy Contents"}});i.addEventListener("click",n=>{n.stopPropagation(),navigator.clipboard.writeText(this.displayFromCache(e).trim()).then(async()=>{new $2.Notice("Result copied to clipboard.")})}),(0,$2.setIcon)(i,J1)}}}async load(){await this.getOptions()}displayFromCache(...e){let t=[];for(let i of e)t.push(this.content.slice(i.position.start.offset,i.position.end.offset));return t.join(`
3 years ago
1 year ago
`)}transformResultsToString(){return this.displayFromCache(...this.results)}async getBlockId(){this.result||await this.roll();let e=this.cache.blocks??{},t=Object.entries(e).find(([i,n])=>Zc(n.position,this.result.position));if(!t){let i=`${B9(4)}`,n=`${this.content.slice(0,this.result.position.end.offset+1)}^${i}${this.content.slice(this.result.position.end.offset)}`;return this.watch=!1,this.plugin.app.vault.modify(this.file,n),i}return t[0]}getPath(){let{groups:e}=this.lexeme.value.match(ta)??{},{roll:t=1,link:i,types:n}=e??{};if(!i)throw new Error("Could not parse link.");this.rolls=(t&&!isNaN(Number(t))&&Number(t))??1,this.path=decodeURIComponent(i.replace(/(\[|\]|\(|\))/g,"")),this.types=n?.split(","),this.levels=n?.split(",").map(r=>/heading\-\d+/.test(r)?r.split("-").pop():null).filter(r=>r),this.types=n?.split(",").map(r=>/heading\-\d+/.test(r)?r.split("-").shift():r)}async getOptions(){if(this.cache=this.plugin.app.metadataCache.getFileCache(this.file),!this.cache||!this.cache.sections)throw new Error("Could not read file cache.");this.content=await this.plugin.app.vault.cachedRead(this.file),this.options=this.cache.sections.filter(({type:e,position:t})=>this.types?e=="heading"&&this.types.includes(e)&&this.levels.length?(this.cache.headings??[]).filter(({level:n})=>this.levels.includes(`${n}`)).some(({position:n})=>Zc(n,t)):this.types.includes(e):!["yaml","thematicBreak"].includes(e)),this.types&&this.types.includes("listItem")&&this.options.push(...this.cache.listItems),this.loaded=!0,this.trigger("loaded")}async roll(){return new Promise((e,t)=>{if(!this.loaded)this.on("loaded",()=>{let i=[...this.options];this.results=[...Array(this.rolls)].map(()=>{let n=i[this.getRandomBetween(0,i.length-1)];return i.splice(i.indexOf(n),1),n}).filter(n=>n),this.render(),this.trigger("new-result"),this.result=this.results[0],e(this.results[0])});else{let i=[...this.options];this.results=[...Array(this.rolls)].map(()=>{let n=i[this.getRandomBetween(0,i.length-1)];return i.splice(i.indexOf(n),1),n}).filter(n=>n),this.render(),this.trigger("new-result"),this.result=this.results[0],e(this.results[0])}})}toResult(){return{type:"section",result:this.results}}async applyResult(e){e.type==="section"&&(e.result&&(this.results=e.result),await this.render())}},Zc=(a,e)=>a.start.col==e.start.col&&a.start.line==e.start.line&&a.start.offset==e.start.offset;var v2=vt(require("obsidian"));var Xc=class{constructor(){this.result="";this.combinedTooltip=""}},An=class extends sa{constructor(){super(...arguments);this.combinedTooltip="";this.prettyTooltip=""}getPath(){let{groups:e}=this.lexeme.value.match(Gc)??{},{diceRoll:t="1",link:i,block:n,header:r}=e??{};if(!i||!n)throw new Error("Could not parse link.");let s=t.match(/(\d*?)[Dd]$/);if(s){let[,o="1"]=s;this.rollsFormula=o}else this.rollsFormula=t;this.rolls=1,this.path=decodeURIComponent(i.replace(/(\[|\]|\(|\))/g,"")),this.block=n.replace(/(\^|#)/g,"").trim().toLowerCase(),this.header=r}get tooltip(){return this.prettyTooltip}async getReplacer(){return this.result}async build(){this.resultEl.empty();let e=[this.result];this.plugin.data.displayResultsInline&&e.unshift(this.inlineText);let t=createSpan();await v2.MarkdownRenderer.renderMarkdown(e.join(""),t,this.source,new v2.Component);let i=this.resultEl.createSpan("embedded-table-result");t.childElementCount==1&&t.firstElementChild instanceof HTMLParagraphElement?i.append(...Array.from(t.firstElementChild.childNodes)):i.append(...Array.from(t.childNodes))}prettify(e){let t=/(.*?)(\(|\)|;|\|\|)(.*)/,i=" ",n=0,r="",s=e,o;for(;o=s.match(t);){let[,c,l,h]=o;r+=c,l==")"?(n--,r+=`
`,r+=i.repeat(n),r+=")"):(l=="("?(n++,r+="("):l==";"?r+=",":l=="||"&&(r+="|"),r+=`
`,r+=i.repeat(n)),s=h}return r+=s,r}async getSubResult(e){let t=new Xc;typeof e=="number"?t.result=e.toString():t.result=e;let i=[];if(typeof e=="string"){let n=/(?:\`dice:)(.*?)(?:\`)/g,r=e.matchAll(n);for(let s of r){let o=s[1].trim(),c=await this.plugin.getRoller(o,this.source);await c.roll();let l=await this.getSubResult(c.result),h;if(l.result instanceof v2.TFile?h=l.result.basename:h=l.result,t.result=t.result.replace(s[0],h),c instanceof An)i.push(c.combinedTooltip);else{let[u,f]=c.tooltip.split(`
`);i.push(u+" --> "+f)}}}return t.combinedTooltip=i.join(";"),t}async getResult(){let e=[],t=[],i=this.original;if(this.rollsFormula)try{let n=await this.plugin.getRoller(this.rollsFormula,this.source);if(!(n instanceof t1))return this.prettyTooltip="TableRoller only supports dice rolls to select multiple elements.",new v2.Notice(this.prettyTooltip),"ERROR";let r=n;await r.roll(),this.rolls=r.result,r.isStatic||(i=i.replace(this.rollsFormula,`${this.rollsFormula.trim()} --> ${r.resultText} > `))}catch{return this.prettyTooltip=`TableRoller: '${this.rollsFormula}' is not a valid dice roll.`,new v2.Notice(this.prettyTooltip),"ERROR"}for(let n=0;n<this.rolls;n++){let r="",s,o="";if(this.isLookup){let c=await this.lookupRoller.roll(),l=this.lookupRanges.find(([h])=>h[1]===void 0&&c===h[0]||c>=h[0]&&h[1]>=c);l&&(r=this.lookupRoller.original.trim()+" --> "+`${this.lookupRoller.resultText}${this.header?" | "+this.header:""}`.trim(),o=l[1])}else{let c=[...this.options],l=this.getRandomBetween(0,c.length-1);r=c.length+" rows --> [row "+(l+1)+"]",o=c[l]}s=await this.getSubResult(o),e.push(s.result),s.combinedTooltip&&(r+=" > ("+s.combinedTooltip+")"),t.push(r)}return t.length==0?this.combinedTooltip=i:t.length==1?this.combinedTooltip=i+" "+t.join(""):this.combinedTooltip=i+" ==> ("+t.join(" ||")+")",this.prettyTooltip=this.prettify(this.combinedTooltip),e.join("||")}async roll(){return new Promise(async e=>{this.loaded?(this.result=await this.getResult(),this.render(),this.trigger("new-result"),e(this.result)):this.on("loaded",async()=>{this.result=await this.getResult(),this.render(),this.trigger("new-result"),e(this.result)})})}async load(){await this.getOptions()}async getOptions(){if(this.cache=this.plugin.app.metadataCache.getFileCache(this.file),!this.cache||!this.cache.blocks||!(this.block in this.cache.blocks))throw new Error(`Could not read file cache. Does the block reference exist?
3 years ago
${this.path} > ${this.block}`);let e=this.cache.sections?.find(n=>n.position==this.cache.blocks[this.block].position),t=this.cache.blocks[this.block].position,i=await this.plugin.app.vault.cachedRead(this.file);if(this.content=i.slice(t.start.offset,t.end.offset),e&&e.type==="list")this.options=this.content.split(`
1 year ago
`);else{let n=I9(this.content);if(n.columns.size===2&&/dice:\s*([\s\S]+)\s*?/.test(Array.from(n.columns.keys())[0])){let r=await this.plugin.getRoller(Array.from(n.columns.keys())[0].split(":").pop(),this.source);r instanceof t1&&(this.lookupRoller=r,this.lookupRanges=n.rows.map(s=>{let[o,c]=s.replace(/\\\|/g,"{ESCAPED_PIPE}").split("|").map(u=>u.replace(/{ESCAPED_PIPE}/g,"\\|")).map(u=>u.trim()),[,l,h]=o.match(/(\d+)(?:[^\d]+?(\d+))?/)??[];if(!(!l&&!h))return[[Number(l),h?Number(h):void 0],c]}),this.isLookup=!0)}if(this.header==="xy"&&!n.columns.has("xy")){this.options=[];for(let r of Array.from(n.columns.values()).slice(1))this.options.push(...r)}else if(this.header&&n.columns.has(this.header))this.options=n.columns.get(this.header);else{if(this.header)throw new Error(`Header ${this.header} was not found in table ${this.path} > ${this.block}.`);this.options=n.rows}}this.loaded=!0,this.trigger("loaded")}toResult(){return{type:"table",result:this.result}}async applyResult(e){e.type==="table"&&(e.result&&(this.result=e.result),await this.render())}},P9=/^\|?([\s\S]+?)\|?$/,Yc=/\|/g;function I9(a){let e=a.split(`
`),i=e.map(s=>(s.trim().match(P9)??[,s.trim()])[1])[0].replace("\\|","{ESCAPED_PIPE}").split(Yc),n=[],r=[];for(let s in i){let o=i[s];o.trim().length||(o=s),r.push([o.trim(),[]])}for(let s of e.slice(2)){let o=s.trim().replace(/\\\|/g,"{ESCAPED_PIPE}").split(Yc).map(c=>c.replace(/{ESCAPED_PIPE}/g,"\\|")).map(c=>c.trim()).filter(c=>c.length);n.push(o.join(" | "));for(let c in o){let l=o[c].trim();!l.length||!r[c]||r[c][1].push(l)}}return{columns:new Map(r),rows:n}}var J2=vt(require("obsidian"));var ca=class extends qr{constructor(e,t,i,n,r=!0,s=e.data.showDice){super(e,t,i,n,s);this.plugin=e;this.original=t;this.lexeme=i}async getReplacer(){return this.result}get tooltip(){return`${this.original}
${this.path}`}async build(){if(this.resultEl.empty(),this.plugin.data.displayResultsInline&&this.inline&&this.resultEl.createSpan({text:this.inlineText}),!this.results||!this.results.length){this.resultEl.createDiv({cls:"dice-no-results",text:"No results."});return}this.plugin.data.copyContentButton&&this.copy.removeClass("no-show");for(let e of this.results){this.resultEl.onclick=async i=>{if(i&&i.getModifierState("Control")||i.getModifierState("Meta")){i.stopPropagation();return}};let t=this.resultEl.createDiv({cls:this.getEmbedClass()});if(!e){t.createDiv({cls:"dice-no-results",text:"No results."});continue}if(J2.MarkdownRenderer.renderMarkdown(e,t.createDiv(),this.source,new J2.Component),this.plugin.data.copyContentButton&&this.results.length>1){let i=t.createDiv({cls:"dice-content-copy dice-roller-button",attr:{"aria-label":"Copy Contents"}});i.addEventListener("click",n=>{n.stopPropagation(),navigator.clipboard.writeText(e).then(async()=>{new J2.Notice("Result copied to clipboard.")})}),(0,J2.setIcon)(i,J1)}}}transformResultsToString(){return this.results.join(`
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1 year ago
`)}async load(){await this.getOptions()}getPath(){let{groups:e}=this.lexeme.value.match(ta)??{},{roll:t=1,link:i,types:n}=e??{};if(!i)throw new Error("Could not parse link.");this.rolls=(t&&!isNaN(Number(t))&&Number(t))??1,this.path=i.replace(/(\[|\])/g,""),this.types=n?.split(",")}async getOptions(){if(this.content=await this.plugin.app.vault.cachedRead(this.file),!this.content)throw new Error("Could not read file cache.");this.options=this.content.trim().split(`
`).map(e=>e.trim()).filter(e=>e&&e.length),this.loaded=!0,this.trigger("loaded")}async roll(){return new Promise((e,t)=>{if(!this.loaded)this.on("loaded",()=>{let i=[...this.options];this.results=[...Array(this.rolls)].map(()=>{let n=i[this.getRandomBetween(0,i.length-1)];return i.splice(i.indexOf(n),1),n}).filter(n=>n),this.render(),this.trigger("new-result"),e(this.results[0])});else{let i=[...this.options];this.results=[...Array(this.rolls)].map(()=>{let n=i[this.getRandomBetween(0,i.length-1)];return i.splice(i.indexOf(n),1),n}).filter(n=>n),this.render(),this.trigger("new-result"),e(this.results[0])}})}toResult(){return{type:"section",result:this.results}}async applyResult(e){e.type==="section"&&(e.result&&(this.results=e.result),await this.render())}};var $c=vt(require("obsidian"));var ki=vt(require("obsidian"));var Wo=class extends Ii{constructor(e,t,i,n,r=e.data.showDice){super(e,t,[i],r);this.plugin=e;this.original=t;this.lexeme=i;this.source=n;this.isLink=!1;this.loaded=!1;this.guardDataview()}async getReplacer(){return this.isLink?`[[${this.result.file.basename}]]`:await this.result.getReplacer()}guardDataview(){if(!this.plugin.canUseDataview)throw new ki.Notice("A query can only be rolled with the Dataview plugin enabled."),new Error("A query can only be rolled with the Dataview plugin enabled.")}initialize(){let{roll:e=1,query:t,types:i}=this.lexeme.value.match(this.regex).groups;this.base=t,this.rolls=Number(e),this.types=i,this.types&&(this.isLink=this.types.includes("link"),this.types=this.types.replace("link","")),!this.isLink&&this.plugin.data.displayAsEmbed&&this.containerEl.addClasses(["has-embed","markdown-embed"]),this.getFiles()}get typeText(){return this.types?.length?`|${this.types}`:""}async getFiles(){if(!this.plugin.dataviewAPI){new ki.Notice("Dice Roller: Dataview must be installed and enabled to use query rollers.");return}await this.plugin.dataviewReady();let e=await this.plugin.dataviewAPI.query(this.query);if(!e.successful)throw new Error(`No files found with that query. Is the query correct?
2 years ago
1 year ago
`+this.query);let t=new Set(e.value.values.reduce((r,s)=>(s.type=="file"&&r.push(s.path),r),[]));if(t&&t.delete(this.source),!t||!t.size)throw new Error(`No files found with that query. Is the query correct?
2 years ago
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`+this.query);let i=Array.from(t).map(r=>`[[${r}]]${this.typeText}`);this.results=[];let n=[];for(let r of i)n.push(new Promise(async s=>{let o=new Cn(this.plugin,r,{...this.lexeme,value:r,type:"section"},this.source,!1);this.results.push(o),s()}));await Promise.all(n),this.loaded=!0,this.trigger("loaded")}async build(){this.resultEl.empty(),this.plugin.data.displayResultsInline&&this.resultEl.createSpan({text:this.inlineText});let e=[],t=new Map(this.results.map((i,n)=>[n,i]));for(let i=0;i<this.rolls;i++){if(!t.size)continue;let n=this.getRandomBetween(0,t.size),r=t.get(n);await r.roll(),e.push(r),t.delete(n)}if(this.isLink){let i=e.reduce((n,r,s,o)=>(n.push(`[[${r.file.basename}]]`),o.length>1&&s!=o.length-1&&n.push(","),n),[]);ki.MarkdownRenderer.render(this.plugin.app,i.join(" "),this.resultEl,this.plugin.app.workspace.getActiveFile()?.path,new ki.Component)}else for(let i of e){let n=this.resultEl.createDiv();n.createEl("h5",{cls:"dice-file-name",text:i.file.basename}),n.appendChild(i.containerEl)}}async roll(){return new Promise((e,t)=>{this.loaded?(this.result=this.results[0],this.render(),this.trigger("new-result"),e(this.result)):this.on("loaded",()=>{this.result=this.results[0],this.render(),this.trigger("new-result"),e(this.result)})})}get tooltip(){return this.original}toResult(){return{type:"query",random:this.chosen,result:Object.fromEntries(this.results.map(e=>[e.path,e.toResult()]))}}async applyResult(e){if(e.type==="query"){if(e.result)for(let t in e.result){let i=this.results.find(n=>n.path===t);!i||i.applyResult(e.result[t])}e.random&&(this.random=e.random),await this.render()}}},la=class extends Wo{constructor(e,t,i,n,r=e.data.showDice){super(e,t,i,n,r);this.plugin=e;this.original=t;this.lexeme=i;this.source=n;this.regex=Uc;this.initialize()}get query(){return this.base}},ha=class extends Wo{constructor(e,t,i,n,r=e.data.showDice){super(e,t,i,n,r);this.plugin=e;this.original=t;this.lexeme=i;this.source=n;this.regex=Oo;this.initialize()}get query(){return`list from #${this.base}`}};var pe=vt(require("obsidian"));var Sn=vt(require("obsidian")),k9=createSvg("svg",{attr:{viewBox:"0 0 500 500"}}),O9=createSvg("text",{attr:{class:"font",fill:"currentColor",x:"50%",y:"50%","text-anchor":"middle","dominant-baseline":"central"}}),jr=(o=>(o.NONE="None",o.TRIANGLE="Triangle",o.SQUARE="Square",o.DIAMOND="Diamond",o.DODECAHEDRON="Dodecahedron",o.ICOSAHEDRON="Icosahedron",o.CIRCLE="Circle",o))(jr||{}),Jc=[{id:"dice-roller-d4",shape:"Triangle",formula:"2d8 + 3",text:"4"},{id:"dice-roller-d6",shape:"Square",formula:"d6",text:"6"},{id:"dice-roller-d8",shape:"Diamond",formula:"d8",text:"8"},{id:"dice-roller-d10",shape:"Diamond",formula:"d10",text:"10"},{id:"dice-roller-d12",shape:"Dodecahedron",formula:"d12",text:"12"},{id:"dice-roller-d20",shape:"Icosahedron",formula:"d20",text:"20"},{id:"dice-roller-d100",shape:"Circle",formula:"d%",text:"%"}],fa,U9,da,G9,pa,x2,_n,Qc=class extends Sn.Component{constructor(){super(...arguments);at(this,fa);at(this,da);at(this,x2);at(this,pa,new Set)}registerIcon(e,t,i){Ie(this,pa).add(e);let n=je(this,fa,U9).call(this),r=je(this,da,G9).call(this);r.textContent=i,n.appendChild(r);let s;switch(t){case"Triangle":s=this.getTriangle();break;case"Square":{s=this.getSquare();break}case"Diamond":{s=this.getDiamond();break}case"Dodecahedron":{s=this.getDodecahedron();break}case"Icosahedron":{s=this.getIcosahedron();break}case"Circle":{s=this.getCircle();break}case"None":s=createSvg("defs")}n.appendChild(s),(0,Sn.addIcon)(e,n.outerHTML),this.register(()=>(0,Sn.removeIcon)(e))}getTriangle(){return je(this,x2,_n).call(this,"path",{d:"M244.6,49.3L40.3,403.2c-1.7,3-0.7,6.8,2.3,8.5c0.9,0.5,2,0.8,3.1,0.8h408.6c3.4,0,6.2-2.8,6.2-6.2 c0-1.1-0.3-2.2-0.8-3.1L255.4,49.3c-1.7-3-5.5-4-8.5-2.3C246,47.6,245.2,48.4,244.6,49.3z"})}getSquare(){return je(this,x2,_n).call(this,"rect",{x:"87.5",y:"87.5",width:"325",height:"325",rx:"10"})}getDiamond(){return je(this,x2,_n).call(this,"rect",{x:"102.75",y:"102.75",width:"294.51",height:"294.51",rx:"9.8",transform:"translate(-103.55 250) rotate(-45)"})}getDodecahedr
`);l.length>1&&(o=o/l.length,s.font=`${o}pt '${this.fontFace}'`,c=s.measureText("M").width*1.2,n-=c*l.length/2);for(let u=0,f=l.length;u<f;u++){let d=l[u].trim();s.fillText(l[u],r,n),(d=="6"||d=="9")&&s.fillText(" .",r,n),n+=c*1.5}let h=new s2(i);return h.needsUpdate=!0,i.detach(),h}getContext(e){let t=e.getContext("2d",{alpha:!0});t.clearRect(0,0,e.width,e.height);let i=e.width/(1+2*this.margin);return this.sides==100&&(i*=.75),t.font=`${i}pt '${this.fontFace}'`,t.fillStyle=this.diceColor,t.fillRect(0,0,e.width,e.height),t.textAlign="center",t.textBaseline="middle",(this.sides==10||this.sides==100)&&(t.translate(e.width/2,e.height/2),t.rotate(60*Math.PI/180),t.translate(-e.width/2,-e.height/2)),t.fillStyle=this.textColor,{context:t,fontsize:i}}clone(){return{body:new oe({mass:this.mass,shape:this.shape}),geometry:this.geometry.clone(),values:this.values}}},i6=class extends I1{constructor(e,t,i={diceColor:"#171120",textColor:"#FF0000"},n){super(e,t,i,n);this.sides=20;this.tab=-.2;this.af=-Math.PI/4/2;this.chamfer=.955;this.vertices=[];this.faces=[[0,11,5,1],[0,5,1,2],[0,1,7,3],[0,7,10,4],[0,10,11,5],[1,5,9,6],[5,11,4,7],[11,10,2,8],[10,7,6,9],[7,1,8,10],[3,9,4,11],[3,4,2,12],[3,2,6,13],[3,6,8,14],[3,8,9,15],[4,9,5,16],[2,4,11,17],[6,2,10,18],[8,6,7,19],[9,8,1,20]];this.scaleFactor=1;this.values=[...Array(20).keys()];this.margin=1;this.mass=400;let r=(1+Math.sqrt(5))/2;this.vertices=[[-1,r,0],[1,r,0],[-1,-r,0],[1,-r,0],[0,-1,r],[0,1,r],[0,-1,-r],[0,1,-r],[r,0,-1],[r,0,1],[-r,0,-1],[-r,0,1]]}},n6=class extends I1{constructor(e,t,i={diceColor:"#7339BE",textColor:"#FFFFFF"},n){super(e,t,i,n);this.mass=350;this.sides=12;this.tab=.2;this.af=-Math.PI/4/2;this.chamfer=.968;this.vertices=[];this.faces=[[2,14,4,12,0,1],[15,9,11,19,3,2],[16,10,17,7,6,3],[6,7,19,11,18,4],[6,18,2,0,16,5],[18,11,9,14,2,6],[1,17,10,8,13,7],[1,13,5,15,3,8],[13,8,12,4,5,9],[5,4,14,9,15,10],[0,12,8,10,16,11],[3,19,7,17,1,12]];this.scaleFactor=.9;this.values=[...Array(12).keys()];this.margin=1;let r=(1+Math.sqrt(5))/2,s=1/r;this.vertices=[[0,s,r],[0,s,-r],[0,-s,r],[0,-s,-r],[r,0,s],[r,0,-s],[-r,0,s],[-r,0,-s],[s,r,0],[s,-r,0],[-s,r,0],[-s,-r,0],[1,1,1],[1,1,-1],[1,-1,1],[1,-1,-1],[-1,1,1],[-1,1,-1],[-1,-1,1],[-1,-1,-1]]}},r6=class extends I1{constructor(e,t,i={diceColor:"#c74749",textColor:"#FFFFFF"},n){super(e,t,i,n);this.mass=350;this.sides=10;this.tab=0;this.af=-Math.PI*6/5;this.chamfer=.945;this.vertices=[];this.faces=[[5,7,11,0],[4,2,10,1],[1,3,11,2],[0,8,10,3],[7,9,11,4],[8,6,10,5],[9,1,11,6],[2,0,10,7],[3,5,11,8],[6,4,10,9],[1,0,2,-1],[1,2,3,-1],[3,2,4,-1],[3,4,5,-1],[5,4,6,-1],[5,6,7,-1],[7,6,8,-1],[7,8,9,-1],[9,8,0,-1],[9,0,1,-1]];this.scaleFactor=.9;this.values=[...Array(10).keys()];this.margin=1;for(let r=0,s=0;r<10;++r,s+=Math.PI*2/10)this.vertices.push([Math.cos(s),Math.sin(s),.105*(r%2?1:-1)]);this.vertices.push([0,0,-1]),this.vertices.push([0,0,1])}},s6=class extends I1{constructor(e,t,i={diceColor:"#7a2c2d",textColor:"#FFFFFF"},n){super(e,t,i,n);this.labels=["","00","10","20","30","40","50","60","70","80","90"];this.sides=100;this.mass=350;this.tab=0;this.af=-Math.PI*6/5;this.chamfer=.945;this.vertices=[];this.faces=[[5,7,11,0],[4,2,10,1],[1,3,11,2],[0,8,10,3],[7,9,11,4],[8,6,10,5],[9,1,11,6],[2,0,10,7],[3,5,11,8],[6,4,10,9],[1,0,2,-1],[1,2,3,-1],[3,2,4,-1],[3,4,5,-1],[5,4,6,-1],[5,6,7,-1],[7,6,8,-1],[7,8,9,-1],[9,8,0,-1],[9,0,1,-1]];this.scaleFactor=.9;this.values=[...Array(10).keys()];this.margin=1;for(let r=0,s=0;r<10;++r,s+=Math.PI*2/10)this.vertices.push([Math.cos(s),Math.sin(s),.105*(r%2?1:-1)]);this.vertices.push([0,0,-1]),this.vertices.push([0,0,1])}},a6=class extends I1{constructor(e,t,i={diceColor:"#5eb0c5",textColor:"#FFFFFF"},n){super(e,t,i,n);this.mass=340;this.sides=8;this.tab=0;this.af=-Math.PI/4/2;this.chamfer=.965;this.vertices=[[1,0,0],[-1,0,0],[0,1,0],[0,-1,0],[0,0,1],[0,0,-1]];this.faces=[[0,2,4,1],[0,4,3,2],[0,3,5,3],[0,5,2,4],[1,3,4,5],[1,4,2,6],[1,2,5,7],[1,5,3,8]];this.scaleFactor=1;this.values=[...Array(8).keys()];this.margin=1.2}},o6=class extends I1{constructor(e,t,i={diceColor:"#d68316",textColor:"#FFFFFF"},n){
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a`,"a",`a
a`,"x","s",`s
a`,"s",`s
a`,`s
s`,`s
a`,`s
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s`,""];this.setColor({diceColor:"#FEF035",textColor:"#000000"})}},f6=class extends h6{constructor(e,t,i=gi,n){super(e,t,i,n);this.labels=["","",`t
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t`,"t",`t
t`,"t",`t
f`,"f",`t
f`,"f",`f
f`,"y",`f
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f`,""];this.setColor({diceColor:"#751317",textColor:"#FFFFFF"})}},d6=class extends n4{constructor(){super(...arguments);this.mass=340;this.sides=8;this.tab=0;this.af=-Math.PI/4/2;this.chamfer=.965;this.vertices=[[1,0,0],[-1,0,0],[0,1,0],[0,-1,0],[0,0,1],[0,0,-1]];this.faces=[[0,2,4,1],[0,4,3,2],[0,3,5,3],[0,5,2,4],[1,3,4,5],[1,4,2,6],[1,2,5,7],[1,5,3,8]];this.scaleFactor=1;this.values=[...Array(8).keys()];this.margin=1.2}},p6=class extends d6{constructor(e,t,i=gi,n){super(e,t,i,n);this.labels=["","","s","a",`s
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a`,`s
s`,"a","s",`a
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a`,""];this.setColor({diceColor:"#46AC4E",textColor:"#000000"})}},m6=class extends d6{constructor(e,t,i=gi,n){super(e,t,i,n);this.labels=["","","t","f",`f
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t`,"t","",`t
t`,`f
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f`,"t",""];this.setColor({diceColor:"#52287E",textColor:"#FFFFFF"})}},g6=class extends n4{constructor(){super(...arguments);this.mass=300;this.tab=.1;this.af=Math.PI/4;this.chamfer=.96;this.vertices=[[-1,-1,-1],[1,-1,-1],[1,1,-1],[-1,1,-1],[-1,-1,1],[1,-1,1],[1,1,1],[-1,1,1]];this.faces=[[0,3,2,1,1],[1,2,6,5,2],[0,1,5,4,3],[3,7,6,2,4],[0,4,7,3,5],[4,5,6,7,6]];this.scaleFactor=.9;this.sides=6;this.margin=1;this.values=[null,1,-1,0,1,-1,0]}},v6=class extends g6{constructor(e,t,i=gi,n){super(e,t,i,n);this.labels=["","","","","s",`s
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a`,`a
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a`,"a","",""];this.setColor({diceColor:"#76CDDB",textColor:"#000000"})}},x6=class extends g6{constructor(e,t,i=gi,n){super(e,t,i,n);this.labels=["","","","t","f","",""];this.setColor({diceColor:"#000000",textColor:"#FFFFFF"})}};var tm={pos:{x:0+100*Math.random(),y:0+100*Math.random(),z:0+250},velocity:{x:600*(Math.random()*2+1),y:750*(Math.random()*2+1),z:0},angular:{x:200*Math.random(),y:200*Math.random(),z:100*Math.random()},axis:{x:Math.random(),y:Math.random(),z:Math.random(),w:Math.random()}},an=class{constructor(e,t,i){this.w=e;this.h=t;this.data=i;this.scale=50;this.stopped=!1;this.iterations=0;this.vector={...tm};this.exploded=!1;this.rerolled=0;this.geometry=i.geometry,this.body=i.body}generateVector(e){let t=Math.sqrt(e.x*e.x+e.y*e.y),i=(Math.random()+5)*t,n={x:e.x/t,y:e.y/t},r=this.makeRandomVector(n),s={x:this.w*(r.x>0?-1:1)*.9,y:this.h*(r.y>0?-1:1)*.9,z:Math.random()*200+200},o=Math.abs(r.x/r.y);o>1?s.y/=o:s.x*=o;let c=this.makeRandomVector(n),l={x:c.x*i,y:c.y*i,z:-10},h={x:-(Math.random()*r.y*5+this.inertia*r.y),y:Math.random()*r.x*5+this.inertia*r.x,z:0},u={x:Math.random(),y:Math.random(),z:Math.random(),w:Math.random()};return{pos:s,velocity:l,angular:h,axis:u}}makeRandomVector(e){let t=Math.random()*Math.PI/5-Math.PI/5/2,i={x:e.x*Math.cos(t)-e.y*Math.sin(t),y:e.x*Math.sin(t)+e.y*Math.cos(t)};return i.x==0&&(i.x=.01),i.y==0&&(i.y=.01),i}get buffer(){return this.geometry.geometry}get result(){return this.getUpsideValue()}getUpsideValue(){let e=new Y(0,0,this.sides==4?-1:1),t,i=Math.PI*2,n=this.buffer.getAttribute("normal").array;for(let s=0,o=this.buffer.groups.length;s<o;++s){let c=this.buffer.groups[s];if(c.materialIndex==0)continue;let l=s*9,u=new Y(n[l],n[l+1],n[l+2]).clone().applyQuaternion(new nt(this.body.quaternion.x,this.body.quaternion.y,this.body.quaternion.z,this.body.quaternion.w)).angleTo(e);u<i&&(i=u,t=c)}let r=t.materialIndex-1;return this.sides==10&&r==0&&(r=10),this.data.values?.[r]??r}shiftUpperValue(e){let t=this.geometry.geometry.clone(),i=this.getUpsideValue();for(let n=0,r=t.groups.length;n<r;++n){let s=t.groups[n].materialIndex;if(s!==0){for(s+=e-i-1;s>this.sides;)s-=this.sides;for(;s<1;)s+=this.sides;t.groups[n].materialIndex=s+1}}this.updateMaterialsForValue(e-i),this.geometry.geometry=t}resetBody(){return this.body.vlambda=new z,this.body.position=new z,this.body.previousPosition=new z,this.body.initPosition=new z,this.body.velocity=new z,this.body.initVelocity=new z,this.body.force=new z,this.body.torque=new z,this.body.quaternion=new nt,this.body.initQuaternion=new nt,this.body.angularVelocity=new z,this.body.initAngularVelocity=new z,this.body.interpolatedPosition=new z,this.body.interpolatedQuaternion=new nt,this.body.inertia=new z,this.body.invInertia=new z,this.body.invInertiaWorld=new i1,this.body.invInertiaSolve=new z,this.body.invInertiaWorldSolve=new i1,this.body.wlambda=new z,this.body.updateMassProperties(),this}updateMaterialsForValue(e){}set(){this.geometry.position.set(this.body.position.x,this.body.position.y,this.body.position.z),this.geometry.quaternion.set(this.body.quaternion.x,this.body.quaternion.y,this.body.quaternion.z,this.body.quaternion.w)}recreate(e,t,i){this.w=t,this.h=i,this.vector=this.generateVector(e),this.stopped=!1,this.iterations=0,this.create()}create(){return this.body.position.set(this.vector.pos.x,this.vector.pos.y,this.vector.pos.z),this.body.quaternion.setFromAxisAngle(new z(this.vector.axis.x,this.vector.axis.y,this.vector.axis.z),this.vector.axis.w*Math.PI*2),this.body.angularVelocity.set(this.vector.angular.x,this.vector.angular.y,this.vector.angular.z),this.body.velocity.set(this.vector.velocity.x,this.vector.velocity.y,this.vector.velocity.z),this.body.linearDamping=.1,this.body.angularDamping=.1,this}},r4=class extends an{constructor(e,t,i,n){super(e,t,i);this.w=e;this.h=t;this.data=i;this.sides=20;this.inertia=6;n&&(this.vector=this.generateVector(n)),this.create()}},s4=class extends an{constructor(e,t,i,n){super(e,t,i);this.w=e;this.h=t;this.data=i;this.sides=12;this.inertia=8;n&&(this.vector=this.generateVector(n)),this.create
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,pg=`void main() {
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gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
1 year ago
}`,Di=class extends Ht{constructor(e){super();this.type="ShaderMaterial",this.defines={},this.uniforms={},this.vertexShader=dg,this.fragmentShader=pg,this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.extensions={derivatives:!1,fragDepth:!1,drawBuffers:!1,shaderTextureLOD:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,this.glslVersion=null,e!==void 0&&(e.attributes!==void 0&&console.error("THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead."),this.setValues(e))}copy(e){return super.copy(e),this.fragmentShader=e.fragmentShader,this.vertexShader=e.vertexShader,this.uniforms=dr(e.uniforms),this.defines=Object.assign({},e.defines),this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.lights=e.lights,this.clipping=e.clipping,this.extensions=Object.assign({},e.extensions),this.glslVersion=e.glslVersion,this}toJSON(e){let t=super.toJSON(e);t.glslVersion=this.glslVersion,t.uniforms={};for(let n in this.uniforms){let s=this.uniforms[n].value;s&&s.isTexture?t.uniforms[n]={type:"t",value:s.toJSON(e).uuid}:s&&s.isColor?t.uniforms[n]={type:"c",value:s.getHex()}:s&&s.isVector2?t.uniforms[n]={type:"v2",value:s.toArray()}:s&&s.isVector3?t.uniforms[n]={type:"v3",value:s.toArray()}:s&&s.isVector4?t.uniforms[n]={type:"v4",value:s.toArray()}:s&&s.isMatrix3?t.uniforms[n]={type:"m3",value:s.toArray()}:s&&s.isMatrix4?t.uniforms[n]={type:"m4",value:s.toArray()}:t.uniforms[n]={value:s}}Object.keys(this.defines).length>0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader;let i={};for(let n in this.extensions)this.extensions[n]===!0&&(i[n]=!0);return Object.keys(i).length>0&&(t.extensions=i),t}};Di.prototype.isShaderMaterial=!0;var N4=class extends Xe{constructor(){super();this.type="Camera",this.matrixWorldInverse=new Se,this.projectionMatrix=new Se,this.projectionMatrixInverse=new Se}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this}getWorldDirection(e){this.updateWorldMatrix(!0,!1);let t=this.matrixWorld.elements;return e.set(-t[8],-t[9],-t[10]).normalize()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}};N4.prototype.isCamera=!0;var qt=class extends N4{constructor(e=50,t=1,i=.1,n=2e3){super();this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=i,this.far=n,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){let t=.5*this.getFilmHeight()/e;this.fov=F6*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){let e=Math.tan(N6*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return F6*2*Math.atan(Math.tan(N6*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(e,t,i,n,r,s){this.aspect=e/t,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=i,this.view.offsetY=n,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=this.near,t=e*Math.tan(N6*.5*this.fov)/this.zoom,i=2*t,n=this.aspect*i,r=-.5*n,s=this.view;if(this.view!==null&&this.vie
3 years ago
varying vec3 vWorldDirection;
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vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
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return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
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}
3 years ago
void main() {
3 years ago
vWorldDirection = transformDirection( position, modelMatrix );
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#include <begin_vertex>
#include <project_vertex>
3 years ago
}
`,fragmentShader:`
3 years ago
uniform sampler2D tEquirect;
3 years ago
varying vec3 vWorldDirection;
3 years ago
#include <common>
3 years ago
void main() {
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vec3 direction = normalize( vWorldDirection );
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vec2 sampleUV = equirectUv( direction );
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gl_FragColor = texture2D( tEquirect, sampleUV );
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}
1 year ago
`},n=new fr(5,5,5),r=new Di({name:"CubemapFromEquirect",uniforms:dr(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:Tt,blending:xi});r.uniforms.tEquirect.value=t;let s=new Gt(n,r),o=t.minFilter;return t.minFilter===h4&&(t.minFilter=Zt),new F4(1,10,this).update(e,s),t.minFilter=o,s.geometry.dispose(),s.material.dispose(),this}clear(e,t,i,n){let r=e.getRenderTarget();for(let s=0;s<6;s++)e.setRenderTarget(this,s),e.clear(t,i,n);e.setRenderTarget(r)}};o3.prototype.isWebGLCubeRenderTarget=!0;var c3=new B,mg=new B,gg=new Pt,a2=class{constructor(e=new B(1,0,0),t=0){this.normal=e,this.constant=t}set(e,t){return this.normal.copy(e),this.constant=t,this}setComponents(e,t,i,n){return this.normal.set(e,t,i),this.constant=n,this}setFromNormalAndCoplanarPoint(e,t){return this.normal.copy(e),this.constant=-t.dot(this.normal),this}setFromCoplanarPoints(e,t,i){let n=c3.subVectors(i,t).cross(mg.subVectors(e,t)).normalize();return this.setFromNormalAndCoplanarPoint(n,e),this}copy(e){return this.normal.copy(e.normal),this.constant=e.constant,this}normalize(){let 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(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)}intersectLine(e,t){let i=e.delta(c3),n=this.normal.dot(i);if(n===0)return this.distanceToPoint(e.start)===0?t.copy(e.start):null;let r=-(e.start.dot(this.normal)+this.constant)/n;return r<0||r>1?null:t.copy(i).multiplyScalar(r).add(e.start)}intersectsLine(e){let t=this.distanceToPoint(e.start),i=this.distanceToPoint(e.end);return t<0&&i>0||i<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){let i=t||gg.getNormalMatrix(e),n=this.coplanarPoint(c3).applyMatrix4(e),r=this.normal.applyMatrix3(i).normalize();return this.constant=-n.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)}};a2.prototype.isPlane=!0;var gr=new fn,B4=new B,Cs=class{constructor(e=new a2,t=new a2,i=new a2,n=new a2,r=new a2,s=new a2){this.planes=[e,t,i,n,r,s]}set(e,t,i,n,r,s){let o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(i),o[3].copy(n),o[4].copy(r),o[5].copy(s),this}copy(e){let t=this.planes;for(let i=0;i<6;i++)t[i].copy(e.planes[i]);return this}setFromProjectionMatrix(e){let t=this.planes,i=e.elements,n=i[0],r=i[1],s=i[2],o=i[3],c=i[4],l=i[5],h=i[6],u=i[7],f=i[8],d=i[9],p=i[10],v=i[11],x=i[12],g=i[13],m=i[14],M=i[15];return t[0].setComponents(o-n,u-c,v-f,M-x).normalize(),t[1].setComponents(o+n,u+c,v+f,M+x).normalize(),t[2].setComponents(o+r,u+l,v+d,M+g).normalize(),t[3].setComponents(o-r,u-l,v-d,M-g).normalize(),t[4].setComponents(o-s,u-h,v-p,M-m).normalize(),t[5].setComponents(o+s,u+h,v+p,M+m).normalize(),this}intersectsObject(e){let t=e.geometry;return t.boundingSphere===null&&t.computeBoundingSphere(),gr.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(gr)}intersectsSprite(e){return gr.center.set(0,0,0),gr.radius=.7071067811865476,gr.applyMatrix4(e.matrixWorld),this.intersectsSphere(gr)}intersectsSphere(e){let t=this.planes,i=e.center,n=-e.radius;for(let r=0;r<6;r++)if(t[r].distanceToPoint(i)<n)return!1;return!0}intersectsBox(e){let t=this.planes;for(let i=0;i<6;i++){let n=t[i];if(B4.x=n.normal.x>0?e.max.x:e.min.x,B4.y=n.normal.y>0?e.max.y:e.min.y,B4.z=n.normal.z>0?e.max.z:e.min.z,n.distanceToPoint(B4)<0)return!1}return!0}containsPoint(e){let t=this.planes;for(let i=0;i<6;i++)if(t[i].distanceToPoint(e)<0)return!1;return!0}clone(){return new this.constructor().copy(this)}};function ih(){let a=null,e=!1,t=null,i=null;function n(r,s){t(r,s),i=a.requestAnimationFrame(n)}return{start:function(){e!==!0&&t!
diffuseColor.a *= texture2D( alphaMap, vUv ).g;
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#endif`,yg=`#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
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#endif`,wg=`#ifdef USE_ALPHATEST
if ( diffuseColor.a < alphaTest ) discard;
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#endif`,bg=`#ifdef USE_ALPHATEST
uniform float alphaTest;
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#endif`,Mg=`#ifdef USE_AOMAP
float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;
reflectedLight.indirectDiffuse *= ambientOcclusion;
#if defined( USE_ENVMAP ) && defined( STANDARD )
float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
#endif
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#endif`,zg=`#ifdef USE_AOMAP
uniform sampler2D aoMap;
uniform float aoMapIntensity;
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#endif`,Cg="vec3 transformed = vec3( position );",Ag=`vec3 objectNormal = vec3( normal );
3 years ago
#ifdef USE_TANGENT
vec3 objectTangent = vec3( tangent.xyz );
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#endif`,Sg=`vec3 BRDF_Lambert( const in vec3 diffuseColor ) {
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return RECIPROCAL_PI * diffuseColor;
}
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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 );
}
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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 );
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}
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float D_GGX( const in float alpha, const in float dotNH ) {
float a2 = pow2( alpha );
float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;
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return RECIPROCAL_PI * a2 / pow2( denom );
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}
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vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {
float alpha = pow2( roughness );
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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 );
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}
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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;
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}
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float LTC_ClippedSphereFormFactor( const in vec3 f ) {
float l = length( f );
return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
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}
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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;
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}
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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 );
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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 );
}
float G_BlinnPhong_Implicit( ) {
3 years ago
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 );
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}
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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( );
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float D = D_BlinnPhong( shininess, dotNH );
return F * ( G * D );
}
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#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 );
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return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
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}
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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 );
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}
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#endif`,_g=`#ifdef USE_BUMPMAP
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uniform sampler2D bumpMap;
uniform float bumpScale;
vec2 dHdxy_fwd() {
vec2 dSTdx = dFdx( vUv );
vec2 dSTdy = dFdy( vUv );
float Hll = bumpScale * texture2D( bumpMap, vUv ).x;
float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;
float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;
return vec2( dBx, dBy );
}
vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {
vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );
vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );
vec3 vN = surf_norm;
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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 );
}
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#endif`,Eg=`#if NUM_CLIPPING_PLANES > 0
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vec4 plane;
#pragma unroll_loop_start
for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;
}
#pragma unroll_loop_end
#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
bool clipped = true;
#pragma unroll_loop_start
for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;
}
#pragma unroll_loop_end
if ( clipped ) discard;
#endif
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#endif`,Lg=`#if NUM_CLIPPING_PLANES > 0
3 years ago
varying vec3 vClipPosition;
uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];
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#endif`,Tg=`#if NUM_CLIPPING_PLANES > 0
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varying vec3 vClipPosition;
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#endif`,Dg=`#if NUM_CLIPPING_PLANES > 0
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vClipPosition = - mvPosition.xyz;
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#endif`,Hg=`#if defined( USE_COLOR_ALPHA )
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diffuseColor *= vColor;
#elif defined( USE_COLOR )
diffuseColor.rgb *= vColor;
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#endif`,Vg=`#if defined( USE_COLOR_ALPHA )
3 years ago
varying vec4 vColor;
#elif defined( USE_COLOR )
varying vec3 vColor;
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#endif`,Rg=`#if defined( USE_COLOR_ALPHA )
3 years ago
varying vec4 vColor;
#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )
varying vec3 vColor;
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#endif`,Ng=`#if defined( USE_COLOR_ALPHA )
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vColor = vec4( 1.0 );
#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )
vColor = vec3( 1.0 );
#endif
#ifdef USE_COLOR
vColor *= color;
#endif
#ifdef USE_INSTANCING_COLOR
vColor.xyz *= instanceColor.xyz;
1 year ago
#endif`,Fg=`#define PI 3.141592653589793
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#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; }
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 color ) { return dot( color, vec3( 0.3333 ) ); }
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 );
3 years ago
}
3 years ago
#ifdef HIGH_PRECISION
float precisionSafeLength( vec3 v ) { return length( v ); }
#else
float precisionSafeLength( vec3 v ) {
float maxComponent = max3( abs( v ) );
return length( v / maxComponent ) * maxComponent;
}
#endif
struct IncidentLight {
vec3 color;
vec3 direction;
bool visible;
};
struct ReflectedLight {
vec3 directDiffuse;
vec3 directSpecular;
vec3 indirectDiffuse;
vec3 indirectSpecular;
};
struct GeometricContext {
vec3 position;
vec3 normal;
vec3 viewDir;
#ifdef USE_CLEARCOAT
vec3 clearcoatNormal;
#endif
};
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
3 years ago
}
3 years ago
vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );
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}
3 years ago
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;
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}
3 years ago
float linearToRelativeLuminance( const in vec3 color ) {
vec3 weights = vec3( 0.2126, 0.7152, 0.0722 );
return dot( weights, color.rgb );
3 years ago
}
3 years ago
bool isPerspectiveMatrix( mat4 m ) {
return m[ 2 ][ 3 ] == - 1.0;
3 years ago
}
3 years ago
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 );
1 year ago
}`,Bg=`#ifdef ENVMAP_TYPE_CUBE_UV
3 years ago
#define cubeUV_maxMipLevel 8.0
#define cubeUV_minMipLevel 4.0
#define cubeUV_maxTileSize 256.0
#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 );
3 years ago
} else if ( face == 1.0 ) {
uv = vec2( - direction.x, - direction.z ) / abs( direction.y );
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} else if ( face == 2.0 ) {
uv = vec2( - direction.x, direction.y ) / abs( direction.z );
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} else if ( face == 3.0 ) {
uv = vec2( - direction.z, direction.y ) / abs( direction.x );
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} else if ( face == 4.0 ) {
uv = vec2( - direction.x, direction.z ) / abs( direction.y );
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} else {
uv = vec2( direction.x, direction.y ) / abs( direction.z );
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}
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 );
float texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );
vec2 uv = getUV( direction, face ) * ( faceSize - 1.0 ) + 0.5;
if ( face > 2.0 ) {
uv.y += faceSize;
face -= 3.0;
}
uv.x += face * faceSize;
if ( mipInt < cubeUV_maxMipLevel ) {
uv.y += 2.0 * cubeUV_maxTileSize;
}
uv.y += filterInt * 2.0 * cubeUV_minTileSize;
uv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );
uv *= texelSize;
return texture2D( envMap, uv ).rgb;
}
#define r0 1.0
#define v0 0.339
#define m0 - 2.0
#define r1 0.8
#define v1 0.276
#define m1 - 1.0
#define r4 0.4
#define v4 0.046
#define m4 2.0
#define r5 0.305
#define v5 0.016
#define m5 3.0
#define r6 0.21
#define v6 0.0038
#define m6 4.0
float roughnessToMip( float roughness ) {
float mip = 0.0;
if ( roughness >= r1 ) {
mip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;
} else if ( roughness >= r4 ) {
mip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;
} else if ( roughness >= r5 ) {
mip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;
} else if ( roughness >= r6 ) {
mip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;
} else {
mip = - 2.0 * log2( 1.16 * roughness ); }
3 years ago
return mip;
}
vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {
float mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );
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 );
}
}
1 year ago
#endif`,Pg=`vec3 transformedNormal = objectNormal;
3 years ago
#ifdef USE_INSTANCING
mat3 m = mat3( instanceMatrix );
transformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );
transformedNormal = m * transformedNormal;
#endif
transformedNormal = normalMatrix * transformedNormal;
#ifdef FLIP_SIDED
transformedNormal = - transformedNormal;
#endif
#ifdef USE_TANGENT
vec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;
#ifdef FLIP_SIDED
transformedTangent = - transformedTangent;
#endif
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#endif`,Ig=`#ifdef USE_DISPLACEMENTMAP
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uniform sampler2D displacementMap;
uniform float displacementScale;
uniform float displacementBias;
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#endif`,kg=`#ifdef USE_DISPLACEMENTMAP
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transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );
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#endif`,Og=`#ifdef USE_EMISSIVEMAP
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vec4 emissiveColor = texture2D( emissiveMap, vUv );
totalEmissiveRadiance *= emissiveColor.rgb;
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#endif`,Ug=`#ifdef USE_EMISSIVEMAP
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uniform sampler2D emissiveMap;
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#endif`,Gg="gl_FragColor = linearToOutputTexel( gl_FragColor );",qg=`vec4 LinearToLinear( in vec4 value ) {
3 years ago
return value;
3 years ago
}
3 years ago
vec4 LinearTosRGB( in vec4 value ) {
return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
1 year ago
}`,Wg=`#ifdef USE_ENVMAP
3 years ago
#ifdef ENV_WORLDPOS
vec3 cameraToFrag;
if ( isOrthographic ) {
cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );
} else {
cameraToFrag = normalize( vWorldPosition - cameraPosition );
}
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
#ifdef ENVMAP_MODE_REFLECTION
vec3 reflectVec = reflect( cameraToFrag, worldNormal );
#else
vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );
#endif
#else
vec3 reflectVec = vReflect;
#endif
#ifdef ENVMAP_TYPE_CUBE
vec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
#elif defined( ENVMAP_TYPE_CUBE_UV )
vec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );
#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
1 year ago
#endif`,jg=`#ifdef USE_ENVMAP
3 years ago
uniform float envMapIntensity;
uniform float flipEnvMap;
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif
1 year ago
#endif`,Zg=`#ifdef USE_ENVMAP
3 years ago
uniform float reflectivity;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
#define ENV_WORLDPOS
#endif
#ifdef ENV_WORLDPOS
varying vec3 vWorldPosition;
uniform float refractionRatio;
#else
varying vec3 vReflect;
#endif
1 year ago
#endif`,Xg=`#ifdef USE_ENVMAP
3 years ago
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )
#define ENV_WORLDPOS
#endif
#ifdef ENV_WORLDPOS
varying vec3 vWorldPosition;
#else
varying vec3 vReflect;
uniform float refractionRatio;
#endif
1 year ago
#endif`,Yg=`#ifdef USE_ENVMAP
3 years ago
#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
1 year ago
#endif`,$g=`#ifdef USE_FOG
3 years ago
vFogDepth = - mvPosition.z;
1 year ago
#endif`,Jg=`#ifdef USE_FOG
3 years ago
varying float vFogDepth;
1 year ago
#endif`,Qg=`#ifdef USE_FOG
3 years ago
#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 );
1 year ago
#endif`,Kg=`#ifdef USE_FOG
3 years ago
uniform vec3 fogColor;
varying float vFogDepth;
#ifdef FOG_EXP2
uniform float fogDensity;
#else
uniform float fogNear;
uniform float fogFar;
#endif
1 year ago
#endif`,ev=`#ifdef USE_GRADIENTMAP
3 years ago
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
return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );
#endif
1 year ago
}`,tv=`#ifdef USE_LIGHTMAP
3 years ago
vec4 lightMapTexel = texture2D( lightMap, vUv2 );
vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
#ifndef PHYSICALLY_CORRECT_LIGHTS
lightMapIrradiance *= PI;
#endif
reflectedLight.indirectDiffuse += lightMapIrradiance;
1 year ago
#endif`,iv=`#ifdef USE_LIGHTMAP
3 years ago
uniform sampler2D lightMap;
uniform float lightMapIntensity;
1 year ago
#endif`,nv=`vec3 diffuse = vec3( 1.0 );
3 years ago
GeometricContext geometry;
geometry.position = mvPosition.xyz;
geometry.normal = normalize( transformedNormal );
geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );
GeometricContext backGeometry;
backGeometry.position = geometry.position;
backGeometry.normal = -geometry.normal;
backGeometry.viewDir = geometry.viewDir;
vLightFront = vec3( 0.0 );
vIndirectFront = vec3( 0.0 );
#ifdef DOUBLE_SIDED
vLightBack = vec3( 0.0 );
vIndirectBack = vec3( 0.0 );
#endif
IncidentLight directLight;
float dotNL;
vec3 directLightColor_Diffuse;
vIndirectFront += getAmbientLightIrradiance( ambientLightColor );
vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );
#ifdef DOUBLE_SIDED
vIndirectBack += getAmbientLightIrradiance( ambientLightColor );
vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );
#endif
#if NUM_POINT_LIGHTS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
getPointLightInfo( pointLights[ i ], geometry, directLight );
dotNL = dot( geometry.normal, directLight.direction );
directLightColor_Diffuse = directLight.color;
vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
#ifdef DOUBLE_SIDED
vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
#endif
}
#pragma unroll_loop_end
#endif
#if NUM_SPOT_LIGHTS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
getSpotLightInfo( spotLights[ i ], geometry, directLight );
dotNL = dot( geometry.normal, directLight.direction );
directLightColor_Diffuse = directLight.color;
vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
#ifdef DOUBLE_SIDED
vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
#endif
}
#pragma unroll_loop_end
#endif
#if NUM_DIR_LIGHTS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
getDirectionalLightInfo( directionalLights[ i ], geometry, directLight );
dotNL = dot( geometry.normal, directLight.direction );
directLightColor_Diffuse = directLight.color;
vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
#ifdef DOUBLE_SIDED
vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
#endif
}
#pragma unroll_loop_end
#endif
#if NUM_HEMI_LIGHTS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );
#ifdef DOUBLE_SIDED
vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );
#endif
}
#pragma unroll_loop_end
1 year ago
#endif`,rv=`uniform bool receiveShadow;
3 years ago
uniform vec3 ambientLightColor;
uniform vec3 lightProbe[ 9 ];
vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {
float x = normal.x, y = normal.y, z = normal.z;
vec3 result = shCoefficients[ 0 ] * 0.886227;
result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;
result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;
result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;
result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;
result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;
result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );
result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;
result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );
return result;
3 years ago
}
3 years ago
vec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );
return irradiance;
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}
3 years ago
vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
vec3 irradiance = ambientLightColor;
return irradiance;
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}
3 years ago
float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
#if defined ( PHYSICALLY_CORRECT_LIGHTS )
float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );
if ( cutoffDistance > 0.0 ) {
distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );
}
return distanceFalloff;
#else
if ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {
return pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );
}
return 1.0;
#endif
3 years ago
}
3 years ago
float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {
return smoothstep( coneCosine, penumbraCosine, angleCosine );
3 years ago
}
3 years ago
#if NUM_DIR_LIGHTS > 0
struct DirectionalLight {
vec3 direction;
vec3 color;
};
uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];
void getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {
light.color = directionalLight.color;
light.direction = directionalLight.direction;
light.visible = true;
}
#endif
#if NUM_POINT_LIGHTS > 0
struct PointLight {
vec3 position;
vec3 color;
float distance;
float decay;
};
uniform PointLight pointLights[ NUM_POINT_LIGHTS ];
void getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {
vec3 lVector = pointLight.position - geometry.position;
light.direction = normalize( lVector );
float lightDistance = length( lVector );
light.color = pointLight.color;
light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );
light.visible = ( light.color != vec3( 0.0 ) );
}
#endif
#if NUM_SPOT_LIGHTS > 0
struct SpotLight {
vec3 position;
vec3 direction;
vec3 color;
float distance;
float decay;
float coneCos;
float penumbraCos;
};
uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];
void getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {
vec3 lVector = spotLight.position - geometry.position;
light.direction = normalize( lVector );
float angleCos = dot( light.direction, spotLight.direction );
float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );
if ( spotAttenuation > 0.0 ) {
float lightDistance = length( lVector );
light.color = spotLight.color * spotAttenuation;
light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );
light.visible = ( light.color != vec3( 0.0 ) );
} else {
light.color = vec3( 0.0 );
light.visible = false;
}
}
#endif
#if NUM_RECT_AREA_LIGHTS > 0
struct RectAreaLight {
vec3 color;
vec3 position;
vec3 halfWidth;
vec3 halfHeight;
};
uniform sampler2D ltc_1; uniform sampler2D ltc_2;
3 years ago
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;
}
1 year ago
#endif`,sv=`#if defined( USE_ENVMAP )
3 years ago
#ifdef ENVMAP_MODE_REFRACTION
uniform float refractionRatio;
#endif
vec3 getIBLIrradiance( const in vec3 normal ) {
#if defined( ENVMAP_TYPE_CUBE_UV )
vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
vec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );
return PI * envMapColor.rgb * envMapIntensity;
#else
return vec3( 0.0 );
#endif
}
vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {
#if defined( ENVMAP_TYPE_CUBE_UV )
vec3 reflectVec;
#ifdef ENVMAP_MODE_REFLECTION
reflectVec = reflect( - viewDir, normal );
reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );
#else
reflectVec = refract( - viewDir, normal, refractionRatio );
#endif
reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );
return envMapColor.rgb * envMapIntensity;
#else
return vec3( 0.0 );
#endif
}
1 year ago
#endif`,av=`ToonMaterial material;
material.diffuseColor = diffuseColor.rgb;`,ov=`varying vec3 vViewPosition;
3 years ago
struct ToonMaterial {
vec3 diffuseColor;
3 years ago
};
3 years ago
void RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
3 years ago
}
3 years ago
void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
3 years ago
}
3 years ago
#define RE_Direct RE_Direct_Toon
#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon
1 year ago
#define Material_LightProbeLOD( material ) (0)`,cv=`BlinnPhongMaterial material;
3 years ago
material.diffuseColor = diffuseColor.rgb;
material.specularColor = specular;
material.specularShininess = shininess;
1 year ago
material.specularStrength = specularStrength;`,lv=`varying vec3 vViewPosition;
3 years ago
struct BlinnPhongMaterial {
vec3 diffuseColor;
vec3 specularColor;
float specularShininess;
float specularStrength;
3 years ago
};
3 years ago
void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
vec3 irradiance = dotNL * directLight.color;
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;
3 years ago
}
3 years ago
void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
3 years ago
}
3 years ago
#define RE_Direct RE_Direct_BlinnPhong
#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong
1 year ago
#define Material_LightProbeLOD( material ) (0)`,hv=`PhysicalMaterial material;
3 years ago
material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );
float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );
material.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;
3 years ago
material.roughness = min( material.roughness, 1.0 );
#ifdef IOR
#ifdef SPECULAR
float specularIntensityFactor = specularIntensity;
vec3 specularColorFactor = specularColor;
#ifdef USE_SPECULARINTENSITYMAP
specularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;
#endif
#ifdef USE_SPECULARCOLORMAP
specularColorFactor *= texture2D( specularColorMap, vUv ).rgb;
#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( ( ior - 1.0 ) / ( 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, vUv ).x;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;
#endif
material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );
3 years ago
material.clearcoatRoughness += geometryRoughness;
material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );
#endif
#ifdef USE_SHEEN
material.sheenColor = sheenColor;
#ifdef USE_SHEENCOLORMAP
material.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;
#endif
material.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );
#ifdef USE_SHEENROUGHNESSMAP
material.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;
#endif
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#endif`,uv=`struct PhysicalMaterial {
3 years ago
vec3 diffuseColor;
float roughness;
vec3 specularColor;
float specularF90;
#ifdef USE_CLEARCOAT
float clearcoat;
float clearcoatRoughness;
vec3 clearcoatF0;
float clearcoatF90;
#endif
#ifdef USE_SHEEN
vec3 sheenColor;
float sheenRoughness;
#endif
};
vec3 clearcoatSpecular = vec3( 0.0 );
vec3 sheenSpecular = vec3( 0.0 );
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 );
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}
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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;
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}
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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;
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}
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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 ) {
vec2 fab = DFGApprox( normal, viewDir, roughness );
vec3 FssEss = specularColor * fab.x + specularF90 * fab.y;
float Ess = fab.x + fab.y;
float Ems = 1.0 - Ess;
vec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
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singleScatter += FssEss;
multiScatter += Fms * Ems;
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}
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#if NUM_RECT_AREA_LIGHTS > 0
void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
vec3 normal = geometry.normal;
vec3 viewDir = geometry.viewDir;
vec3 position = geometry.position;
vec3 lightPos = rectAreaLight.position;
vec3 halfWidth = rectAreaLight.halfWidth;
vec3 halfHeight = rectAreaLight.halfHeight;
vec3 lightColor = rectAreaLight.color;
float roughness = material.roughness;
vec3 rectCoords[ 4 ];
rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
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rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;
rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;
vec2 uv = LTC_Uv( normal, viewDir, roughness );
vec4 t1 = texture2D( ltc_1, uv );
vec4 t2 = texture2D( ltc_2, uv );
mat3 mInv = mat3(
vec3( t1.x, 0, t1.y ),
vec3( 0, 1, 0 ),
vec3( t1.z, 0, t1.w )
);
vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );
reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );
reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );
}
#endif
void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
vec3 irradiance = dotNL * directLight.color;
#ifdef USE_CLEARCOAT
float dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );
vec3 ccIrradiance = dotNLcc * directLight.color;
clearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );
#endif
#ifdef USE_SHEEN
sheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );
#endif
reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );
reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
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}
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void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
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}
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void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
#ifdef USE_CLEARCOAT
clearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );
#endif
#ifdef USE_SHEEN
sheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );
#endif
vec3 singleScattering = vec3( 0.0 );
vec3 multiScattering = vec3( 0.0 );
vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
computeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );
vec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );
reflectedLight.indirectSpecular += radiance * singleScattering;
reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;
reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;
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}
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#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 );
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}`,fv=`
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GeometricContext geometry;
geometry.position = - vViewPosition;
geometry.normal = normal;
geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
#ifdef USE_CLEARCOAT
geometry.clearcoatNormal = clearcoatNormal;
#endif
IncidentLight directLight;
#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
PointLight pointLight;
#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
PointLightShadow pointLightShadow;
#endif
#pragma unroll_loop_start
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
pointLight = pointLights[ i ];
getPointLightInfo( pointLight, geometry, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
pointLightShadow = pointLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
#endif
RE_Direct( directLight, geometry, material, reflectedLight );
}
#pragma unroll_loop_end
#endif
#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
SpotLight spotLight;
#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
SpotLightShadow spotLightShadow;
#endif
#pragma unroll_loop_start
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
spotLight = spotLights[ i ];
getSpotLightInfo( spotLight, geometry, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
spotLightShadow = spotLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
#endif
RE_Direct( directLight, geometry, material, reflectedLight );
}
#pragma unroll_loop_end
#endif
#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
DirectionalLight directionalLight;
#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
DirectionalLightShadow directionalLightShadow;
#endif
#pragma unroll_loop_start
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
directionalLight = directionalLights[ i ];
getDirectionalLightInfo( directionalLight, geometry, directLight );
#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
directionalLightShadow = directionalLightShadows[ i ];
directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
#endif
RE_Direct( directLight, geometry, material, reflectedLight );
}
#pragma unroll_loop_end
#endif
#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
RectAreaLight rectAreaLight;
#pragma unroll_loop_start
for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
rectAreaLight = rectAreaLights[ i ];
RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
}
#pragma unroll_loop_end
#endif
#if defined( RE_IndirectDiffuse )
vec3 iblIrradiance = vec3( 0.0 );
vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
irradiance += getLightProbeIrradiance( lightProbe, geometry.normal );
#if ( NUM_HEMI_LIGHTS > 0 )
#pragma unroll_loop_start
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );
}
#pragma unroll_loop_end
#endif
#endif
#if defined( RE_IndirectSpecular )
vec3 radiance = vec3( 0.0 );
vec3 clearcoatRadiance = vec3( 0.0 );
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#endif`,dv=`#if defined( RE_IndirectDiffuse )
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#ifdef USE_LIGHTMAP
vec4 lightMapTexel = texture2D( lightMap, vUv2 );
vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
#ifndef PHYSICALLY_CORRECT_LIGHTS
lightMapIrradiance *= PI;
#endif
irradiance += lightMapIrradiance;
#endif
#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )
iblIrradiance += getIBLIrradiance( geometry.normal );
#endif
#endif
#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
radiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );
#ifdef USE_CLEARCOAT
clearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );
#endif
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#endif`,pv=`#if defined( RE_IndirectDiffuse )
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RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
#endif
#if defined( RE_IndirectSpecular )
RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );
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#endif`,mv=`#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
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gl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;
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#endif`,gv=`#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
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uniform float logDepthBufFC;
varying float vFragDepth;
varying float vIsPerspective;
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#endif`,vv=`#ifdef USE_LOGDEPTHBUF
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#ifdef USE_LOGDEPTHBUF_EXT
varying float vFragDepth;
varying float vIsPerspective;
#else
uniform float logDepthBufFC;
#endif
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#endif`,xv=`#ifdef USE_LOGDEPTHBUF
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#ifdef USE_LOGDEPTHBUF_EXT
vFragDepth = 1.0 + gl_Position.w;
vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
#else
if ( isPerspectiveMatrix( projectionMatrix ) ) {
gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;
gl_Position.z *= gl_Position.w;
}
#endif
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#endif`,yv=`#ifdef USE_MAP
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vec4 sampledDiffuseColor = texture2D( map, vUv );
#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;
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#endif`,wv=`#ifdef USE_MAP
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uniform sampler2D map;
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#endif`,bv=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
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vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;
#endif
#ifdef USE_MAP
diffuseColor *= texture2D( map, uv );
#endif
#ifdef USE_ALPHAMAP
diffuseColor.a *= texture2D( alphaMap, uv ).g;
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#endif`,Mv=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
3 years ago
uniform mat3 uvTransform;
#endif
#ifdef USE_MAP
uniform sampler2D map;
#endif
#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
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#endif`,zv=`float metalnessFactor = metalness;
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#ifdef USE_METALNESSMAP
vec4 texelMetalness = texture2D( metalnessMap, vUv );
metalnessFactor *= texelMetalness.b;
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#endif`,Cv=`#ifdef USE_METALNESSMAP
3 years ago
uniform sampler2D metalnessMap;
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#endif`,Av=`#ifdef USE_MORPHNORMALS
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objectNormal *= morphTargetBaseInfluence;
#ifdef MORPHTARGETS_TEXTURE
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1, 2 ) * morphTargetInfluences[ i ];
}
#else
objectNormal += morphNormal0 * morphTargetInfluences[ 0 ];
objectNormal += morphNormal1 * morphTargetInfluences[ 1 ];
objectNormal += morphNormal2 * morphTargetInfluences[ 2 ];
objectNormal += morphNormal3 * morphTargetInfluences[ 3 ];
#endif
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#endif`,Sv=`#ifdef USE_MORPHTARGETS
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uniform float morphTargetBaseInfluence;
#ifdef MORPHTARGETS_TEXTURE
uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];
uniform sampler2DArray morphTargetsTexture;
uniform vec2 morphTargetsTextureSize;
vec3 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset, const in int stride ) {
float texelIndex = float( vertexIndex * stride + offset );
float y = floor( texelIndex / morphTargetsTextureSize.x );
float x = texelIndex - y * morphTargetsTextureSize.x;
vec3 morphUV = vec3( ( x + 0.5 ) / morphTargetsTextureSize.x, y / morphTargetsTextureSize.y, morphTargetIndex );
return texture( morphTargetsTexture, morphUV ).xyz;
}
#else
#ifndef USE_MORPHNORMALS
uniform float morphTargetInfluences[ 8 ];
#else
uniform float morphTargetInfluences[ 4 ];
#endif
#endif
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#endif`,_v=`#ifdef USE_MORPHTARGETS
3 years ago
transformed *= morphTargetBaseInfluence;
#ifdef MORPHTARGETS_TEXTURE
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
#ifndef USE_MORPHNORMALS
if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 1 ) * morphTargetInfluences[ i ];
#else
if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 2 ) * morphTargetInfluences[ i ];
#endif
}
#else
transformed += morphTarget0 * morphTargetInfluences[ 0 ];
transformed += morphTarget1 * morphTargetInfluences[ 1 ];
transformed += morphTarget2 * morphTargetInfluences[ 2 ];
transformed += morphTarget3 * morphTargetInfluences[ 3 ];
#ifndef USE_MORPHNORMALS
transformed += morphTarget4 * morphTargetInfluences[ 4 ];
transformed += morphTarget5 * morphTargetInfluences[ 5 ];
transformed += morphTarget6 * morphTargetInfluences[ 6 ];
transformed += morphTarget7 * morphTargetInfluences[ 7 ];
#endif
#endif
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#endif`,Ev=`float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;
3 years ago
#ifdef FLAT_SHADED
vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );
vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );
vec3 normal = normalize( cross( fdx, fdy ) );
#else
vec3 normal = normalize( vNormal );
#ifdef DOUBLE_SIDED
normal = normal * faceDirection;
#endif
#ifdef USE_TANGENT
vec3 tangent = normalize( vTangent );
vec3 bitangent = normalize( vBitangent );
#ifdef DOUBLE_SIDED
tangent = tangent * faceDirection;
bitangent = bitangent * faceDirection;
#endif
#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )
mat3 vTBN = mat3( tangent, bitangent, normal );
#endif
#endif
#endif
1 year ago
vec3 geometryNormal = normal;`,Lv=`#ifdef OBJECTSPACE_NORMALMAP
normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
3 years ago
#ifdef FLIP_SIDED
normal = - normal;
#endif
#ifdef DOUBLE_SIDED
normal = normal * faceDirection;
#endif
normal = normalize( normalMatrix * normal );
#elif defined( TANGENTSPACE_NORMALMAP )
vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
mapN.xy *= normalScale;
#ifdef USE_TANGENT
normal = normalize( vTBN * mapN );
#else
normal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );
#endif
#elif defined( USE_BUMPMAP )
normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );
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#endif`,Tv=`#ifndef FLAT_SHADED
3 years ago
varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
1 year ago
#endif`,Dv=`#ifndef FLAT_SHADED
3 years ago
varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
1 year ago
#endif`,Hv=`#ifndef FLAT_SHADED
3 years ago
vNormal = normalize( transformedNormal );
#ifdef USE_TANGENT
vTangent = normalize( transformedTangent );
vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
#endif
1 year ago
#endif`,Vv=`#ifdef USE_NORMALMAP
3 years ago
uniform sampler2D normalMap;
uniform vec2 normalScale;
#endif
#ifdef OBJECTSPACE_NORMALMAP
uniform mat3 normalMatrix;
#endif
#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )
vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {
vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );
vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );
vec2 st0 = dFdx( vUv.st );
vec2 st1 = dFdy( vUv.st );
vec3 N = surf_norm;
3 years ago
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 : faceDirection * inversesqrt( det );
return normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );
}
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#endif`,Rv=`#ifdef USE_CLEARCOAT
3 years ago
vec3 clearcoatNormal = geometryNormal;
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#endif`,Nv=`#ifdef USE_CLEARCOAT_NORMALMAP
3 years ago
vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;
clearcoatMapN.xy *= clearcoatNormalScale;
#ifdef USE_TANGENT
clearcoatNormal = normalize( vTBN * clearcoatMapN );
#else
clearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );
#endif
1 year ago
#endif`,Fv=`#ifdef USE_CLEARCOATMAP
3 years ago
uniform sampler2D clearcoatMap;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
uniform sampler2D clearcoatRoughnessMap;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
uniform sampler2D clearcoatNormalMap;
uniform vec2 clearcoatNormalScale;
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#endif`,Bv=`#ifdef OPAQUE
3 years ago
diffuseColor.a = 1.0;
#endif
#ifdef USE_TRANSMISSION
diffuseColor.a *= transmissionAlpha + 0.1;
#endif
1 year ago
gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,Pv=`vec3 packNormalToRGB( const in vec3 normal ) {
3 years ago
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.;
3 years ago
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;
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}
float unpackRGBAToDepth( const in vec4 v ) {
return dot( v, UnpackFactors );
}
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 linearClipZ, const in float near, const in float far ) {
return linearClipZ * ( 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 invClipZ, const in float near, const in float far ) {
return ( near * far ) / ( ( far - near ) * invClipZ - far );
1 year ago
}`,Iv=`#ifdef PREMULTIPLIED_ALPHA
3 years ago
gl_FragColor.rgb *= gl_FragColor.a;
1 year ago
#endif`,kv=`vec4 mvPosition = vec4( transformed, 1.0 );
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#ifdef USE_INSTANCING
mvPosition = instanceMatrix * mvPosition;
#endif
mvPosition = modelViewMatrix * mvPosition;
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gl_Position = projectionMatrix * mvPosition;`,Ov=`#ifdef DITHERING
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gl_FragColor.rgb = dithering( gl_FragColor.rgb );
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#endif`,Uv=`#ifdef DITHERING
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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;
}
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#endif`,Gv=`float roughnessFactor = roughness;
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#ifdef USE_ROUGHNESSMAP
vec4 texelRoughness = texture2D( roughnessMap, vUv );
roughnessFactor *= texelRoughness.g;
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#endif`,qv=`#ifdef USE_ROUGHNESSMAP
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uniform sampler2D roughnessMap;
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#endif`,Wv=`#ifdef USE_SHADOWMAP
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#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 ];
varying vec4 vSpotShadowCoord[ 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 );
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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 );
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}
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;
bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );
bool inFrustum = all( inFrustumVec );
bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );
bool frustumTest = all( frustumTestVec );
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
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shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );
#endif
}
return shadow;
}
vec2 cubeToUV( vec3 v, float texelSizeY ) {
vec3 absV = abs( v );
float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );
absV *= scaleToCube;
v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );
vec2 planar = v.xy;
float almostATexel = 1.5 * texelSizeY;
float almostOne = 1.0 - almostATexel;
if ( absV.z >= almostOne ) {
if ( v.z > 0.0 )
planar.x = 4.0 - v.x;
} else if ( absV.x >= almostOne ) {
float signX = sign( v.x );
planar.x = v.z * signX + 2.0 * signX;
} else if ( absV.y >= almostOne ) {
float signY = sign( v.y );
planar.x = v.x + 2.0 * signY + 2.0;
planar.y = v.z * signY - 2.0;
}
return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );
}
float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );
vec3 lightToPosition = shadowCoord.xyz;
float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias;
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vec3 bd3D = normalize( lightToPosition );
#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )
vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;
return (
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )
) * ( 1.0 / 9.0 );
#else
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return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );
#endif
}
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#endif`,jv=`#ifdef USE_SHADOWMAP
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#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
uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];
varying vec4 vSpotShadowCoord[ 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 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
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#endif`,Zv=`#ifdef USE_SHADOWMAP
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#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0
vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
vec4 shadowWorldPosition;
#endif
#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_SPOT_LIGHT_SHADOWS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {
shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );
vSpotShadowCoord[ i ] = spotShadowMatrix[ 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
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#endif`,Xv=`float getShadowMask() {
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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, vSpotShadowCoord[ 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;
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}`,Yv=`#ifdef USE_SKINNING
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mat4 boneMatX = getBoneMatrix( skinIndex.x );
mat4 boneMatY = getBoneMatrix( skinIndex.y );
mat4 boneMatZ = getBoneMatrix( skinIndex.z );
mat4 boneMatW = getBoneMatrix( skinIndex.w );
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#endif`,$v=`#ifdef USE_SKINNING
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uniform mat4 bindMatrix;
uniform mat4 bindMatrixInverse;
#ifdef BONE_TEXTURE
uniform highp sampler2D boneTexture;
uniform int boneTextureSize;
mat4 getBoneMatrix( const in float i ) {
float j = i * 4.0;
float x = mod( j, float( boneTextureSize ) );
float y = floor( j / float( boneTextureSize ) );
float dx = 1.0 / float( boneTextureSize );
float dy = 1.0 / float( boneTextureSize );
y = dy * ( y + 0.5 );
vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );
vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );
vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );
vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );
mat4 bone = mat4( v1, v2, v3, v4 );
return bone;
}
#else
uniform mat4 boneMatrices[ MAX_BONES ];
mat4 getBoneMatrix( const in float i ) {
mat4 bone = boneMatrices[ int(i) ];
return bone;
}
#endif
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#endif`,Jv=`#ifdef USE_SKINNING
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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;
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#endif`,Qv=`#ifdef USE_SKINNING
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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
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#endif`,Kv=`float specularStrength;
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#ifdef USE_SPECULARMAP
vec4 texelSpecular = texture2D( specularMap, vUv );
specularStrength = texelSpecular.r;
#else
specularStrength = 1.0;
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#endif`,ex=`#ifdef USE_SPECULARMAP
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uniform sampler2D specularMap;
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#endif`,tx=`#if defined( TONE_MAPPING )
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gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
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#endif`,ix=`#ifndef saturate
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#define saturate( a ) clamp( a, 0.0, 1.0 )
#endif
uniform float toneMappingExposure;
vec3 LinearToneMapping( vec3 color ) {
return toneMappingExposure * color;
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}
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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 ),
3 years ago
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 ),
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vec3( -0.07367, -0.00605, 1.07602 )
);
color *= toneMappingExposure / 0.6;
color = ACESInputMat * color;
color = RRTAndODTFit( color );
color = ACESOutputMat * color;
return saturate( color );
3 years ago
}
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vec3 CustomToneMapping( vec3 color ) { return color; }`,nx=`#ifdef USE_TRANSMISSION
3 years ago
float transmissionAlpha = 1.0;
float transmissionFactor = transmission;
float thicknessFactor = thickness;
#ifdef USE_TRANSMISSIONMAP
transmissionFactor *= texture2D( transmissionMap, vUv ).r;
#endif
#ifdef USE_THICKNESSMAP
thicknessFactor *= texture2D( thicknessMap, vUv ).g;
#endif
vec3 pos = vWorldPosition;
vec3 v = normalize( cameraPosition - pos );
vec3 n = inverseTransformDirection( normal, viewMatrix );
vec4 transmission = getIBLVolumeRefraction(
n, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,
pos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,
attenuationColor, attenuationDistance );
totalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );
transmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );
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#endif`,rx=`#ifdef USE_TRANSMISSION
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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;
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 framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );
#ifdef TEXTURE_LOD_EXT
return texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );
#else
return texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );
#endif
}
vec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
if ( attenuationDistance == 0.0 ) {
return radiance;
} else {
vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance * radiance;
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}
}
vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,
const in vec3 attenuationColor, const in float attenuationDistance ) {
vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
vec3 refractedRayExit = position + transmissionRay;
vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
vec2 refractionCoords = ndcPos.xy / ndcPos.w;
refractionCoords += 1.0;
refractionCoords /= 2.0;
vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
vec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );
vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
return vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );
}
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#endif`,sx=`#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )
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varying vec2 vUv;
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#endif`,ax=`#ifdef USE_UV
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#ifdef UVS_VERTEX_ONLY
vec2 vUv;
#else
varying vec2 vUv;
#endif
uniform mat3 uvTransform;
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#endif`,ox=`#ifdef USE_UV
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vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
1 year ago
#endif`,cx=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
3 years ago
varying vec2 vUv2;
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#endif`,lx=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
3 years ago
attribute vec2 uv2;
varying vec2 vUv2;
uniform mat3 uv2Transform;
1 year ago
#endif`,hx=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
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vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;
1 year ago
#endif`,ux=`#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )
3 years ago
vec4 worldPosition = vec4( transformed, 1.0 );
#ifdef USE_INSTANCING
worldPosition = instanceMatrix * worldPosition;
#endif
worldPosition = modelMatrix * worldPosition;
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#endif`,fx=`varying vec2 vUv;
3 years ago
uniform mat3 uvTransform;
void main() {
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
gl_Position = vec4( position.xy, 1.0, 1.0 );
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}`,dx=`uniform sampler2D t2D;
3 years ago
varying vec2 vUv;
void main() {
gl_FragColor = texture2D( t2D, vUv );
#include <tonemapping_fragment>
#include <encodings_fragment>
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}`,px=`varying vec3 vWorldDirection;
3 years ago
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
gl_Position.z = gl_Position.w;
1 year ago
}`,mx=`#include <envmap_common_pars_fragment>
3 years ago
uniform float opacity;
varying vec3 vWorldDirection;
#include <cube_uv_reflection_fragment>
void main() {
vec3 vReflect = vWorldDirection;
#include <envmap_fragment>
gl_FragColor = envColor;
gl_FragColor.a *= opacity;
#include <tonemapping_fragment>
#include <encodings_fragment>
1 year ago
}`,gx=`#include <common>
3 years ago
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
varying vec2 vHighPrecisionZW;
void main() {
#include <uv_vertex>
#include <skinbase_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vHighPrecisionZW = gl_Position.zw;
1 year ago
}`,vx=`#if DEPTH_PACKING == 3200
3 years ago
uniform float opacity;
#endif
#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
varying vec2 vHighPrecisionZW;
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( 1.0 );
#if DEPTH_PACKING == 3200
diffuseColor.a = opacity;
#endif
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <logdepthbuf_fragment>
float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
#if DEPTH_PACKING == 3200
gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );
#elif DEPTH_PACKING == 3201
gl_FragColor = packDepthToRGBA( fragCoordZ );
#endif
1 year ago
}`,xx=`#define DISTANCE
3 years ago
varying vec3 vWorldPosition;
#include <common>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <skinbase_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <worldpos_vertex>
#include <clipping_planes_vertex>
vWorldPosition = worldPosition.xyz;
1 year ago
}`,yx=`#define DISTANCE
3 years ago
uniform vec3 referencePosition;
uniform float nearDistance;
uniform float farDistance;
varying vec3 vWorldPosition;
#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <clipping_planes_pars_fragment>
void main () {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( 1.0 );
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
float dist = length( vWorldPosition - referencePosition );
dist = ( dist - nearDistance ) / ( farDistance - nearDistance );
dist = saturate( dist );
3 years ago
gl_FragColor = packDepthToRGBA( dist );
1 year ago
}`,wx=`varying vec3 vWorldDirection;
3 years ago
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
1 year ago
}`,bx=`uniform sampler2D tEquirect;
3 years ago
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
gl_FragColor = texture2D( tEquirect, sampleUV );
#include <tonemapping_fragment>
#include <encodings_fragment>
1 year ago
}`,Mx=`uniform float scale;
3 years ago
attribute float lineDistance;
varying float vLineDistance;
#include <common>
#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 <color_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
1 year ago
}`,zx=`uniform vec3 diffuse;
3 years ago
uniform float opacity;
uniform float dashSize;
uniform float totalSize;
varying float vLineDistance;
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
if ( mod( vLineDistance, totalSize ) > dashSize ) {
discard;
}
vec3 outgoingLight = vec3( 0.0 );
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <color_fragment>
outgoingLight = diffuseColor.rgb;
3 years ago
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
1 year ago
}`,Cx=`#include <common>
3 years ago
#include <uv_pars_vertex>
#include <uv2_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 <uv2_vertex>
#include <color_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>
1 year ago
}`,Ax=`uniform vec3 diffuse;
3 years ago
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 <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <cube_uv_reflection_fragment>
#include <fog_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
#ifdef USE_LIGHTMAP
vec4 lightMapTexel= texture2D( lightMap, vUv2 );
reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity;
#else
reflectedLight.indirectDiffuse += vec3( 1.0 );
#endif
#include <aomap_fragment>
reflectedLight.indirectDiffuse *= diffuseColor.rgb;
vec3 outgoingLight = reflectedLight.indirectDiffuse;
#include <envmap_fragment>
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
1 year ago
}`,Sx=`#define LAMBERT
3 years ago
varying vec3 vLightFront;
varying vec3 vIndirectFront;
#ifdef DOUBLE_SIDED
varying vec3 vLightBack;
varying vec3 vIndirectBack;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
#include <bsdfs>
#include <lights_pars_begin>
#include <color_pars_vertex>
#include <fog_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 <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <envmap_vertex>
#include <lights_lambert_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
1 year ago
}`,_x=`uniform vec3 diffuse;
3 years ago
uniform vec3 emissive;
uniform float opacity;
varying vec3 vLightFront;
varying vec3 vIndirectFront;
#ifdef DOUBLE_SIDED
varying vec3 vLightBack;
varying vec3 vIndirectBack;
#endif
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <cube_uv_reflection_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <fog_pars_fragment>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
#include <emissivemap_fragment>
#ifdef DOUBLE_SIDED
reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;
#else
reflectedLight.indirectDiffuse += vIndirectFront;
#endif
#include <lightmap_fragment>
reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );
#ifdef DOUBLE_SIDED
reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
#else
reflectedLight.directDiffuse = vLightFront;
#endif
reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
#include <envmap_fragment>
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
1 year ago
}`,Ex=`#define MATCAP
3 years ago
varying vec3 vViewPosition;
#include <common>
#include <uv_pars_vertex>
#include <color_pars_vertex>
#include <displacementmap_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <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;
1 year ago
}`,Lx=`#define MATCAP
3 years ago
uniform vec3 diffuse;
uniform float opacity;
uniform sampler2D matcap;
varying vec3 vViewPosition;
#include <common>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <fog_pars_fragment>
#include <normal_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
vec3 viewDir = normalize( vViewPosition );
vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
vec3 y = cross( viewDir, x );
vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;
3 years ago
#ifdef USE_MATCAP
vec4 matcapColor = texture2D( matcap, uv );
#else
vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );
3 years ago
#endif
vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
1 year ago
}`,Tx=`#define NORMAL
3 years ago
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )
varying vec3 vViewPosition;
#endif
#include <common>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )
vViewPosition = - mvPosition.xyz;
#endif
1 year ago
}`,Dx=`#define NORMAL
3 years ago
uniform float opacity;
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )
varying vec3 vViewPosition;
#endif
#include <packing>
#include <uv_pars_fragment>
#include <normal_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
gl_FragColor = vec4( packNormalToRGB( normal ), opacity );
1 year ago
}`,Hx=`#define PHONG
3 years ago
varying vec3 vViewPosition;
#include <common>
#include <uv_pars_vertex>
#include <uv2_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 <uv2_vertex>
#include <color_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>
1 year ago
}`,Vx=`#define PHONG
3 years ago
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 <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <cube_uv_reflection_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_phong_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
#include <envmap_fragment>
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
1 year ago
}`,Rx=`#define STANDARD
3 years ago
varying vec3 vViewPosition;
#ifdef USE_TRANSMISSION
varying vec3 vWorldPosition;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_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 <uv2_vertex>
#include <color_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
1 year ago
}`,Nx=`#define STANDARD
3 years ago
#ifdef PHYSICAL
#define IOR
#define SPECULAR
#endif
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float roughness;
uniform float metalness;
uniform float opacity;
#ifdef IOR
uniform float ior;
#endif
#ifdef SPECULAR
uniform float specularIntensity;
uniform vec3 specularColor;
#ifdef USE_SPECULARINTENSITYMAP
uniform sampler2D specularIntensityMap;
#endif
#ifdef USE_SPECULARCOLORMAP
uniform sampler2D specularColorMap;
#endif
#endif
#ifdef USE_CLEARCOAT
uniform float clearcoat;
uniform float clearcoatRoughness;
#endif
#ifdef USE_SHEEN
uniform vec3 sheenColor;
uniform float sheenRoughness;
#ifdef USE_SHEENCOLORMAP
uniform sampler2D sheenColorMap;
#endif
#ifdef USE_SHEENROUGHNESSMAP
uniform sampler2D sheenRoughnessMap;
#endif
#endif
varying vec3 vViewPosition;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <bsdfs>
#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 <roughnessmap_pars_fragment>
#include <metalnessmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <roughnessmap_fragment>
#include <metalnessmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <clearcoat_normal_fragment_begin>
#include <clearcoat_normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_physical_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;
#include <transmission_fragment>
vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;
#ifdef USE_SHEEN
float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );
outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;
#endif
#ifdef USE_CLEARCOAT
float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );
vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );
outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;
#endif
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
1 year ago
}`,Fx=`#define TOON
3 years ago
varying vec3 vViewPosition;
#include <common>
#include <uv_pars_vertex>
#include <uv2_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 <uv2_vertex>
#include <color_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>
1 year ago
}`,Bx=`#define TOON
3 years ago
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 <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_toon_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_toon_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
1 year ago
}`,Px=`uniform float size;
3 years ago
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>
void main() {
#include <color_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>
1 year ago
}`,Ix=`uniform vec3 diffuse;
3 years ago
uniform float opacity;
#include <common>
#include <color_pars_fragment>
#include <map_particle_pars_fragment>
#include <alphatest_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <map_particle_fragment>
#include <color_fragment>
#include <alphatest_fragment>
outgoingLight = diffuseColor.rgb;
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
1 year ago
}`,kx=`#include <common>
3 years ago
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
void main() {
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <worldpos_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
1 year ago
}`,Ox=`uniform vec3 color;
3 years ago
uniform float opacity;
#include <common>
#include <packing>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
void main() {
gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
1 year ago
}`,Ux=`uniform float rotation;
3 years ago
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>
1 year ago
}`,Gx=`uniform vec3 diffuse;
3 years ago
uniform float opacity;
#include <common>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
outgoingLight = diffuseColor.rgb;
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
1 year ago
}`,Be={alphamap_fragment:xg,alphamap_pars_fragment:yg,alphatest_fragment:wg,alphatest_pars_fragment:bg,aomap_fragment:Mg,aomap_pars_fragment:zg,begin_vertex:Cg,beginnormal_vertex:Ag,bsdfs:Sg,bumpmap_pars_fragment:_g,clipping_planes_fragment:Eg,clipping_planes_pars_fragment:Lg,clipping_planes_pars_vertex:Tg,clipping_planes_vertex:Dg,color_fragment:Hg,color_pars_fragment:Vg,color_pars_vertex:Rg,color_vertex:Ng,common:Fg,cube_uv_reflection_fragment:Bg,defaultnormal_vertex:Pg,displacementmap_pars_vertex:Ig,displacementmap_vertex:kg,emissivemap_fragment:Og,emissivemap_pars_fragment:Ug,encodings_fragment:Gg,encodings_pars_fragment:qg,envmap_fragment:Wg,envmap_common_pars_fragment:jg,envmap_pars_fragment:Zg,envmap_pars_vertex:Xg,envmap_physical_pars_fragment:sv,envmap_vertex:Yg,fog_vertex:$g,fog_pars_vertex:Jg,fog_fragment:Qg,fog_pars_fragment:Kg,gradientmap_pars_fragment:ev,lightmap_fragment:tv,lightmap_pars_fragment:iv,lights_lambert_vertex:nv,lights_pars_begin:rv,lights_toon_fragment:av,lights_toon_pars_fragment:ov,lights_phong_fragment:cv,lights_phong_pars_fragment:lv,lights_physical_fragment:hv,lights_physical_pars_fragment:uv,lights_fragment_begin:fv,lights_fragment_maps:dv,lights_fragment_end:pv,logdepthbuf_fragment:mv,logdepthbuf_pars_fragment:gv,logdepthbuf_pars_vertex:vv,logdepthbuf_vertex:xv,map_fragment:yv,map_pars_fragment:wv,map_particle_fragment:bv,map_particle_pars_fragment:Mv,metalnessmap_fragment:zv,metalnessmap_pars_fragment:Cv,morphnormal_vertex:Av,morphtarget_pars_vertex:Sv,morphtarget_vertex:_v,normal_fragment_begin:Ev,normal_fragment_maps:Lv,normal_pars_fragment:Tv,normal_pars_vertex:Dv,normal_vertex:Hv,normalmap_pars_fragment:Vv,clearcoat_normal_fragment_begin:Rv,clearcoat_normal_fragment_maps:Nv,clearcoat_pars_fragment:Fv,output_fragment:Bv,packing:Pv,premultiplied_alpha_fragment:Iv,project_vertex:kv,dithering_fragment:Ov,dithering_pars_fragment:Uv,roughnessmap_fragment:Gv,roughnessmap_pars_fragment:qv,shadowmap_pars_fragment:Wv,shadowmap_pars_vertex:jv,shadowmap_vertex:Zv,shadowmask_pars_fragment:Xv,skinbase_vertex:Yv,skinning_pars_vertex:$v,skinning_vertex:Jv,skinnormal_vertex:Qv,specularmap_fragment:Kv,specularmap_pars_fragment:ex,tonemapping_fragment:tx,tonemapping_pars_fragment:ix,transmission_fragment:nx,transmission_pars_fragment:rx,uv_pars_fragment:sx,uv_pars_vertex:ax,uv_vertex:ox,uv2_pars_fragment:cx,uv2_pars_vertex:lx,uv2_vertex:hx,worldpos_vertex:ux,background_vert:fx,background_frag:dx,cube_vert:px,cube_frag:mx,depth_vert:gx,depth_frag:vx,distanceRGBA_vert:xx,distanceRGBA_frag:yx,equirect_vert:wx,equirect_frag:bx,linedashed_vert:Mx,linedashed_frag:zx,meshbasic_vert:Cx,meshbasic_frag:Ax,meshlambert_vert:Sx,meshlambert_frag:_x,meshmatcap_vert:Ex,meshmatcap_frag:Lx,meshnormal_vert:Tx,meshnormal_frag:Dx,meshphong_vert:Hx,meshphong_frag:Vx,meshphysical_vert:Rx,meshphysical_frag:Nx,meshtoon_vert:Fx,meshtoon_frag:Bx,points_vert:Px,points_frag:Ix,shadow_vert:kx,shadow_frag:Ox,sprite_vert:Ux,sprite_frag:Gx},ce={common:{diffuse:{value:new be(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new Pt},uv2Transform:{value:new Pt},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new te(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new be(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{}
3 years ago
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 );
}
}
1 year ago
`,blending:xi,depthTest:!1,depthWrite:!1})}function lh(){let a=new te(1,1);return new As({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null},texelSize:{value:a}},vertexShader:f3(),fragmentShader:`
3 years ago
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform vec2 texelSize;
#include <common>
void main() {
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
vec3 outputDirection = normalize( vOutputDirection );
vec2 uv = equirectUv( outputDirection );
vec2 f = fract( uv / texelSize - 0.5 );
uv -= f * texelSize;
vec3 tl = texture2D ( envMap, uv ).rgb;
uv.x += texelSize.x;
vec3 tr = texture2D ( envMap, uv ).rgb;
uv.y += texelSize.y;
vec3 br = texture2D ( envMap, uv ).rgb;
uv.x -= texelSize.x;
vec3 bl = texture2D ( envMap, uv ).rgb;
vec3 tm = mix( tl, tr, f.x );
vec3 bm = mix( bl, br, f.x );
gl_FragColor.rgb = mix( tm, bm, f.y );
}
1 year ago
`,blending:xi,depthTest:!1,depthWrite:!1})}function hh(){return new As({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:f3(),fragmentShader:`
3 years ago
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 ) );
}
1 year ago
`,blending:xi,depthTest:!1,depthWrite:!1})}function f3(){return`
3 years ago
precision mediump float;
precision mediump int;
attribute vec3 position;
attribute vec2 uv;
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 );
}
1 year ago
`}function Qx(a){let e=new WeakMap,t=null;function i(o){if(o&&o.isTexture){let c=o.mapping,l=c===M6||c===z6,h=c===ms||c===gs;if(l||h)if(o.isRenderTargetTexture&&o.needsPMREMUpdate===!0){o.needsPMREMUpdate=!1;let u=e.get(o);return t===null&&(t=new u3(a)),u=l?t.fromEquirectangular(o,u):t.fromCubemap(o,u),e.set(o,u),u.texture}else{if(e.has(o))return e.get(o).texture;{let u=o.image;if(l&&u&&u.height>0||h&&u&&n(u)){t===null&&(t=new u3(a));let f=l?t.fromEquirectangular(o):t.fromCubemap(o);return e.set(o,f),o.addEventListener("dispose",r),f.texture}else return null}}}return o}function n(o){let c=0,l=6;for(let h=0;h<l;h++)o[h]!==void 0&&c++;return c===l}function r(o){let c=o.target;c.removeEventListener("dispose",r);let l=e.get(c);l!==void 0&&(e.delete(c),l.dispose())}function s(){e=new WeakMap,t!==null&&(t.dispose(),t=null)}return{get:i,dispose:s}}function Kx(a){let e={};function t(i){if(e[i]!==void 0)return e[i];let n;switch(i){case"WEBGL_depth_texture":n=a.getExtension("WEBGL_depth_texture")||a.getExtension("MOZ_WEBGL_depth_texture")||a.getExtension("WEBKIT_WEBGL_depth_texture");break;case"EXT_texture_filter_anisotropic":n=a.getExtension("EXT_texture_filter_anisotropic")||a.getExtension("MOZ_EXT_texture_filter_anisotropic")||a.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case"WEBGL_compressed_texture_s3tc":n=a.getExtension("WEBGL_compressed_texture_s3tc")||a.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");break;case"WEBGL_compressed_texture_pvrtc":n=a.getExtension("WEBGL_compressed_texture_pvrtc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:n=a.getExtension(i)}return e[i]=n,n}return{has:function(i){return t(i)!==null},init:function(i){i.isWebGL2?t("EXT_color_buffer_float"):(t("WEBGL_depth_texture"),t("OES_texture_float"),t("OES_texture_half_float"),t("OES_texture_half_float_linear"),t("OES_standard_derivatives"),t("OES_element_index_uint"),t("OES_vertex_array_object"),t("ANGLE_instanced_arrays")),t("OES_texture_float_linear"),t("EXT_color_buffer_half_float"),t("WEBGL_multisampled_render_to_texture")},get:function(i){let n=t(i);return n===null&&console.warn("THREE.WebGLRenderer: "+i+" extension not supported."),n}}}function ey(a,e,t,i){let n={},r=new WeakMap;function s(u){let f=u.target;f.index!==null&&e.remove(f.index);for(let p in f.attributes)e.remove(f.attributes[p]);f.removeEventListener("dispose",s),delete n[f.id];let d=r.get(f);d&&(e.remove(d),r.delete(f)),i.releaseStatesOfGeometry(f),f.isInstancedBufferGeometry===!0&&delete f._maxInstanceCount,t.memory.geometries--}function o(u,f){return n[f.id]===!0||(f.addEventListener("dispose",s),n[f.id]=!0,t.memory.geometries++),f}function c(u){let f=u.attributes;for(let p in f)e.update(f[p],34962);let d=u.morphAttributes;for(let p in d){let v=d[p];for(let x=0,g=v.length;x<g;x++)e.update(v[x],34962)}}function l(u){let f=[],d=u.index,p=u.attributes.position,v=0;if(d!==null){let m=d.array;v=d.version;for(let M=0,y=m.length;M<y;M+=3){let b=m[M+0],C=m[M+1],_=m[M+2];f.push(b,C,C,_,_,b)}}else{let m=p.array;v=p.version;for(let M=0,y=m.length/3-1;M<y;M+=3){let b=M+0,C=M+1,_=M+2;f.push(b,C,C,_,_,b)}}let x=new(O5(f)?e3:K6)(f,1);x.version=v;let g=r.get(u);g&&e.remove(g),r.set(u,x)}function h(u){let f=r.get(u);if(f){let d=u.index;d!==null&&f.version<d.version&&l(u)}else l(u);return r.get(u)}return{get:o,update:c,getWireframeAttribute:h}}function ty(a,e,t,i){let n=i.isWebGL2,r;function s(f){r=f}let o,c;function l(f){o=f.type,c=f.bytesPerElement}function h(f,d){a.drawElements(r,d,o,f*c),t.update(d,r,1)}function u(f,d,p){if(p===0)return;let v,x;if(n)v=a,x="drawElementsInstanced";else if(v=e.get("ANGLE_instanced_arrays"),x="drawElementsInstancedANGLE",v===null){console.error("THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");return}v[x](r,d,o,f*c,p),t.update(d,r,p)}this.setMode=s,this.setIndex=l,this.render=h,this.renderInstances=u}function iy(a){let e={geometries:0,textures:0},t={frame:0,calls:0,triangles:0,poi
3 years ago
`);for(let t=0;t<e.length;t++)e[t]=t+1+": "+e[t];return e.join(`
1 year ago
`)}function Jy(a){switch(a){case bi:return["Linear","( value )"];case ct:return["sRGB","( value )"];default:return console.warn("THREE.WebGLProgram: Unsupported encoding:",a),["Linear","( value )"]}}function Ah(a,e,t){let i=a.getShaderParameter(e,35713),n=a.getShaderInfoLog(e).trim();return i&&n===""?"":t.toUpperCase()+`
`+n+`
1 year ago
`+$y(a.getShaderSource(e))}function Qy(a,e){let t=Jy(e);return"vec4 "+a+"( vec4 value ) { return LinearTo"+t[0]+t[1]+"; }"}function Ky(a,e){let t;switch(e){case Am:t="Linear";break;case Sm:t="Reinhard";break;case _m:t="OptimizedCineon";break;case Em:t="ACESFilmic";break;case Lm:t="Custom";break;default:console.warn("THREE.WebGLProgram: Unsupported toneMapping:",e),t="Linear"}return"vec3 "+a+"( vec3 color ) { return "+t+"ToneMapping( color ); }"}function ew(a){return[a.extensionDerivatives||a.envMapCubeUV||a.bumpMap||a.tangentSpaceNormalMap||a.clearcoatNormalMap||a.flatShading||a.shaderID==="physical"?"#extension GL_OES_standard_derivatives : enable":"",(a.extensionFragDepth||a.logarithmicDepthBuffer)&&a.rendererExtensionFragDepth?"#extension GL_EXT_frag_depth : enable":"",a.extensionDrawBuffers&&a.rendererExtensionDrawBuffers?"#extension GL_EXT_draw_buffers : require":"",(a.extensionShaderTextureLOD||a.envMap||a.transmission)&&a.rendererExtensionShaderTextureLod?"#extension GL_EXT_shader_texture_lod : enable":""].filter(_s).join(`
`)}function tw(a){let e=[];for(let t in a){let i=a[t];i!==!1&&e.push("#define "+t+" "+i)}return e.join(`
`)}function iw(a,e){let t={},i=a.getProgramParameter(e,35721);for(let n=0;n<i;n++){let r=a.getActiveAttrib(e,n),s=r.name,o=1;r.type===35674&&(o=2),r.type===35675&&(o=3),r.type===35676&&(o=4),t[s]={type:r.type,location:a.getAttribLocation(e,s),locationSize:o}}return t}function _s(a){return a!==""}function Sh(a,e){return a.replace(/NUM_DIR_LIGHTS/g,e.numDirLights).replace(/NUM_SPOT_LIGHTS/g,e.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g,e.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,e.numPointLights).replace(/NUM_HEMI_LIGHTS/g,e.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,e.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g,e.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,e.numPointLightShadows)}function _h(a,e){return a.replace(/NUM_CLIPPING_PLANES/g,e.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,e.numClippingPlanes-e.numClipIntersection)}var nw=/^[ \t]*#include +<([\w\d./]+)>/gm;function m3(a){return a.replace(nw,rw)}function rw(a,e){let t=Be[e];if(t===void 0)throw new Error("Can not resolve #include <"+e+">");return m3(t)}var sw=/#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,aw=/#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;function Eh(a){return a.replace(aw,Lh).replace(sw,ow)}function ow(a,e,t,i){return console.warn("WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead."),Lh(a,e,t,i)}function Lh(a,e,t,i){let n="";for(let r=parseInt(e);r<parseInt(t);r++)n+=i.replace(/\[\s*i\s*\]/g,"[ "+r+" ]").replace(/UNROLLED_LOOP_INDEX/g,r);return n}function Th(a){let e="precision "+a.precision+` float;
precision `+a.precision+" int;";return a.precision==="highp"?e+=`
#define HIGH_PRECISION`:a.precision==="mediump"?e+=`
#define MEDIUM_PRECISION`:a.precision==="lowp"&&(e+=`
#define LOW_PRECISION`),e}function cw(a){let e="SHADOWMAP_TYPE_BASIC";return a.shadowMapType===s5?e="SHADOWMAP_TYPE_PCF":a.shadowMapType===w6?e="SHADOWMAP_TYPE_PCF_SOFT":a.shadowMapType===fs&&(e="SHADOWMAP_TYPE_VSM"),e}function lw(a){let e="ENVMAP_TYPE_CUBE";if(a.envMap)switch(a.envMapMode){case ms:case gs:e="ENVMAP_TYPE_CUBE";break;case l4:case C6:e="ENVMAP_TYPE_CUBE_UV";break}return e}function hw(a){let e="ENVMAP_MODE_REFLECTION";if(a.envMap)switch(a.envMapMode){case gs:case C6:e="ENVMAP_MODE_REFRACTION";break}return e}function uw(a){let e="ENVMAP_BLENDING_NONE";if(a.envMap)switch(a.combine){case c4:e="ENVMAP_BLENDING_MULTIPLY";break;case zm:e="ENVMAP_BLENDING_MIX";break;case Cm:e="ENVMAP_BLENDING_ADD";break}return e}function fw(a,e,t,i){let n=a.getContext(),r=t.defines,s=t.vertexShader,o=t.fragmentShader,c=cw(t),l=lw(t),h=hw(t),u=uw(t),f=t.isWebGL2?"":ew(t),d=tw(r),p=n.createProgram(),v,x,g=t.glslVersion?"#version "+t.glslVersion+`
`:"";t.isRawShaderMaterial?(v=[d].filter(_s).join(`
`),v.length>0&&(v+=`
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`),x=[f,d].filter(_s).join(`
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`),x.length>0&&(x+=`
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`)):(v=[Th(t),"#define SHADER_NAME "+t.shaderName,d,t.instancing?"#define USE_INSTANCING":"",t.instancingColor?"#define USE_INSTANCING_COLOR":"",t.supportsVertexTextures?"#define VERTEX_TEXTURES":"","#define MAX_BONES "+t.maxBones,t.useFog&&t.fog?"#define USE_FOG":"",t.useFog&&t.fogExp2?"#define FOG_EXP2":"",t.map?"#define USE_MAP":"",t.envMap?"#define USE_ENVMAP":"",t.envMap?"#define "+h:"",t.lightMap?"#define USE_LIGHTMAP":"",t.aoMap?"#define USE_AOMAP":"",t.emissiveMap?"#define USE_EMISSIVEMAP":"",t.bumpMap?"#define USE_BUMPMAP":"",t.normalMap?"#define USE_NORMALMAP":"",t.normalMap&&t.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",t.normalMap&&t.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",t.clearcoatMap?"#define USE_CLEARCOATMAP":"",t.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",t.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",t.displacementMap&&t.supportsVertexTextures?"#define USE_DISPLACEMENTMAP":"",t.specularMap?"#define USE_SPECULARMAP":"",t.specularIntensityMap?"#define USE_SPECULARINTENSITYMAP":"",t.specularColorMap?"#define USE_SPECULARCOLORMAP":"",t.roughnessMap?"#define USE_ROUGHNESSMAP":"",t.metalnessMap?"#define USE_METALNESSMAP":"",t.alphaMap?"#define USE_ALPHAMAP":"",t.transmission?"#define USE_TRANSMISSION":"",t.transmissionMap?"#define USE_TRANSMISSIONMAP":"",t.thicknessMap?"#define USE_THICKNESSMAP":"",t.sheenColorMap?"#define USE_SHEENCOLORMAP":"",t.sheenRoughnessMap?"#define USE_SHEENROUGHNESSMAP":"",t.vertexTangents?"#define USE_TANGENT":"",t.vertexColors?"#define USE_COLOR":"",t.vertexAlphas?"#define USE_COLOR_ALPHA":"",t.vertexUvs?"#define USE_UV":"",t.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",t.flatShading?"#define FLAT_SHADED":"",t.skinning?"#define USE_SKINNING":"",t.useVertexTexture?"#define BONE_TEXTURE":"",t.morphTargets?"#define USE_MORPHTARGETS":"",t.morphNormals&&t.flatShading===!1?"#define USE_MORPHNORMALS":"",t.morphTargets&&t.isWebGL2?"#define MORPHTARGETS_TEXTURE":"",t.morphTargets&&t.isWebGL2?"#define MORPHTARGETS_COUNT "+t.morphTargetsCount:"",t.doubleSided?"#define DOUBLE_SIDED":"",t.flipSided?"#define FLIP_SIDED":"",t.shadowMapEnabled?"#define USE_SHADOWMAP":"",t.shadowMapEnabled?"#define "+c:"",t.sizeAttenuation?"#define USE_SIZEATTENUATION":"",t.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",t.logarithmicDepthBuffer&&t.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"","uniform mat4 modelMatrix;","uniform mat4 modelViewMatrix;","uniform mat4 projectionMatrix;","uniform mat4 viewMatrix;","uniform mat3 normalMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;","#ifdef USE_INSTANCING"," attribute mat4 instanceMatrix;","#endif","#ifdef USE_INSTANCING_COLOR"," attribute vec3 instanceColor;","#endif","attribute vec3 position;","attribute vec3 normal;","attribute vec2 uv;","#ifdef USE_TANGENT"," attribute vec4 tangent;","#endif","#if defined( USE_COLOR_ALPHA )"," attribute vec4 color;","#elif defined( USE_COLOR )"," attribute vec3 color;","#endif","#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )"," attribute vec3 morphTarget0;"," attribute vec3 morphTarget1;"," attribute vec3 morphTarget2;"," attribute vec3 morphTarget3;"," #ifdef USE_MORPHNORMALS"," attribute vec3 morphNormal0;"," attribute vec3 morphNormal1;"," attribute vec3 morphNormal2;"," attribute vec3 morphNormal3;"," #else"," attribute vec3 morphTarget4;"," attribute vec3 morphTarget5;"," attribute vec3 morphTarget6;"," attribute vec3 morphTarget7;"," #endif","#endif","#ifdef USE_SKINNING"," attribute vec4 skinIndex;"," attribute vec4 skinWeight;","#endif",`
`].filter(_s).join(`
`),x=[f,Th(t),"#define SHADER_NAME "+t.shaderName,d,t.useFog&&t.fog?"#define USE_FOG":"",t.useFog&&t.fogExp2?"#define FOG_EXP2":"",t.map?"#define USE_MAP":"",t.matcap?"#define USE_MATCAP":"",t.envMap?"#define USE_ENVMAP":"",t.envMap?"#define "+l:"",t.envMap?"#define "+h:"",t.envMap?"#define "+u:"",t.lightMap?"#define USE_LIGHTMAP":"",t.aoMap?"#define USE_AOMAP":"",t.emissiveMap?"#define USE_EMISSIVEMAP":"",t.bumpMap?"#define USE_BUMPMAP":"",t.normalMap?"#define USE_NORMALMAP":"",t.normalMap&&t.objectSpaceNormalMap?"#define OBJECTSPACE_NORMALMAP":"",t.normalMap&&t.tangentSpaceNormalMap?"#define TANGENTSPACE_NORMALMAP":"",t.clearcoat?"#define USE_CLEARCOAT":"",t.clearcoatMap?"#define USE_CLEARCOATMAP":"",t.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",t.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",t.specularMap?"#define USE_SPECULARMAP":"",t.specularIntensityMap?"#define USE_SPECULARINTENSITYMAP":"",t.specularColorMap?"#define USE_SPECULARCOLORMAP":"",t.roughnessMap?"#define USE_ROUGHNESSMAP":"",t.metalnessMap?"#define USE_METALNESSMAP":"",t.alphaMap?"#define USE_ALPHAMAP":"",t.alphaTest?"#define USE_ALPHATEST":"",t.sheen?"#define USE_SHEEN":"",t.sheenColorMap?"#define USE_SHEENCOLORMAP":"",t.sheenRoughnessMap?"#define USE_SHEENROUGHNESSMAP":"",t.transmission?"#define USE_TRANSMISSION":"",t.transmissionMap?"#define USE_TRANSMISSIONMAP":"",t.thicknessMap?"#define USE_THICKNESSMAP":"",t.decodeVideoTexture?"#define DECODE_VIDEO_TEXTURE":"",t.vertexTangents?"#define USE_TANGENT":"",t.vertexColors||t.instancingColor?"#define USE_COLOR":"",t.vertexAlphas?"#define USE_COLOR_ALPHA":"",t.vertexUvs?"#define USE_UV":"",t.uvsVertexOnly?"#define UVS_VERTEX_ONLY":"",t.gradientMap?"#define USE_GRADIENTMAP":"",t.flatShading?"#define FLAT_SHADED":"",t.doubleSided?"#define DOUBLE_SIDED":"",t.flipSided?"#define FLIP_SIDED":"",t.shadowMapEnabled?"#define USE_SHADOWMAP":"",t.shadowMapEnabled?"#define "+c:"",t.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",t.physicallyCorrectLights?"#define PHYSICALLY_CORRECT_LIGHTS":"",t.logarithmicDepthBuffer?"#define USE_LOGDEPTHBUF":"",t.logarithmicDepthBuffer&&t.rendererExtensionFragDepth?"#define USE_LOGDEPTHBUF_EXT":"",(t.extensionShaderTextureLOD||t.envMap)&&t.rendererExtensionShaderTextureLod?"#define TEXTURE_LOD_EXT":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",t.toneMapping!==yi?"#define TONE_MAPPING":"",t.toneMapping!==yi?Be.tonemapping_pars_fragment:"",t.toneMapping!==yi?Ky("toneMapping",t.toneMapping):"",t.dithering?"#define DITHERING":"",t.alphaWrite?"":"#define OPAQUE",Be.encodings_pars_fragment,Qy("linearToOutputTexel",t.outputEncoding),t.depthPacking?"#define DEPTH_PACKING "+t.depthPacking:"",`
`].filter(_s).join(`
`)),s=m3(s),s=Sh(s,t),s=_h(s,t),o=m3(o),o=Sh(o,t),o=_h(o,t),s=Eh(s),o=Eh(o),t.isWebGL2&&t.isRawShaderMaterial!==!0&&(g=`#version 300 es
`,v=["precision mediump sampler2DArray;","#define attribute in","#define varying out","#define texture2D texture"].join(`
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`)+`
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`+v,x=["#define varying in",t.glslVersion===I5?"":"layout(location = 0) out highp vec4 pc_fragColor;",t.glslVersion===I5?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth","#define texture2D texture","#define textureCube texture","#define texture2DProj textureProj","#define texture2DLodEXT textureLod","#define texture2DProjLodEXT textureProjLod","#define textureCubeLodEXT textureLod","#define texture2DGradEXT textureGrad","#define texture2DProjGradEXT textureProjGrad","#define textureCubeGradEXT textureGrad"].join(`
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`)+`
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`+x);let m=g+v+s,M=g+x+o,y=Ch(n,35633,m),b=Ch(n,35632,M);if(n.attachShader(p,y),n.attachShader(p,b),t.index0AttributeName!==void 0?n.bindAttribLocation(p,0,t.index0AttributeName):t.morphTargets===!0&&n.bindAttribLocation(p,0,"position"),n.linkProgram(p),a.debug.checkShaderErrors){let S=n.getProgramInfoLog(p).trim(),P=n.getShaderInfoLog(y).trim(),H=n.getShaderInfoLog(b).trim(),w=!0,T=!0;if(n.getProgramParameter(p,35714)===!1){w=!1;let A=Ah(n,y,"vertex"),R=Ah(n,b,"fragment");console.error("THREE.WebGLProgram: Shader Error "+n.getError()+" - VALIDATE_STATUS "+n.getProgramParameter(p,35715)+`
3 years ago
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Program Info Log: `+S+`
`+A+`
`+R)}else S!==""?console.warn("THREE.WebGLProgram: Program Info Log:",S):(P===""||H==="")&&(T=!1);T&&(this.diagnostics={runnable:w,programLog:S,vertexShader:{log:P,prefix:v},fragmentShader:{log:H,prefix:x}})}n.deleteShader(y),n.deleteShader(b);let C;this.getUniforms=function(){return C===void 0&&(C=new Vi(n,p)),C};let _;return this.getAttributes=function(){return _===void 0&&(_=iw(n,p)),_},this.destroy=function(){i.releaseStatesOfProgram(this),n.deleteProgram(p),this.program=void 0},this.name=t.shaderName,this.id=Yy++,this.cacheKey=e,this.usedTimes=1,this.program=p,this.vertexShader=y,this.fragmentShader=b,this}var dw=0,Dh=class{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(e){let t=e.vertexShader,i=e.fragmentShader,n=this._getShaderStage(t),r=this._getShaderStage(i),s=this._getShaderCacheForMaterial(e);return s.has(n)===!1&&(s.add(n),n.usedTimes++),s.has(r)===!1&&(s.add(r),r.usedTimes++),this}remove(e){let t=this.materialCache.get(e);for(let i of t)i.usedTimes--,i.usedTimes===0&&this.shaderCache.delete(i);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){let t=this.materialCache;return t.has(e)===!1&&t.set(e,new Set),t.get(e)}_getShaderStage(e){let t=this.shaderCache;if(t.has(e)===!1){let i=new Hh;t.set(e,i)}return t.get(e)}},Hh=class{constructor(){this.id=dw++,this.usedTimes=0}};function pw(a,e,t,i,n,r,s){let o=new X6,c=new Dh,l=[],h=n.isWebGL2,u=n.logarithmicDepthBuffer,f=n.floatVertexTextures,d=n.maxVertexUniforms,p=n.vertexTextures,v=n.precision,x={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 g(w){let A=w.skeleton.bones;if(f)return 1024;{let V=Math.floor((d-20)/4),L=Math.min(V,A.length);return L<A.length?(console.warn("THREE.WebGLRenderer: Skeleton has "+A.length+" bones. This GPU supports "+L+"."),0):L}}function m(w,T,A,R,V){let L=R.fog,N=w.isMeshStandardMaterial?R.environment:null,I=(w.isMeshStandardMaterial?t:e).get(w.envMap||N),W=x[w.type],O=V.isSkinnedMesh?g(V):0;w.precision!==null&&(v=n.getMaxPrecision(w.precision),v!==w.precision&&console.warn("THREE.WebGLProgram.getParameters:",w.precision,"not supported, using",v,"instead."));let G,j,ie,ae;if(W){let he=o2[W];G=he.vertexShader,j=he.fragmentShader}else G=w.vertexShader,j=w.fragmentShader,c.update(w),ie=c.getVertexShaderID(w),ae=c.getFragmentShaderID(w);let U=a.getRenderTarget(),Ae=w.alphaTest>0,le=w.clearcoat>0;return{isWebGL2:h,shaderID:W,shaderName:w.type,vertexShader:G,fragmentShader:j,defines:w.defines,customVertexShaderID:ie,customFragmentShaderID:ae,isRawShaderMaterial:w.isRawShaderMaterial===!0,glslVersion:w.glslVersion,precision:v,instancing:V.isInstancedMesh===!0,instancingColor:V.isInstancedMesh===!0&&V.instanceColor!==null,supportsVertexTextures:p,outputEncoding:U===null?a.outputEncoding:U.isXRRenderTarget===!0?U.texture.encoding:bi,map:!!w.map,matcap:!!w.matcap,envMap:!!I,envMapMode:I&&I.mapping,envMapCubeUV:!!I&&(I.mapping===l4||I.mapping===C6),lightMap:!!w.lightMap,aoMap:!!w.aoMap,emissiveMap:!!w.emissiveMap,bumpMap:!!w.bumpMap,normalMap:!!w.normalMap,objectSpaceNormalMap:w.normalMapType===Jm,tangentSpaceNormalMap:w.normalMapType===er,decodeVideoTexture:!!w.map&&w.map.isVideoTexture===!0&&w.map.encoding===ct,clearcoat:le,clearcoatMap:le&&!!w.clearcoatMap,clearcoatRoughnessMap:le&&!!w.clearcoatRoughnessMap,clearcoatNormalMap:le&&!!w.clearcoatNormalMap,displacementMap:!!w.displacementMap,roughnessMap:!!w.roughnessMap,metalnessMap:!!w.metalnessMap,specularMap:!!w.specularMap,specularIntensityMap:!!w.specularIntensityMap,specularCo
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gl_Position = vec4( position, 1.0 );
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}`,Aw=`uniform sampler2D shadow_pass;
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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 ) );
1 year ago
}`;function Fh(a,e,t){let i=new Cs,n=new te,r=new te,s=new Ke,o=new g3({depthPacking:$m}),c=new v3,l={},h=t.maxTextureSize,u={0:Tt,1:ds,2:Zn},f=new Di({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new te},radius:{value:4}},vertexShader:Cw,fragmentShader:Aw}),d=f.clone();d.defines.HORIZONTAL_PASS=1;let p=new st;p.setAttribute("position",new At(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));let v=new Gt(p,f),x=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=s5,this.render=function(y,b,C){if(x.enabled===!1||x.autoUpdate===!1&&x.needsUpdate===!1||y.length===0)return;let _=a.getRenderTarget(),S=a.getActiveCubeFace(),P=a.getActiveMipmapLevel(),H=a.state;H.setBlending(xi),H.buffers.color.setClear(1,1,1,1),H.buffers.depth.setTest(!0),H.setScissorTest(!1);for(let w=0,T=y.length;w<T;w++){let A=y[w],R=A.shadow;if(R===void 0){console.warn("THREE.WebGLShadowMap:",A,"has no shadow.");continue}if(R.autoUpdate===!1&&R.needsUpdate===!1)continue;n.copy(R.mapSize);let V=R.getFrameExtents();if(n.multiply(V),r.copy(R.mapSize),(n.x>h||n.y>h)&&(n.x>h&&(r.x=Math.floor(h/V.x),n.x=r.x*V.x,R.mapSize.x=r.x),n.y>h&&(r.y=Math.floor(h/V.y),n.y=r.y*V.y,R.mapSize.y=r.y)),R.map===null&&!R.isPointLightShadow&&this.type===fs){let N={minFilter:Zt,magFilter:Zt,format:Qt};R.map=new m1(n.x,n.y,N),R.map.texture.name=A.name+".shadowMap",R.mapPass=new m1(n.x,n.y,N),R.camera.updateProjectionMatrix()}if(R.map===null){let N={minFilter:Dt,magFilter:Dt,format:Qt};R.map=new m1(n.x,n.y,N),R.map.texture.name=A.name+".shadowMap",R.camera.updateProjectionMatrix()}a.setRenderTarget(R.map),a.clear();let L=R.getViewportCount();for(let N=0;N<L;N++){let I=R.getViewport(N);s.set(r.x*I.x,r.y*I.y,r.x*I.z,r.y*I.w),H.viewport(s),R.updateMatrices(A,N),i=R.getFrustum(),M(b,C,R.camera,A,this.type)}!R.isPointLightShadow&&this.type===fs&&g(R,C),R.needsUpdate=!1}x.needsUpdate=!1,a.setRenderTarget(_,S,P)};function g(y,b){let C=e.update(v);f.defines.VSM_SAMPLES!==y.blurSamples&&(f.defines.VSM_SAMPLES=y.blurSamples,d.defines.VSM_SAMPLES=y.blurSamples,f.needsUpdate=!0,d.needsUpdate=!0),f.uniforms.shadow_pass.value=y.map.texture,f.uniforms.resolution.value=y.mapSize,f.uniforms.radius.value=y.radius,a.setRenderTarget(y.mapPass),a.clear(),a.renderBufferDirect(b,null,C,f,v,null),d.uniforms.shadow_pass.value=y.mapPass.texture,d.uniforms.resolution.value=y.mapSize,d.uniforms.radius.value=y.radius,a.setRenderTarget(y.map),a.clear(),a.renderBufferDirect(b,null,C,d,v,null)}function m(y,b,C,_,S,P,H){let w=null,T=_.isPointLight===!0?y.customDistanceMaterial:y.customDepthMaterial;if(T!==void 0?w=T:w=_.isPointLight===!0?c:o,a.localClippingEnabled&&C.clipShadows===!0&&C.clippingPlanes.length!==0||C.displacementMap&&C.displacementScale!==0||C.alphaMap&&C.alphaTest>0){let A=w.uuid,R=C.uuid,V=l[A];V===void 0&&(V={},l[A]=V);let L=V[R];L===void 0&&(L=w.clone(),V[R]=L),w=L}return w.visible=C.visible,w.wireframe=C.wireframe,H===fs?w.side=C.shadowSide!==null?C.shadowSide:C.side:w.side=C.shadowSide!==null?C.shadowSide:u[C.side],w.alphaMap=C.alphaMap,w.alphaTest=C.alphaTest,w.clipShadows=C.clipShadows,w.clippingPlanes=C.clippingPlanes,w.clipIntersection=C.clipIntersection,w.displacementMap=C.displacementMap,w.displacementScale=C.displacementScale,w.displacementBias=C.displacementBias,w.wireframeLinewidth=C.wireframeLinewidth,w.linewidth=C.linewidth,_.isPointLight===!0&&w.isMeshDistanceMaterial===!0&&(w.referencePosition.setFromMatrixPosition(_.matrixWorld),w.nearDistance=S,w.farDistance=P),w}function M(y,b,C,_,S){if(y.visible===!1)return;if(y.layers.test(b.layers)&&(y.isMesh||y.isLine||y.isPoints)&&(y.castShadow||y.receiveShadow&&S===fs)&&(!y.frustumCulled||i.intersectsObject(y))){y.modelViewMatrix.multiplyMatrices(C.matrixWorldInverse,y.matrixWorld);let w=e.update(y),T=y.material;if(Array.isArray(T)){let A=w.groups;for(let R=0,V=A.length;R<V;R++){let L=A[R],N=T[L.materialIndex];if(N&&N.visible){let I=m(y,w,N,_,C.near,C.far,S);a.renderBufferDirect(C,null,w,I,y,L)}}}else if(T.visible){let A=m(y,w,T,_,C.near,C.far,S);a.renderBufferDirect(C,null,w,A,y,null)}}let
`),h=!0);let[p,v]=d.innerText.match(/^dice\-mod:\s*([\s\S]+)\s*?/),x=this.data.displayFormulaForMod;v.includes("|noform")&&(x=!1),v.includes("|form")&&(x=!0),v=v.replace("|noform","").replace("|form","");let g=await this.getRoller(v,t.sourcePath);g instanceof t1&&(g.shouldRender&&(g.hasRunOnce=!0),g.on("new-result",()=>{this.data.addToView&&this.view?.addResult(g)})),u.push(new Promise((m,M)=>{g.on("new-result",async()=>{let y=l.slice(r.lineStart,r.lineEnd+1),b=await g.getReplacer();if(!b){new gt.Notice("Dice Roller: There was an issue modifying the file.");return}let C=x?`${g.inlineText} ${b}`:`${b}`;this.data.escapeDiceMod?y=y.join(`
`).replace(`\`${p}\``,C.replace(/([\*\[\]])/g,"\\$1")).split(`
`):y=y.join(`
`).replace(`\`${p}\``,C).split(`
`),l.splice(r.lineStart,r.lineEnd-r.lineStart+1,...y),m()})})),await g.roll();continue}catch(p){console.error(p)}}if(!!/^dice(?:\+|\-|\-mod)?:\s*([\s\S]+)\s*?/.test(d.innerText))try{let[,p]=d.innerText.match(/^dice(?:\+|\-|\-mod)?:\s*([\s\S]+)\s*?/),v=await this.getRoller(p,t.sourcePath),x=this.data.results?.[n]?.[s]?.[f]??null;(this.data.persistResults&&!/dice\-/.test(d.innerText)||/dice\+/.test(d.innerText))&&(this.persistingFiles.add(t.sourcePath),c[f]=v,v.save=!0);let g=this.data.renderAllDice;p.includes("|render")&&(g=!0),p.includes("|norender")&&(g=!1);let m=async()=>{await v.roll(),v.save&&x&&await v.applyResult(x),v instanceof t1&&(v.shouldRender=g,v.on("new-result",()=>{this.data.addToView&&this.view?.addResult(v)})),d.replaceWith(v.containerEl)};if(v.loaded?await m():v.on("loaded",async()=>{await m()}),!o||!(o instanceof gt.TFile))continue;this.addToFileMap(o,v);let M=this.app.workspace.getActiveViewOfType(gt.MarkdownView);if(M&&this.fileMap.has(o)&&this.fileMap.get(o).length===1){let y=this,b=ko(M,{onUnloadFile:function(C){return async function(_){return _==o&&(y.fileMap.delete(o),b()),await C.call(this,_)}}});M.register(b),M.register(()=>this.fileMap.delete(o))}}catch(p){console.error(p),new gt.Notice(`There was an error parsing the dice string: ${d.innerText}.
${p}`,5e3);continue}}if(!(!o||!(o instanceof gt.TFile))&&(h&&u.length&&(await Promise.all(u),await this.app.vault.modify(o,l.join(`
`))),n in this.data.results&&(this.data.results[n][s]={}),Object.entries(c).length)){let f=this.app.workspace.getActiveViewOfType(gt.MarkdownView);if(f){let d=this,p=ko(f,{onUnloadFile:function(v){return async function(x){if(x=o){d.persistingFiles.has(n)&&(d.persistingFiles.delete(n),d.data.results[n]={});for(let g in c){let m=c[g],M=t.getSectionInfo(e)?.lineStart;if(M==null)continue;let y={[M]:{...d.data.results[n]?.[M]??{},[g]:m.toResult()}};d.data.results[n]={...d.data.results[n]??{},...y},await d.saveSettings()}}return p(),await v.call(this,x)}}});f.register(p),f.register(async()=>{this.persistingFiles.has(n)&&(this.persistingFiles.delete(n),this.data.results[n]={});for(let v in c){let x=c[v],g=t.getSectionInfo(e)?.lineStart;if(g==null)continue;let m={[g]:{...this.data.results[n]?.[g]??{},[v]:x.toResult()}};this.data.results[n]={...this.data.results[n]??{},...m},await this.saveSettings()}})}}}get canUseDataview(){return this.app.plugins.getPlugin("dataview")!=null}get dataview(){return this.app.plugins.getPlugin("dataview")}get dataviewAPI(){return(0,L7.getAPI)()}async dataviewReady(){return new Promise(e=>{this.canUseDataview||e(!1),this.dataview.api&&e(!0),this.registerEvent(this.app.metadataCache.on("dataview:api-ready",()=>{e(!0)}))})}get view(){let e=this.app.workspace.getLeavesOfType(Yi),t=e.length?e[0]:null;if(t&&t.view&&t.view instanceof es)return t.view}async getArrayRoller(e,t=1){let i=new Go(this,e,t);return await i.roll(),i}async addDiceView(e=!1){e&&!this.data.showLeafOnStartup||this.app.workspace.getLeavesOfType(Yi).length||await this.app.workspace.getRightLeaf(!1).setViewState({type:Yi})}async registerDataviewInlineFields(){if(!this.canUseDataview)return;await this.dataviewReady(),this.dataview.index.pages.forEach(({fields:t})=>{for(let[i,n]of t)typeof n!="number"||Number.isNaN(n)||n==null||this.inline.set(i,n)}),this.parser.setInlineFields(this.inline),this.registerEvent(this.app.metadataCache.on("dataview:metadata-change",(t,i)=>{if(t==="update"){let n=this.dataview.api.page(i.path);if(!n)return;for(let r in n){let s=n[r];typeof s!="number"||Number.isNaN(s)||s==null||this.inline.set(r,s)}this.parser.setInlineFields(this.inline)}}))}async renderRoll(e){await e.roll(!0)}async parseDice(e,t){let i=await this.getRoller(e,t);return{result:await i.roll(),roller:i}}parseDiceSync(e,t){let i=this.getRollerSync(e,t);if(i instanceof t1)return{result:i.result,roller:i}}clearEmpties(e){for(var t in e)!e[t]||typeof e[t]!="object"||(this.clearEmpties(e[t]),Object.keys(e[t]).length===0&&delete e[t])}async saveSettings(){this.clearEmpties(this.data.results),await this.saveData(this.data)}get dataview_regex(){let e=Array.from(this.inline.keys());return e.length?new RegExp(`(${e.join("|")})`,"g"):null}getParametersForRoller(e,t){e=e.replace(/\\\|/g,"|");let i=t?.showDice??!0,n=t?.shouldRender??this.data.renderAllDice,r=t?.showFormula??this.data.displayResultsInline,s=t?.showParens??this.data.displayFormulaAfter,o=t?.expectedValue??this.data.initialDisplay,c=t?.text??"",l=t?.round??this.data.round,h=t?.signed??this.data.signed,u=/\|text\((.*)\)/;if(e.includes("|nodice")&&(i=!1),e.includes("|render")&&(n=!0),e.includes("|norender")&&(n=!1),e.includes("|form")&&(r=!0),e.includes("|noform")&&(r=!1),e.includes("|avg")&&(o=ut.Average),e.includes("|none")&&(o=ut.None),e.includes("|text(")){let[,f]=e.match(u)??[null,""];c=f}return e.includes("|paren")&&(s=!0),e.includes("|noparen")&&(s=!1),e.includes("|round")&&(l=_t.Normal),e.includes("|noround")&&(l=_t.None),e.includes("|ceil")&&(l=_t.Up),e.includes("|floor")&&(l=_t.Down),e.includes("|signed")&&(h=!0),e=(0,T7.decode)(e.replace("|nodice","").replace("|render","").replace("|norender","").replace("|noform","").replace("|form","").replace("|noparen","").replace("|paren","").replace("|avg","").replace("|none","").replace("|round","").replace("|noround","").replace("|ceil","").replace("|floor","").replace("|signed","").replace(u,"")),e in this.data.formulas&&(e=this.data.formulas[e]),{content:e,showDice:i,showParens:s,showFormula:r,expectedValue:o,shouldRender:n,text:c,round:l,si
3 years ago
/*!
* Font Awesome Free 5.15.3 by @fontawesome - https://fontawesome.com
* License - https://fontawesome.com/license/free (Icons: CC BY 4.0, Fonts: SIL OFL 1.1, Code: MIT License)
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/*!
* Font Awesome Free 5.15.4 by @fontawesome - https://fontawesome.com
* License - https://fontawesome.com/license/free (Icons: CC BY 4.0, Fonts: SIL OFL 1.1, Code: MIT License)
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/*! https://mths.be/he v1.2.0 by @mathias | MIT license */
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* @license
* Copyright 2010-2022 Three.js Authors
* SPDX-License-Identifier: MIT
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