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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
*/
7 months ago
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`).join(" -> ")} -> `}},Mn=class extends jl{},rr=class extends Mn{constructor(t,i,n,s,o,a=t.showDice){super(t,i,[n],a);this.data=t;this.original=i;this.lexeme=n;this.source=s;this.app=o;this.watch=!0;this.getPath(),this.init=this.getFile()}async getFile(){if(this.file=this.app.metadataCache.getFirstLinkpathDest(this.path,this.source),!this.file||!(this.file instanceof Mi.TFile))throw new Error("Could not load file.");await this.load()}},es=class extends rr{constructor(t,i,n,s,o,a=!0,l=t.showDice){super(t,i,n,s,o,l);this.data=t;this.original=i;this.lexeme=n;this.app=o;this.inline=a;this.data.displayAsEmbed&&(this.containerEl.addClasses(["has-embed","markdown-embed"]),this.resultEl.addClass("internal-embed")),this.resultEl.setAttrs({src:s}),this.copy=this.containerEl.createDiv({cls:"dice-content-copy dice-roller-button no-show",attr:{"aria-label":"Copy Contents"}}),this.copy.addEventListener("click",c=>{c.stopPropagation(),navigator.clipboard.writeText(this.transformResultsToString()).then(async()=>{new Mi.Notice("Result copied to clipboard.")})}),(0,Mi.setIcon)(this.copy,"copy")}getEmbedClass(){return this.data.displayAsEmbed?"markdown-embed":""}},Lo=class extends Fo{constructor(t,i,n){super(t,"");this.options=i;this.rolls=n}get tooltip(){return`${this.options.toString()}
${this.results.toString()}`}async roll(){let t=[...this.options];return this.results=[...Array(this.rolls)].map(()=>{let i=t[this.getRandomBetween(0,t.length-1)];return t.splice(t.indexOf(i),1),i}).filter(i=>i),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 Un=require("obsidian");var gi=class r{constructor(e=[0,0,0,0,0,0,0,0,0]){this.elements=void 0,this.elements=e}identity(){let e=this.elements;e[0]=1,e[1]=0,e[2]=0,e[3]=0,e[4]=1,e[5]=0,e[6]=0,e[7]=0,e[8]=1}setZero(){let e=this.elements;e[0]=0,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=0,e[6]=0,e[7]=0,e[8]=0}setTrace(e){let t=this.elements;t[0]=e.x,t[4]=e.y,t[8]=e.z}getTrace(e=new b){let t=this.elements;return e.x=t[0],e.y=t[4],e.z=t[8],e}vmult(e,t=new b){let i=this.elements,n=e.x,s=e.y,o=e.z;return t.x=i[0]*n+i[1]*s+i[2]*o,t.y=i[3]*n+i[4]*s+i[5]*o,t.z=i[6]*n+i[7]*s+i[8]*o,t}smult(e){for(let t=0;t<this.elements.length;t++)this.elements[t]*=e}mmult(e,t=new r){let i=this.elements,n=e.elements,s=t.elements,o=i[0],a=i[1],l=i[2],c=i[3],u=i[4],h=i[5],d=i[6],p=i[7],m=i[8],y=n[0],x=n[1],g=n[2],f=n[3],E=n[4],w=n[5],_=n[6],D=n[7],T=n[8];return s[0]=o*y+a*f+l*_,s[1]=o*x+a*E+l*D,s[2]=o*g+a*w+l*T,s[3]=c*y+u*f+h*_,s[4]=c*x+u*E+h*D,s[5]=c*g+u*w+h*T,s[6]=d*y+p*f+m*_,s[7]=d*x+p*E+m*D,s[8]=d*g+p*w+m*T,t}scale(e,t=new r){let i=this.elements,n=t.elements;for(let s=0;s!==3;s++)n[3*s+0]=e.x*i[3*s+0],n[3*s+1]=e.y*i[3*s+1],n[3*s+2]=e.z*i[3*s+2];return t}solve(e,t=new b){let s=[],o,a;for(o=0;o<3*4;o++)s.push(0);for(o=0;o<3;o++)for(a=0;a<3;a++)s[o+4*a]=this.elements[o+3*a];s[3+4*0]=e.x,s[3+4*1]=e.y,s[3+4*2]=e.z;let l=3,c=l,u,h=4,d;do{if(o=c-l,s[o+4*o]===0){for(a=o+1;a<c;a++)if(s[o+4*a]!==0){u=h;do d=h-u,s[d+4*o]+=s[d+4*a];while(--u);break}}if(s[o+4*o]!==0)for(a=o+1;a<c;a++){let p=s[o+4*a]/s[o+4*o];u=h;do d=h-u,s[d+4*a]=d<=o?0:s[d+4*a]-s[d+4*o]*p;while(--u)}}while(--l);if(t.z=s[2*4+3]/s[2*4+2],t.y=(s[1*4+3]-s[1*4+2]*t.z)/s[1*4+1],t.x=(s[0*4+3]-s[0*4+2]*t.z-s[0*4+1]*t.y)/s[0*4+0],isNaN(t.x)||isNaN(t.y)||isNaN(t.z)||t.x===1/0||t.y===1/0||t.z===1/0)throw"Could not solve equation! Got x=["+t.toString()+"], b=["+e.toString()+"], A=["+this.toString()+"]";return t}e(e,t,i){if(i===void 0)return this.elements[t+3*e];this.elements[t+3*e]=i}copy(e){for(let t=0;t<e.elements.length;t++)this.elements[t]=e.elements[t];return this}toString(){let e="",t=",";for(let i=0;i<9;i++)e+=this.elements[i]+t;return e}reverse(e=new r){let n=Ig,s,o;for(s=0;s<3;s++)for(o=0;o<3;o++)n[s+6*o]=this.elements[s+3*o];n[3+6*0]=1,n[3+6*1]=0,n[3+6*2]=0,n[4+6*0]=0,n[4+6*1]=1,n[4+6*2]=0,n[5+6*0]=0,n[5+6*1]=0,n[5+6*2]=1;let a=3,l=a,c,u=6,h;do{if(s=l-a,n[s+6*s]===0){for(o=s+1;o<l;o++)if(n[s+6*o]!==0){c=u;do h=u-c,n[h+6*s]+=n[h+6*o];while(--c);break}}if(n[s+6*s]!==0)for(o=s+1;o<l;o++){let d=n[s+6*o]/n[s+6*s];c=u;do h=u-c,n[h+6*o]=h<=s?0:n[h+6*o]-n[h+6*s]*d;while(--c)}}while(--a);s=2;do{o=s-1;do{let d=n[s+6*o]/n[s+6*s];c=6;do h=6-c,n[h+6*o]=n[h+6*o]-n[h+6*s]*d;while(--c)}while(o--)}while(--s);s=2;do{let d=1/n[s+6*s];c=6;do h=6-c,n[h+6*s]=n[h+6*s]*d;while(--c)}while(s--);s=2;do{o=2;do{if(h=n[3+o+6*s],isNaN(h)||h===1/0)throw"Could not reverse! A=["+this.toString()+"]";e.e(s,o,h)}while(o--)}while(s--);return e}setRotationFromQuaternion(e){let t=e.x,i=e.y,n=e.z,s=e.w,o=t+t,a=i+i,l=n+n,c=t*o,u=t*a,h=t*l,d=i*a,p=i*l,m=n*l,y=s*o,x=s*a,g=s*l,f=this.elements;return f[3*0+0]=1-(d+m),f[3*0+1]=u-g,f[3*0+2]=h+x,f[3*1+0]=u+g,f[3*1+1]=1-(c+m),f[3*1+2]=p-y,f[3*2+0]=h-x,f[3*2+1]=p+y,f[3*2+2]=1-(c+d),this}transpose(e=new r){let t=this.elements,i=e.elements,n;return i[0]=t[0],i[4]=t[4],i[8]=t[8],n=t[1],i[1]=t[3],i[3]=n,n=t[2],i[2]=t[6],i[6]=n,n=t[5],i[5]=t[7],i[7]=n,e}},Ig=[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],b=class r{constructor(e=0,t=0,i=0){this.x=void 0,this.y=void 0,this.z=void 0,this.x=e,this.y=t,this.z=i}cross(e,t=new r){let i=e.x,n=e.y,s=e.z,o=this.x,a=this.y,l=this.z;return t.x=a*s-l*n,t.y=l*i-o*s,t.z=o*n-a*i,t}set(e,t,i){return this.x=e,this.y=t,this.z=i,this}setZero(){this.x=this.y=this.z=0}vadd(e,t){if(t)t.x=e.x+this.x,t.y=e.y+this.
3 years ago
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
7 months ago
}`,cv=`void main() {
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gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
7 months ago
}`,Ui=class extends dt{constructor(e){super(),this.type="ShaderMaterial",this.defines={},this.uniforms={},this.vertexShader=lv,this.fragmentShader=cv,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=Ps(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 o=this.uniforms[n].value;o&&o.isTexture?t.uniforms[n]={type:"t",value:o.toJSON(e).uuid}:o&&o.isColor?t.uniforms[n]={type:"c",value:o.getHex()}:o&&o.isVector2?t.uniforms[n]={type:"v2",value:o.toArray()}:o&&o.isVector3?t.uniforms[n]={type:"v3",value:o.toArray()}:o&&o.isVector4?t.uniforms[n]={type:"v4",value:o.toArray()}:o&&o.isMatrix3?t.uniforms[n]={type:"m3",value:o.toArray()}:o&&o.isMatrix4?t.uniforms[n]={type:"m4",value:o.toArray()}:t.uniforms[n]={value:o}}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}};Ui.prototype.isShaderMaterial=!0;var Nr=class extends Ge{constructor(){super(),this.type="Camera",this.matrixWorldInverse=new Ee,this.projectionMatrix=new Ee,this.projectionMatrixInverse=new Ee}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)}};Nr.prototype.isCamera=!0;var _t=class extends Nr{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=nu*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){let e=Math.tan(xc*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return nu*2*Math.atan(Math.tan(xc*.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,s,o){this.aspect=e/t,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=i,this.view.offsetY=n,this.view.width=s,this.view.height=o,this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){let e=this.near,t=e*Math.tan(xc*.5*this.fov)/this.zoom,i=2*t,n=this.aspect*i,s=-.5*n,o=this.view;if(this.view!==null&&this.vie
3 years ago
varying vec3 vWorldDirection;
3 years ago
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
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return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
3 years ago
}
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:`
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uniform sampler2D tEquirect;
3 years ago
varying vec3 vWorldDirection;
3 years ago
#include <common>
3 years ago
void main() {
3 years ago
vec3 direction = normalize( vWorldDirection );
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vec2 sampleUV = equirectUv( direction );
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gl_FragColor = texture2D( tEquirect, sampleUV );
3 years ago
}
7 months ago
`},n=new Ir(5,5,5),s=new Ui({name:"CubemapFromEquirect",uniforms:Ps(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:gt,blending:an});s.uniforms.tEquirect.value=t;let o=new ht(n,s),a=t.minFilter;return t.minFilter===il&&(t.minFilter=Dt),new kr(1,10,this).update(e,o),t.minFilter=a,o.geometry.dispose(),o.material.dispose(),this}clear(e,t,i,n){let s=e.getRenderTarget();for(let o=0;o<6;o++)e.setRenderTarget(this,o),e.clear(t,i,n);e.setRenderTarget(s)}};La.prototype.isWebGLCubeRenderTarget=!0;var Vc=new P,uv=new P,hv=new xt,si=class{constructor(e=new P(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=Vc.subVectors(i,t).cross(uv.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(Vc),n=this.normal.dot(i);if(n===0)return this.distanceToPoint(e.start)===0?t.copy(e.start):null;let s=-(e.start.dot(this.normal)+this.constant)/n;return s<0||s>1?null:t.copy(i).multiplyScalar(s).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||hv.getNormalMatrix(e),n=this.coplanarPoint(Vc).applyMatrix4(e),s=this.normal.applyMatrix3(i).normalize();return this.constant=-n.dot(s),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return new this.constructor().copy(this)}};si.prototype.isPlane=!0;var gs=new vi,la=new P,Ns=class{constructor(e=new si,t=new si,i=new si,n=new si,s=new si,o=new si){this.planes=[e,t,i,n,s,o]}set(e,t,i,n,s,o){let a=this.planes;return a[0].copy(e),a[1].copy(t),a[2].copy(i),a[3].copy(n),a[4].copy(s),a[5].copy(o),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],s=i[1],o=i[2],a=i[3],l=i[4],c=i[5],u=i[6],h=i[7],d=i[8],p=i[9],m=i[10],y=i[11],x=i[12],g=i[13],f=i[14],E=i[15];return t[0].setComponents(a-n,h-l,y-d,E-x).normalize(),t[1].setComponents(a+n,h+l,y+d,E+x).normalize(),t[2].setComponents(a+s,h+c,y+p,E+g).normalize(),t[3].setComponents(a-s,h-c,y-p,E-g).normalize(),t[4].setComponents(a-o,h-u,y-m,E-f).normalize(),t[5].setComponents(a+o,h+u,y+m,E+f).normalize(),this}intersectsObject(e){let t=e.geometry;return t.boundingSphere===null&&t.computeBoundingSphere(),gs.copy(t.boundingSphere).applyMatrix4(e.matrixWorld),this.intersectsSphere(gs)}intersectsSprite(e){return gs.center.set(0,0,0),gs.radius=.7071067811865476,gs.applyMatrix4(e.matrixWorld),this.intersectsSphere(gs)}intersectsSphere(e){let t=this.planes,i=e.center,n=-e.radius;for(let s=0;s<6;s++)if(t[s].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(la.x=n.normal.x>0?e.max.x:e.min.x,la.y=n.normal.y>0?e.max.y:e.min.y,la.z=n.normal.z>0?e.max.z:e.min.z,n.distanceToPoint(la)<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 qf(){let r=null,e=!1,t=null,i=null;function n(s,o){t(s,o),i=r.requestAnimationFrame(n)}return{start:function(){e!==!0&&t!
diffuseColor.a *= texture2D( alphaMap, vUv ).g;
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#endif`,fv=`#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
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#endif`,mv=`#ifdef USE_ALPHATEST
if ( diffuseColor.a < alphaTest ) discard;
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#endif`,gv=`#ifdef USE_ALPHATEST
uniform float alphaTest;
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#endif`,yv=`#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`,xv=`#ifdef USE_AOMAP
uniform sampler2D aoMap;
uniform float aoMapIntensity;
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#endif`,vv="vec3 transformed = vec3( position );",wv=`vec3 objectNormal = vec3( normal );
3 years ago
#ifdef USE_TANGENT
vec3 objectTangent = vec3( tangent.xyz );
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#endif`,bv=`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`,_v=`#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`,Ev=`#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`,Av=`#if NUM_CLIPPING_PLANES > 0
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varying vec3 vClipPosition;
uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];
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#endif`,Sv=`#if NUM_CLIPPING_PLANES > 0
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varying vec3 vClipPosition;
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#endif`,Mv=`#if NUM_CLIPPING_PLANES > 0
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vClipPosition = - mvPosition.xyz;
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#endif`,Dv=`#if defined( USE_COLOR_ALPHA )
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diffuseColor *= vColor;
#elif defined( USE_COLOR )
diffuseColor.rgb *= vColor;
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#endif`,Tv=`#if defined( USE_COLOR_ALPHA )
3 years ago
varying vec4 vColor;
#elif defined( USE_COLOR )
varying vec3 vColor;
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#endif`,Cv=`#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`,Rv=`#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;
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#endif`,Fv=`#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 );
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}
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#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
}
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vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );
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}
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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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}
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float linearToRelativeLuminance( const in vec3 color ) {
vec3 weights = vec3( 0.2126, 0.7152, 0.0722 );
return dot( weights, color.rgb );
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}
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bool isPerspectiveMatrix( mat4 m ) {
return m[ 2 ][ 3 ] == - 1.0;
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}
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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 );
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}`,Lv=`#ifdef ENVMAP_TYPE_CUBE_UV
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#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 );
}
}
7 months ago
#endif`,Bv=`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
7 months ago
#endif`,Pv=`#ifdef USE_DISPLACEMENTMAP
3 years ago
uniform sampler2D displacementMap;
uniform float displacementScale;
uniform float displacementBias;
7 months ago
#endif`,Iv=`#ifdef USE_DISPLACEMENTMAP
3 years ago
transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );
7 months ago
#endif`,Nv=`#ifdef USE_EMISSIVEMAP
3 years ago
vec4 emissiveColor = texture2D( emissiveMap, vUv );
totalEmissiveRadiance *= emissiveColor.rgb;
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#endif`,kv=`#ifdef USE_EMISSIVEMAP
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uniform sampler2D emissiveMap;
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#endif`,zv="gl_FragColor = linearToOutputTexel( gl_FragColor );",Ov=`vec4 LinearToLinear( in vec4 value ) {
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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 );
7 months ago
}`,Vv=`#ifdef USE_ENVMAP
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#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
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#endif`,Uv=`#ifdef USE_ENVMAP
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uniform float envMapIntensity;
uniform float flipEnvMap;
#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#else
uniform sampler2D envMap;
#endif
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#endif`,Hv=`#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
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#endif`,Gv=`#ifdef USE_ENVMAP
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#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
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#endif`,qv=`#ifdef USE_ENVMAP
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#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
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#endif`,Wv=`#ifdef USE_FOG
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vFogDepth = - mvPosition.z;
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#endif`,$v=`#ifdef USE_FOG
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varying float vFogDepth;
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#endif`,jv=`#ifdef USE_FOG
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#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 );
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#endif`,Xv=`#ifdef USE_FOG
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uniform vec3 fogColor;
varying float vFogDepth;
#ifdef FOG_EXP2
uniform float fogDensity;
#else
uniform float fogNear;
uniform float fogFar;
#endif
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#endif`,Yv=`#ifdef USE_GRADIENTMAP
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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
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}`,Zv=`#ifdef USE_LIGHTMAP
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vec4 lightMapTexel = texture2D( lightMap, vUv2 );
vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
#ifndef PHYSICALLY_CORRECT_LIGHTS
lightMapIrradiance *= PI;
#endif
reflectedLight.indirectDiffuse += lightMapIrradiance;
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#endif`,Jv=`#ifdef USE_LIGHTMAP
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uniform sampler2D lightMap;
uniform float lightMapIntensity;
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#endif`,Kv=`vec3 diffuse = vec3( 1.0 );
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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
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#endif`,Qv=`uniform bool receiveShadow;
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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;
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}
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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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}
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vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
vec3 irradiance = ambientLightColor;
return irradiance;
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}
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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
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}
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float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {
return smoothstep( coneCosine, penumbraCosine, angleCosine );
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}
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#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;
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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;
}
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#endif`,e2=`#if defined( USE_ENVMAP )
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#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
}
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#endif`,t2=`ToonMaterial material;
material.diffuseColor = diffuseColor.rgb;`,i2=`varying vec3 vViewPosition;
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struct ToonMaterial {
vec3 diffuseColor;
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};
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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 );
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}
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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 );
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}
3 years ago
#define RE_Direct RE_Direct_Toon
#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon
7 months ago
#define Material_LightProbeLOD( material ) (0)`,n2=`BlinnPhongMaterial material;
3 years ago
material.diffuseColor = diffuseColor.rgb;
material.specularColor = specular;
material.specularShininess = shininess;
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material.specularStrength = specularStrength;`,s2=`varying vec3 vViewPosition;
3 years ago
struct BlinnPhongMaterial {
vec3 diffuseColor;
vec3 specularColor;
float specularShininess;
float specularStrength;
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};
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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;
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}
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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 );
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}
3 years ago
#define RE_Direct RE_Direct_BlinnPhong
#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong
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#define Material_LightProbeLOD( material ) (0)`,r2=`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;
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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 );
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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
7 months ago
#endif`,o2=`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 );
3 years ago
}
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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;
3 years ago
}
3 years ago
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;
3 years ago
}
3 years ago
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;
3 years ago
}
3 years ago
#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;
3 years ago
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 );
3 years ago
}
3 years ago
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 );
3 years ago
}
3 years ago
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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}`,a2=`
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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`,l2=`#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`,c2=`#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`,u2=`#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`,h2=`#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`,d2=`#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`,p2=`#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`,f2=`#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`,m2=`#ifdef USE_MAP
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uniform sampler2D map;
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#endif`,g2=`#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`,y2=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP )
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uniform mat3 uvTransform;
#endif
#ifdef USE_MAP
uniform sampler2D map;
#endif
#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
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#endif`,x2=`float metalnessFactor = metalness;
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#ifdef USE_METALNESSMAP
vec4 texelMetalness = texture2D( metalnessMap, vUv );
metalnessFactor *= texelMetalness.b;
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#endif`,v2=`#ifdef USE_METALNESSMAP
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uniform sampler2D metalnessMap;
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#endif`,w2=`#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`,b2=`#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`,_2=`#ifdef USE_MORPHTARGETS
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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`,E2=`float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;
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#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
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vec3 geometryNormal = normal;`,A2=`#ifdef OBJECTSPACE_NORMALMAP
normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
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#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`,S2=`#ifndef FLAT_SHADED
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varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
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#endif`,M2=`#ifndef FLAT_SHADED
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varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
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#endif`,D2=`#ifndef FLAT_SHADED
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vNormal = normalize( transformedNormal );
#ifdef USE_TANGENT
vTangent = normalize( transformedTangent );
vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
#endif
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#endif`,T2=`#ifdef USE_NORMALMAP
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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;
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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`,C2=`#ifdef USE_CLEARCOAT
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vec3 clearcoatNormal = geometryNormal;
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#endif`,R2=`#ifdef USE_CLEARCOAT_NORMALMAP
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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
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#endif`,F2=`#ifdef USE_CLEARCOATMAP
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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`,L2=`#ifdef OPAQUE
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diffuseColor.a = 1.0;
#endif
#ifdef USE_TRANSMISSION
diffuseColor.a *= transmissionAlpha + 0.1;
#endif
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gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,B2=`vec3 packNormalToRGB( const in vec3 normal ) {
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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.;
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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 );
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}`,P2=`#ifdef PREMULTIPLIED_ALPHA
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gl_FragColor.rgb *= gl_FragColor.a;
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#endif`,I2=`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;`,N2=`#ifdef DITHERING
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gl_FragColor.rgb = dithering( gl_FragColor.rgb );
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#endif`,k2=`#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`,z2=`float roughnessFactor = roughness;
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#ifdef USE_ROUGHNESSMAP
vec4 texelRoughness = texture2D( roughnessMap, vUv );
roughnessFactor *= texelRoughness.g;
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#endif`,O2=`#ifdef USE_ROUGHNESSMAP
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uniform sampler2D roughnessMap;
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#endif`,V2=`#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
3 years ago
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`,U2=`#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`,H2=`#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`,G2=`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;
7 months ago
}`,q2=`#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 );
7 months ago
#endif`,W2=`#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
7 months ago
#endif`,$2=`#ifdef USE_SKINNING
3 years ago
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;
7 months ago
#endif`,j2=`#ifdef USE_SKINNING
3 years ago
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`,X2=`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`,Y2=`#ifdef USE_SPECULARMAP
3 years ago
uniform sampler2D specularMap;
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#endif`,Z2=`#if defined( TONE_MAPPING )
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gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
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#endif`,J2=`#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;
3 years ago
}
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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 ),
3 years ago
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
}
7 months ago
vec3 CustomToneMapping( vec3 color ) { return color; }`,K2=`#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 );
7 months ago
#endif`,Q2=`#ifdef USE_TRANSMISSION
3 years ago
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;
3 years ago
}
}
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 );
}
7 months ago
#endif`,ew=`#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )
3 years ago
varying vec2 vUv;
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#endif`,tw=`#ifdef USE_UV
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#ifdef UVS_VERTEX_ONLY
vec2 vUv;
#else
varying vec2 vUv;
#endif
uniform mat3 uvTransform;
7 months ago
#endif`,iw=`#ifdef USE_UV
3 years ago
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
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#endif`,nw=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
3 years ago
varying vec2 vUv2;
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#endif`,sw=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
3 years ago
attribute vec2 uv2;
varying vec2 vUv2;
uniform mat3 uv2Transform;
7 months ago
#endif`,rw=`#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
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vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;
7 months ago
#endif`,ow=`#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`,aw=`varying vec2 vUv;
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uniform mat3 uvTransform;
void main() {
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
gl_Position = vec4( position.xy, 1.0, 1.0 );
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}`,lw=`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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}`,cw=`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;
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}`,uw=`#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>
7 months ago
}`,hw=`#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;
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}`,dw=`#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
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}`,pw=`#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;
7 months ago
}`,fw=`#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 );
7 months ago
}`,mw=`varying vec3 vWorldDirection;
3 years ago
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
7 months ago
}`,gw=`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>
7 months ago
}`,yw=`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>
7 months ago
}`,xw=`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>
7 months ago
}`,vw=`#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>
7 months ago
}`,ww=`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>
7 months ago
}`,bw=`#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>
7 months ago
}`,_w=`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>
7 months ago
}`,Ew=`#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;
7 months ago
}`,Aw=`#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>
7 months ago
}`,Sw=`#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
7 months ago
}`,Mw=`#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 );
7 months ago
#ifdef OPAQUE
gl_FragColor.a = 1.0;
#endif
}`,Dw=`#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>
7 months ago
}`,Tw=`#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>
7 months ago
}`,Cw=`#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
7 months ago
}`,Rw=`#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>
7 months ago
}`,Fw=`#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>
7 months ago
}`,Lw=`#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>
7 months ago
}`,Bw=`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>
7 months ago
}`,Pw=`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>
7 months ago
}`,Iw=`#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>
7 months ago
}`,Nw=`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>
7 months ago
}`,kw=`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>
7 months ago
}`,zw=`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>
7 months ago
}`,Ne={alphamap_fragment:pv,alphamap_pars_fragment:fv,alphatest_fragment:mv,alphatest_pars_fragment:gv,aomap_fragment:yv,aomap_pars_fragment:xv,begin_vertex:vv,beginnormal_vertex:wv,bsdfs:bv,bumpmap_pars_fragment:_v,clipping_planes_fragment:Ev,clipping_planes_pars_fragment:Av,clipping_planes_pars_vertex:Sv,clipping_planes_vertex:Mv,color_fragment:Dv,color_pars_fragment:Tv,color_pars_vertex:Cv,color_vertex:Rv,common:Fv,cube_uv_reflection_fragment:Lv,defaultnormal_vertex:Bv,displacementmap_pars_vertex:Pv,displacementmap_vertex:Iv,emissivemap_fragment:Nv,emissivemap_pars_fragment:kv,encodings_fragment:zv,encodings_pars_fragment:Ov,envmap_fragment:Vv,envmap_common_pars_fragment:Uv,envmap_pars_fragment:Hv,envmap_pars_vertex:Gv,envmap_physical_pars_fragment:e2,envmap_vertex:qv,fog_vertex:Wv,fog_pars_vertex:$v,fog_fragment:jv,fog_pars_fragment:Xv,gradientmap_pars_fragment:Yv,lightmap_fragment:Zv,lightmap_pars_fragment:Jv,lights_lambert_vertex:Kv,lights_pars_begin:Qv,lights_toon_fragment:t2,lights_toon_pars_fragment:i2,lights_phong_fragment:n2,lights_phong_pars_fragment:s2,lights_physical_fragment:r2,lights_physical_pars_fragment:o2,lights_fragment_begin:a2,lights_fragment_maps:l2,lights_fragment_end:c2,logdepthbuf_fragment:u2,logdepthbuf_pars_fragment:h2,logdepthbuf_pars_vertex:d2,logdepthbuf_vertex:p2,map_fragment:f2,map_pars_fragment:m2,map_particle_fragment:g2,map_particle_pars_fragment:y2,metalnessmap_fragment:x2,metalnessmap_pars_fragment:v2,morphnormal_vertex:w2,morphtarget_pars_vertex:b2,morphtarget_vertex:_2,normal_fragment_begin:E2,normal_fragment_maps:A2,normal_pars_fragment:S2,normal_pars_vertex:M2,normal_vertex:D2,normalmap_pars_fragment:T2,clearcoat_normal_fragment_begin:C2,clearcoat_normal_fragment_maps:R2,clearcoat_pars_fragment:F2,output_fragment:L2,packing:B2,premultiplied_alpha_fragment:P2,project_vertex:I2,dithering_fragment:N2,dithering_pars_fragment:k2,roughnessmap_fragment:z2,roughnessmap_pars_fragment:O2,shadowmap_pars_fragment:V2,shadowmap_pars_vertex:U2,shadowmap_vertex:H2,shadowmask_pars_fragment:G2,skinbase_vertex:q2,skinning_pars_vertex:W2,skinning_vertex:$2,skinnormal_vertex:j2,specularmap_fragment:X2,specularmap_pars_fragment:Y2,tonemapping_fragment:Z2,tonemapping_pars_fragment:J2,transmission_fragment:K2,transmission_pars_fragment:Q2,uv_pars_fragment:ew,uv_pars_vertex:tw,uv_vertex:iw,uv2_pars_fragment:nw,uv2_pars_vertex:sw,uv2_vertex:rw,worldpos_vertex:ow,background_vert:aw,background_frag:lw,cube_vert:cw,cube_frag:uw,depth_vert:hw,depth_frag:dw,distanceRGBA_vert:pw,distanceRGBA_frag:fw,equirect_vert:mw,equirect_frag:gw,linedashed_vert:yw,linedashed_frag:xw,meshbasic_vert:vw,meshbasic_frag:ww,meshlambert_vert:bw,meshlambert_frag:_w,meshmatcap_vert:Ew,meshmatcap_frag:Aw,meshnormal_vert:Sw,meshnormal_frag:Mw,meshphong_vert:Dw,meshphong_frag:Tw,meshphysical_vert:Cw,meshphysical_frag:Rw,meshtoon_vert:Fw,meshtoon_frag:Lw,points_vert:Bw,points_frag:Pw,shadow_vert:Iw,shadow_frag:Nw,sprite_vert:kw,sprite_frag:zw},re={common:{diffuse:{value:new ye(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new xt},uv2Transform:{value:new xt},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 ee(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 ye(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 );
}
}
7 months ago
`,blending:an,depthTest:!1,depthWrite:!1})}function $p(){let r=new ee(1,1);return new ks({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null},texelSize:{value:r}},vertexShader:mh(),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 );
}
7 months ago
`,blending:an,depthTest:!1,depthWrite:!1})}function jp(){return new ks({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:mh(),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 ) );
}
7 months ago
`,blending:an,depthTest:!1,depthWrite:!1})}function mh(){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 );
}
7 months ago
`}function jw(r){let e=new WeakMap,t=null;function i(a){if(a&&a.isTexture){let l=a.mapping,c=l===Kc||l===Qc,u=l===so||l===ro;if(c||u)if(a.isRenderTargetTexture&&a.needsPMREMUpdate===!0){a.needsPMREMUpdate=!1;let h=e.get(a);return t===null&&(t=new Ba(r)),h=c?t.fromEquirectangular(a,h):t.fromCubemap(a,h),e.set(a,h),h.texture}else{if(e.has(a))return e.get(a).texture;{let h=a.image;if(c&&h&&h.height>0||u&&h&&n(h)){t===null&&(t=new Ba(r));let d=c?t.fromEquirectangular(a):t.fromCubemap(a);return e.set(a,d),a.addEventListener("dispose",s),d.texture}else return null}}}return a}function n(a){let l=0,c=6;for(let u=0;u<c;u++)a[u]!==void 0&&l++;return l===c}function s(a){let l=a.target;l.removeEventListener("dispose",s);let c=e.get(l);c!==void 0&&(e.delete(l),c.dispose())}function o(){e=new WeakMap,t!==null&&(t.dispose(),t=null)}return{get:i,dispose:o}}function Xw(r){let e={};function t(i){if(e[i]!==void 0)return e[i];let n;switch(i){case"WEBGL_depth_texture":n=r.getExtension("WEBGL_depth_texture")||r.getExtension("MOZ_WEBGL_depth_texture")||r.getExtension("WEBKIT_WEBGL_depth_texture");break;case"EXT_texture_filter_anisotropic":n=r.getExtension("EXT_texture_filter_anisotropic")||r.getExtension("MOZ_EXT_texture_filter_anisotropic")||r.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case"WEBGL_compressed_texture_s3tc":n=r.getExtension("WEBGL_compressed_texture_s3tc")||r.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||r.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc");break;case"WEBGL_compressed_texture_pvrtc":n=r.getExtension("WEBGL_compressed_texture_pvrtc")||r.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:n=r.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 Yw(r,e,t,i){let n={},s=new WeakMap;function o(h){let d=h.target;d.index!==null&&e.remove(d.index);for(let m in d.attributes)e.remove(d.attributes[m]);d.removeEventListener("dispose",o),delete n[d.id];let p=s.get(d);p&&(e.remove(p),s.delete(d)),i.releaseStatesOfGeometry(d),d.isInstancedBufferGeometry===!0&&delete d._maxInstanceCount,t.memory.geometries--}function a(h,d){return n[d.id]===!0||(d.addEventListener("dispose",o),n[d.id]=!0,t.memory.geometries++),d}function l(h){let d=h.attributes;for(let m in d)e.update(d[m],34962);let p=h.morphAttributes;for(let m in p){let y=p[m];for(let x=0,g=y.length;x<g;x++)e.update(y[x],34962)}}function c(h){let d=[],p=h.index,m=h.attributes.position,y=0;if(p!==null){let f=p.array;y=p.version;for(let E=0,w=f.length;E<w;E+=3){let _=f[E+0],D=f[E+1],T=f[E+2];d.push(_,D,D,T,T,_)}}else{let f=m.array;y=m.version;for(let E=0,w=f.length/3-1;E<w;E+=3){let _=E+0,D=E+1,T=E+2;d.push(_,D,D,T,T,_)}}let x=new(Hf(d)?Fa:Ra)(d,1);x.version=y;let g=s.get(h);g&&e.remove(g),s.set(h,x)}function u(h){let d=s.get(h);if(d){let p=h.index;p!==null&&d.version<p.version&&c(h)}else c(h);return s.get(h)}return{get:a,update:l,getWireframeAttribute:u}}function Zw(r,e,t,i){let n=i.isWebGL2,s;function o(d){s=d}let a,l;function c(d){a=d.type,l=d.bytesPerElement}function u(d,p){r.drawElements(s,p,a,d*l),t.update(p,s,1)}function h(d,p,m){if(m===0)return;let y,x;if(n)y=r,x="drawElementsInstanced";else if(y=e.get("ANGLE_instanced_arrays"),x="drawElementsInstancedANGLE",y===null){console.error("THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");return}y[x](s,p,a,d*l,m),t.update(p,s,m)}this.setMode=o,this.setIndex=c,this.render=u,this.renderInstances=h}function Jw(r){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(`
7 months ago
`)}function $b(r){switch(r){case pn:return["Linear","( value )"];case et:return["sRGB","( value )"];default:return console.warn("THREE.WebGLProgram: Unsupported encoding:",r),["Linear","( value )"]}}function nf(r,e,t){let i=r.getShaderParameter(e,35713),n=r.getShaderInfoLog(e).trim();return i&&n===""?"":t.toUpperCase()+`
`+n+`
7 months ago
`+Wb(r.getShaderSource(e))}function jb(r,e){let t=$b(e);return"vec4 "+r+"( vec4 value ) { return LinearTo"+t[0]+t[1]+"; }"}function Xb(r,e){let t;switch(e){case vx:t="Linear";break;case wx:t="Reinhard";break;case bx:t="OptimizedCineon";break;case _x:t="ACESFilmic";break;case Ex:t="Custom";break;default:console.warn("THREE.WebGLProgram: Unsupported toneMapping:",e),t="Linear"}return"vec3 "+r+"( vec3 color ) { return "+t+"ToneMapping( color ); }"}function Yb(r){return[r.extensionDerivatives||r.envMapCubeUV||r.bumpMap||r.tangentSpaceNormalMap||r.clearcoatNormalMap||r.flatShading||r.shaderID==="physical"?"#extension GL_OES_standard_derivatives : enable":"",(r.extensionFragDepth||r.logarithmicDepthBuffer)&&r.rendererExtensionFragDepth?"#extension GL_EXT_frag_depth : enable":"",r.extensionDrawBuffers&&r.rendererExtensionDrawBuffers?"#extension GL_EXT_draw_buffers : require":"",(r.extensionShaderTextureLOD||r.envMap||r.transmission)&&r.rendererExtensionShaderTextureLod?"#extension GL_EXT_shader_texture_lod : enable":""].filter(Ar).join(`
`)}function Zb(r){let e=[];for(let t in r){let i=r[t];i!==!1&&e.push("#define "+t+" "+i)}return e.join(`
`)}function Jb(r,e){let t={},i=r.getProgramParameter(e,35721);for(let n=0;n<i;n++){let s=r.getActiveAttrib(e,n),o=s.name,a=1;s.type===35674&&(a=2),s.type===35675&&(a=3),s.type===35676&&(a=4),t[o]={type:s.type,location:r.getAttribLocation(e,o),locationSize:a}}return t}function Ar(r){return r!==""}function sf(r,e){return r.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 rf(r,e){return r.replace(/NUM_CLIPPING_PLANES/g,e.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,e.numClippingPlanes-e.numClipIntersection)}var Kb=/^[ \t]*#include +<([\w\d./]+)>/gm;function ou(r){return r.replace(Kb,Qb)}function Qb(r,e){let t=Ne[e];if(t===void 0)throw new Error("Can not resolve #include <"+e+">");return ou(t)}var e1=/#pragma unroll_loop[\s]+?for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,t1=/#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 of(r){return r.replace(t1,Qf).replace(e1,i1)}function i1(r,e,t,i){return console.warn("WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead."),Qf(r,e,t,i)}function Qf(r,e,t,i){let n="";for(let s=parseInt(e);s<parseInt(t);s++)n+=i.replace(/\[\s*i\s*\]/g,"[ "+s+" ]").replace(/UNROLLED_LOOP_INDEX/g,s);return n}function af(r){let e="precision "+r.precision+` float;
precision `+r.precision+" int;";return r.precision==="highp"?e+=`
#define HIGH_PRECISION`:r.precision==="mediump"?e+=`
#define MEDIUM_PRECISION`:r.precision==="lowp"&&(e+=`
#define LOW_PRECISION`),e}function n1(r){let e="SHADOWMAP_TYPE_BASIC";return r.shadowMapType===Nf?e="SHADOWMAP_TYPE_PCF":r.shadowMapType===dh?e="SHADOWMAP_TYPE_PCF_SOFT":r.shadowMapType===Er&&(e="SHADOWMAP_TYPE_VSM"),e}function s1(r){let e="ENVMAP_TYPE_CUBE";if(r.envMap)switch(r.envMapMode){case so:case ro:e="ENVMAP_TYPE_CUBE";break;case tl:case ph:e="ENVMAP_TYPE_CUBE_UV";break}return e}function r1(r){let e="ENVMAP_MODE_REFLECTION";if(r.envMap)switch(r.envMapMode){case ro:case ph:e="ENVMAP_MODE_REFRACTION";break}return e}function o1(r){let e="ENVMAP_BLENDING_NONE";if(r.envMap)switch(r.combine){case el:e="ENVMAP_BLENDING_MULTIPLY";break;case yx:e="ENVMAP_BLENDING_MIX";break;case xx:e="ENVMAP_BLENDING_ADD";break}return e}function a1(r,e,t,i){let n=r.getContext(),s=t.defines,o=t.vertexShader,a=t.fragmentShader,l=n1(t),c=s1(t),u=r1(t),h=o1(t),d=t.isWebGL2?"":Yb(t),p=Zb(s),m=n.createProgram(),y,x,g=t.glslVersion?"#version "+t.glslVersion+`
`:"";t.isRawShaderMaterial?(y=[p].filter(Ar).join(`
`),y.length>0&&(y+=`
`),x=[d,p].filter(Ar).join(`
3 years ago
`),x.length>0&&(x+=`
7 months ago
`)):(y=[af(t),"#define SHADER_NAME "+t.shaderName,p,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 "+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.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 "+l:"",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(Ar).join(`
`),x=[d,af(t),"#define SHADER_NAME "+t.shaderName,p,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 "+c:"",t.envMap?"#define "+u:"",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.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 "+l:"",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!==ln?"#define TONE_MAPPING":"",t.toneMapping!==ln?Ne.tonemapping_pars_fragment:"",t.toneMapping!==ln?Xb("toneMapping",t.toneMapping):"",t.dithering?"#define DITHERING":"",t.transparent?"":"#define OPAQUE",Ne.encodings_pars_fragment,jb("linearToOutputTexel",t.outputEncoding),t.depthPacking?"#define DEPTH_PACKING "+t.depthPacking:"",`
`].filter(Ar).join(`
`)),o=ou(o),o=sf(o,t),o=rf(o,t),a=ou(a),a=sf(a,t),a=rf(a,t),o=of(o),a=of(a),t.isWebGL2&&t.isRawShaderMaterial!==!0&&(g=`#version 300 es
`,y=["precision mediump sampler2DArray;","#define attribute in","#define varying out","#define texture2D texture"].join(`
3 years ago
`)+`
7 months ago
`+y,x=["#define varying in",t.glslVersion===Cp?"":"layout(location = 0) out highp vec4 pc_fragColor;",t.glslVersion===Cp?"":"#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(`
3 years ago
`)+`
7 months ago
`+x);let f=g+y+o,E=g+x+a,w=tf(n,35633,f),_=tf(n,35632,E);if(n.attachShader(m,w),n.attachShader(m,_),t.index0AttributeName!==void 0?n.bindAttribLocation(m,0,t.index0AttributeName):t.morphTargets===!0&&n.bindAttribLocation(m,0,"position"),n.linkProgram(m),r.debug.checkShaderErrors){let O=n.getProgramInfoLog(m).trim(),W=n.getShaderInfoLog(w).trim(),A=n.getShaderInfoLog(_).trim(),v=!0,R=!0;if(n.getProgramParameter(m,35714)===!1){v=!1;let S=nf(n,w,"vertex"),B=nf(n,_,"fragment");console.error("THREE.WebGLProgram: Shader Error "+n.getError()+" - VALIDATE_STATUS "+n.getProgramParameter(m,35715)+`
3 years ago
7 months ago
Program Info Log: `+O+`
`+S+`
`+B)}else O!==""?console.warn("THREE.WebGLProgram: Program Info Log:",O):(W===""||A==="")&&(R=!1);R&&(this.diagnostics={runnable:v,programLog:O,vertexShader:{log:W,prefix:y},fragmentShader:{log:A,prefix:x}})}n.deleteShader(w),n.deleteShader(_);let D;this.getUniforms=function(){return D===void 0&&(D=new hn(n,m)),D};let T;return this.getAttributes=function(){return T===void 0&&(T=Jb(n,m)),T},this.destroy=function(){i.releaseStatesOfProgram(this),n.deleteProgram(m),this.program=void 0},this.name=t.shaderName,this.id=qb++,this.cacheKey=e,this.usedTimes=1,this.program=m,this.vertexShader=w,this.fragmentShader=_,this}var l1=0,au=class{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(e){let t=e.vertexShader,i=e.fragmentShader,n=this._getShaderStage(t),s=this._getShaderStage(i),o=this._getShaderCacheForMaterial(e);return o.has(n)===!1&&(o.add(n),n.usedTimes++),o.has(s)===!1&&(o.add(s),s.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 lu;t.set(e,i)}return t.get(e)}},lu=class{constructor(){this.id=l1++,this.usedTimes=0}};function c1(r,e,t,i,n,s,o){let a=new Ca,l=new au,c=[],u=n.isWebGL2,h=n.logarithmicDepthBuffer,d=n.floatVertexTextures,p=n.maxVertexUniforms,m=n.vertexTextures,y=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(v){let S=v.skeleton.bones;if(d)return 1024;{let L=Math.floor((p-20)/4),C=Math.min(L,S.length);return C<S.length?(console.warn("THREE.WebGLRenderer: Skeleton has "+S.length+" bones. This GPU supports "+C+"."),0):C}}function f(v,R,S,B,L){let C=B.fog,N=v.isMeshStandardMaterial?B.environment:null,k=(v.isMeshStandardMaterial?t:e).get(v.envMap||N),V=x[v.type],U=L.isSkinnedMesh?g(L):0;v.precision!==null&&(y=n.getMaxPrecision(v.precision),y!==v.precision&&console.warn("THREE.WebGLProgram.getParameters:",v.precision,"not supported, using",y,"instead."));let q,j,ne,ae;if(V){let oe=xi[V];q=oe.vertexShader,j=oe.fragmentShader}else q=v.vertexShader,j=v.fragmentShader,l.update(v),ne=l.getVertexShaderID(v),ae=l.getFragmentShaderID(v);let H=r.getRenderTarget(),Te=v.alphaTest>0,ue=v.clearcoat>0;return{isWebGL2:u,shaderID:V,shaderName:v.type,vertexShader:q,fragmentShader:j,defines:v.defines,customVertexShaderID:ne,customFragmentShaderID:ae,isRawShaderMaterial:v.isRawShaderMaterial===!0,glslVersion:v.glslVersion,precision:y,instancing:L.isInstancedMesh===!0,instancingColor:L.isInstancedMesh===!0&&L.instanceColor!==null,supportsVertexTextures:m,outputEncoding:H===null?r.outputEncoding:H.isXRRenderTarget===!0?H.texture.encoding:pn,map:!!v.map,matcap:!!v.matcap,envMap:!!k,envMapMode:k&&k.mapping,envMapCubeUV:!!k&&(k.mapping===tl||k.mapping===ph),lightMap:!!v.lightMap,aoMap:!!v.aoMap,emissiveMap:!!v.emissiveMap,bumpMap:!!v.bumpMap,normalMap:!!v.normalMap,objectSpaceNormalMap:v.normalMapType===$x,tangentSpaceNormalMap:v.normalMapType===$s,decodeVideoTexture:!!v.map&&v.map.isVideoTexture===!0&&v.map.encoding===et,clearcoat:ue,clearcoatMap:ue&&!!v.clearcoatMap,clearcoatRoughnessMap:ue&&!!v.clearcoatRoughnessMap,clearcoatNormalMap:ue&&!!v.clearcoatNormalMap,displacementMap:!!v.displacementMap,roughnessMap:!!v.roughnessMap,metalnessMap:!!v.metalnessMap,specularMap:!!v.specularMap,specularIntensityMap:!!v.specularIntensityMap,specularCo
3 years ago
gl_Position = vec4( position, 1.0 );
7 months ago
}`,w1=`uniform sampler2D shadow_pass;
3 years ago
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 ) );
7 months ago
}`;function em(r,e,t){let i=new Ns,n=new ee,s=new ee,o=new $e,a=new Ia({depthPacking:Wx}),l=new Na,c={},u=t.maxTextureSize,h={0:gt,1:Cr,2:Fs},d=new Ui({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new ee},radius:{value:4}},vertexShader:v1,fragmentShader:w1}),p=d.clone();p.defines.HORIZONTAL_PASS=1;let m=new Ke;m.setAttribute("position",new ut(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));let y=new ht(m,d),x=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=Nf,this.render=function(w,_,D){if(x.enabled===!1||x.autoUpdate===!1&&x.needsUpdate===!1||w.length===0)return;let T=r.getRenderTarget(),O=r.getActiveCubeFace(),W=r.getActiveMipmapLevel(),A=r.state;A.setBlending(an),A.buffers.color.setClear(1,1,1,1),A.buffers.depth.setTest(!0),A.setScissorTest(!1);for(let v=0,R=w.length;v<R;v++){let S=w[v],B=S.shadow;if(B===void 0){console.warn("THREE.WebGLShadowMap:",S,"has no shadow.");continue}if(B.autoUpdate===!1&&B.needsUpdate===!1)continue;n.copy(B.mapSize);let L=B.getFrameExtents();if(n.multiply(L),s.copy(B.mapSize),(n.x>u||n.y>u)&&(n.x>u&&(s.x=Math.floor(u/L.x),n.x=s.x*L.x,B.mapSize.x=s.x),n.y>u&&(s.y=Math.floor(u/L.y),n.y=s.y*L.y,B.mapSize.y=s.y)),B.map===null&&!B.isPointLightShadow&&this.type===Er){let N={minFilter:Dt,magFilter:Dt,format:Lt};B.map=new zt(n.x,n.y,N),B.map.texture.name=S.name+".shadowMap",B.mapPass=new zt(n.x,n.y,N),B.camera.updateProjectionMatrix()}if(B.map===null){let N={minFilter:yt,magFilter:yt,format:Lt};B.map=new zt(n.x,n.y,N),B.map.texture.name=S.name+".shadowMap",B.camera.updateProjectionMatrix()}r.setRenderTarget(B.map),r.clear();let C=B.getViewportCount();for(let N=0;N<C;N++){let k=B.getViewport(N);o.set(s.x*k.x,s.y*k.y,s.x*k.z,s.y*k.w),A.viewport(o),B.updateMatrices(S,N),i=B.getFrustum(),E(_,D,B.camera,S,this.type)}!B.isPointLightShadow&&this.type===Er&&g(B,D),B.needsUpdate=!1}x.needsUpdate=!1,r.setRenderTarget(T,O,W)};function g(w,_){let D=e.update(y);d.defines.VSM_SAMPLES!==w.blurSamples&&(d.defines.VSM_SAMPLES=w.blurSamples,p.defines.VSM_SAMPLES=w.blurSamples,d.needsUpdate=!0,p.needsUpdate=!0),d.uniforms.shadow_pass.value=w.map.texture,d.uniforms.resolution.value=w.mapSize,d.uniforms.radius.value=w.radius,r.setRenderTarget(w.mapPass),r.clear(),r.renderBufferDirect(_,null,D,d,y,null),p.uniforms.shadow_pass.value=w.mapPass.texture,p.uniforms.resolution.value=w.mapSize,p.uniforms.radius.value=w.radius,r.setRenderTarget(w.map),r.clear(),r.renderBufferDirect(_,null,D,p,y,null)}function f(w,_,D,T,O,W,A){let v=null,R=T.isPointLight===!0?w.customDistanceMaterial:w.customDepthMaterial;if(R!==void 0?v=R:v=T.isPointLight===!0?l:a,r.localClippingEnabled&&D.clipShadows===!0&&D.clippingPlanes.length!==0||D.displacementMap&&D.displacementScale!==0||D.alphaMap&&D.alphaTest>0){let S=v.uuid,B=D.uuid,L=c[S];L===void 0&&(L={},c[S]=L);let C=L[B];C===void 0&&(C=v.clone(),L[B]=C),v=C}return v.visible=D.visible,v.wireframe=D.wireframe,A===Er?v.side=D.shadowSide!==null?D.shadowSide:D.side:v.side=D.shadowSide!==null?D.shadowSide:h[D.side],v.alphaMap=D.alphaMap,v.alphaTest=D.alphaTest,v.clipShadows=D.clipShadows,v.clippingPlanes=D.clippingPlanes,v.clipIntersection=D.clipIntersection,v.displacementMap=D.displacementMap,v.displacementScale=D.displacementScale,v.displacementBias=D.displacementBias,v.wireframeLinewidth=D.wireframeLinewidth,v.linewidth=D.linewidth,T.isPointLight===!0&&v.isMeshDistanceMaterial===!0&&(v.referencePosition.setFromMatrixPosition(T.matrixWorld),v.nearDistance=O,v.farDistance=W),v}function E(w,_,D,T,O){if(w.visible===!1)return;if(w.layers.test(_.layers)&&(w.isMesh||w.isLine||w.isPoints)&&(w.castShadow||w.receiveShadow&&O===Er)&&(!w.frustumCulled||i.intersectsObject(w))){w.modelViewMatrix.multiplyMatrices(D.matrixWorldInverse,w.matrixWorld);let v=e.update(w),R=w.material;if(Array.isArray(R)){let S=v.groups;for(let B=0,L=S.length;B<L;B++){let C=S[B],N=R[C.materialIndex];if(N&&N.visible){let k=f(w,v,N,T,D.near,D.far,O);r.renderBufferDirect(D,null,v,k,w,C)}}}else if(R.visible){let S=f(w,v,R,T,D.near,D.far,O);r.renderBufferDirect(D,null,v,S,w,null)}}let
`);c.length>1&&(a=a/c.length,o.font=`${a}pt '${this.fontFace}'`,l=o.measureText("M").width*1.2,n-=l*c.length/2);for(let h=0,d=c.length;h<d;h++){let p=c[h].trim();o.fillText(c[h],s,n),(p=="6"||p=="9")&&o.fillText(" .",s,n),n+=l*1.5}let u=new at(i);return u.needsUpdate=!0,i.detach(),u}getContext(e){let t=e.getContext("2d",{alpha:!0});t.clearRect(0,0,e.width,e.height);let i=e.width/(1+2*this.margin);return this.sides==100&&(i*=.75),t.font=`${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 De({mass:this.mass,shape:this.shape}),geometry:this.geometry.clone(),values:this.values}}},rl=class extends Kt{constructor(t,i,n={diceColor:"#171120",textColor:"#FF0000"},s){super(t,i,n,s);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 o=(1+Math.sqrt(5))/2;this.vertices=[[-1,o,0],[1,o,0],[-1,-o,0],[1,-o,0],[0,-1,o],[0,1,o],[0,-1,-o],[0,1,-o],[o,0,-1],[o,0,1],[-o,0,-1],[-o,0,1]]}},ol=class extends Kt{constructor(t,i,n={diceColor:"#7339BE",textColor:"#FFFFFF"},s){super(t,i,n,s);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 o=(1+Math.sqrt(5))/2,a=1/o;this.vertices=[[0,a,o],[0,a,-o],[0,-a,o],[0,-a,-o],[o,0,a],[o,0,-a],[-o,0,a],[-o,0,-a],[a,o,0],[a,-o,0],[-a,o,0],[-a,-o,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]]}},al=class extends Kt{constructor(t,i,n={diceColor:"#c74749",textColor:"#FFFFFF"},s){super(t,i,n,s);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 o=0,a=0;o<10;++o,a+=Math.PI*2/10)this.vertices.push([Math.cos(a),Math.sin(a),.105*(o%2?1:-1)]);this.vertices.push([0,0,-1]),this.vertices.push([0,0,1])}},ll=class extends Kt{constructor(t,i,n={diceColor:"#7a2c2d",textColor:"#FFFFFF"},s){super(t,i,n,s);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 o=0,a=0;o<10;++o,a+=Math.PI*2/10)this.vertices.push([Math.cos(a),Math.sin(a),.105*(o%2?1:-1)]);this.vertices.push([0,0,-1]),this.vertices.push([0,0,1])}},cl=class extends Kt{constructor(t,i,n={diceColor:"#5eb0c5",textColor:"#FFFFFF"},s){super(t,i,n,s);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}},ul=class extends Kt{constructor(t,i,n={diceColor:"#d68316",textColor:"#FFFFFF"},s){
a`,"a",`a
a`,"x","s",`s
a`,"s",`s
a`,`s
s`,`s
a`,`s
s`,""];this.setColor({diceColor:"#FEF035",textColor:"#000000"})}},ml=class extends pl{constructor(t,i,n=xn,s){super(t,i,n,s);this.labels=["","",`t
t`,"t",`t
t`,"t",`t
f`,"f",`t
f`,"f",`f
f`,"y",`f
f`,""];this.setColor({diceColor:"#751317",textColor:"#FFFFFF"})}},gl=class extends oo{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}},yl=class extends gl{constructor(t,i,n=xn,s){super(t,i,n,s);this.labels=["","","s","a",`s
a`,`s
s`,"a","s",`a
a`,""];this.setColor({diceColor:"#46AC4E",textColor:"#000000"})}},xl=class extends gl{constructor(t,i,n=xn,s){super(t,i,n,s);this.labels=["","","t","f",`f
t`,"t","",`t
t`,`f
f`,"t",""];this.setColor({diceColor:"#52287E",textColor:"#FFFFFF"})}},vl=class extends oo{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]}},wl=class extends vl{constructor(t,i,n=xn,s){super(t,i,n,s);this.labels=["","","","","s",`s
a`,`a
a`,"a","",""];this.setColor({diceColor:"#76CDDB",textColor:"#000000"})}},bl=class extends vl{constructor(t,i,n=xn,s){super(t,i,n,s);this.labels=["","","","t","f","",""];this.setColor({diceColor:"#000000",textColor:"#FFFFFF"})}};var f_={pos:{x:0+100*Math.random(),y:0+100*Math.random(),z: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()}},vn=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={...f_};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},s=this.makeRandomVector(n),o={x:this.w*(s.x>0?-1:1)*.9,y:this.h*(s.y>0?-1:1)*.9,z:Math.random()*200+200},a=Math.abs(s.x/s.y);a>1?o.y/=a:o.x*=a;let l=this.makeRandomVector(n),c={x:l.x*i,y:l.y*i,z:-10},u={x:-(Math.random()*s.y*5+this.inertia*s.y),y:Math.random()*s.x*5+this.inertia*s.x,z:0},h={x:Math.random(),y:Math.random(),z:Math.random(),w:Math.random()};return{pos:o,velocity:c,angular:u,axis:h}}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 P(0,0,this.sides==4?-1:1),t,i=Math.PI*2,n=this.buffer.getAttribute("normal").array;for(let o=0,a=this.buffer.groups.length;o<a;++o){let l=this.buffer.groups[o];if(l.materialIndex==0)continue;let c=o*9,h=new P(n[c],n[c+1],n[c+2]).clone().applyQuaternion(new mt(this.body.quaternion.x,this.body.quaternion.y,this.body.quaternion.z,this.body.quaternion.w)).angleTo(e);h<i&&(i=h,t=l)}let s=t.materialIndex-1;return this.sides==10&&s==0&&(s=10),this.data.values?.[s]??s}shiftUpperValue(e){let t=this.geometry.geometry.clone(),i=this.getUpsideValue();for(let n=0,s=t.groups.length;n<s;++n){let o=t.groups[n].materialIndex;if(o!==0){for(o+=e-i-1;o>this.sides;)o-=this.sides;for(;o<1;)o+=this.sides;t.groups[n].materialIndex=o+1}}this.updateMaterialsForValue(e-i),this.geometry.geometry=t}resetBody(){return this.body.vlambda=new b,this.body.position=new b,this.body.previousPosition=new b,this.body.initPosition=new b,this.body.velocity=new b,this.body.initVelocity=new b,this.body.force=new b,this.body.torque=new b,this.body.quaternion=new mt,this.body.initQuaternion=new mt,this.body.angularVelocity=new b,this.body.initAngularVelocity=new b,this.body.interpolatedPosition=new b,this.body.interpolatedQuaternion=new mt,this.body.inertia=new b,this.body.invInertia=new b,this.body.invInertiaWorld=new gi,this.body.invInertiaSolve=new b,this.body.invInertiaWorldSolve=new gi,this.body.wlambda=new b,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 b(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}},ao=class extends vn{constructor(t,i,n,s){super(t,i,n);this.w=t;this.h=i;this.data=n;this.sides=20;this.inertia=6;s&&(this.vector=this.generateVector(s)),this.create()}},lo=class extends vn{constructor(t,i,n,s){super(t,i,n);this.w=t;this.h=i;this.data=n;this.sides=12;this.inertia=8;s&&(this.vector=this.generateVector(s)),this.create()
${this.result} = ${this.resultText}`:`${this.original}
${this.resultText}`:this.expectedValue==="Average"?this.displayFixedText?`${this.original}
${this.result} = average: ${this.resultText}`:`${this.original}
average: ${this.resultText}`:`${this.original}
empty`}allowAverage(){return this.dynamic.every(t=>t.allowAverage())}async build(){if(this.resultEl.empty(),this.expectedValue==="Average"&&!this.shouldRender){if(this.allowAverage()){for(let s of this.dynamic){let o=s.average(),a=new Map;for(let l=0;l<s.rolls;l++)a.set(l,o);s.setResults(a)}this.calculate()}else this.expectedValue="Roll";this.result=Math.floor(this.result),this.setTooltip()}let t=this.result;switch(this.round){case"None":{t=Math.trunc(t*100)/100;break}case"Normal":{t=Math.round(t);break}case"Up":{t=Math.ceil(t);break}case"Down":{t=Math.floor(t);break}}let i=this.signed&&t>0?"+":"",n;this.expectedValue==="None"&&!this.shouldRender?(this.showDice?n=[""]:n=["\xA0"],this.showFormula&&n.unshift(this.original+" -> ")):(n=[`${i}${t}`],this.showFormula&&n.unshift(this.inlineText)),this.expectedValue="Roll",this.displayFixedText?this.resultEl.setText(this.fixedText):this.resultEl.setText(n.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(t){t.stopPropagation(),t.stopImmediatePropagation(),t.getModifierState("Alt")?this.expectedValue="Average":t.getModifierState("Control")&&(this.expectedValue="None"),t.getModifierState("Shift")?(await this.roll(!0),this.hasRunOnce=!0):window.getSelection()?.isCollapsed&&await this.roll()}get dynamic(){return this.dice.filter(t=>!t.static)}get static(){return this.dice.filter(t=>t.static)}get isStatic(){return this.dice.every(t=>t.static)}rollSync(){this.stunted="",this.buildDiceTree();for(let t of this.dice)t.rollSync();return this.calculate(),this._tooltip=null,this.render(),this.trigger("new-result"),this.hasRunOnce=!0,this.result}setSpinner(){this.resultEl.empty(),(0,wn.setIcon)(this.resultEl.createDiv("should-spin"),"loader-2")}async renderDice(){this.isRendering=!0,this.setTooltip(),this.setSpinner();let t=[];for(let i of this.dice)t.push(new Promise(async n=>{await i.render(),n()}));await Promise.all(t),this.isRendering=!1,this.setTooltip()}buildDiceTree(){let t=0;for(let i of this.lexemes)switch(i.type){case"+":case"*":case"/":case"^":case"-":case"math":continue;case"u":{let n=this.dice[t-1],s=i.value?Number(i.value):1;n.modifiers.set("u",{data:s,conditionals:[],value:i.text});break}case"kh":{let n=this.dice[t-1],s=i.value?Number(i.value):1;n.modifiers.set("kh",{data:s,conditionals:[],value:i.text});break}case"dl":{let n=this.dice[t-1],s=i.value?Number(i.value):1;s=n.rolls-s,n.modifiers.set("kh",{data:s,conditionals:[],value:i.text});break}case"kl":{let n=this.dice[t-1],s=i.value?Number(i.value):1;n.modifiers.set("kl",{data:s,conditionals:[],value:i.text});break}case"dh":{let n=this.dice[t-1],s=i.value?Number(i.value):1;s=n.rolls-s,n.modifiers.set("kl",{data:s,conditionals:[],value:i.text});break}case"!":{let n=this.dice[t-1],s=Number(i.value)||1;n.modifiers.set("!",{data:s,conditionals:i.conditions??[],value:i.text});break}case"!!":{let n=this.dice[t-1],s=Number(i.value)||1;n.modifiers.set("!!",{data:s,conditionals:i.conditions??[],value:i.text});break}case"r":{let n=this.dice[t-1],s=Number(i.value)||1;n.modifiers.set("r",{data:s,conditionals:i.conditions??[],value:i.text});break}case"sort":{let n=this.dice[t-1],s=Number(i.value);n.modifiers.set("sort",{data:s,conditionals:i.conditions??[],value:i.value});break}case"dice":{if(i.parenedDice&&/^d/.test(i.value)&&this.stack.length){let n=this.stack.pop();i.value=`${n.result}${i.value}`,this.dice[t]=new oi(i.value,this.renderer,i)}this.dice[t]||(this.dice[t]=new oi(i.value,this.renderer,i)),t++;break}case"stunt":{this.dice[t]||(this.dice[t]=new _i(i.value,this.renderer,i)),t++;break}case"%":{this.dice[t]||(this.dice[t]=new El(i.value,this.renderer,i)),t++;break}}}async roll(t){if(this.stunted="",this.stackCopy=[],this.dice.length||this.buildDiceTree(),this.renderer.stop(),this.dice.forEach(i=>i.shouldRender=!1),t||this.shouldRender&&this.hasRunOnce)await this.renderDice();else for(let i of this.dice)await i.roll();return this.calculate(),this.r
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Result: ${this.result}`),this.trigger("new-result"),this.app.workspace.trigger("dice-roller:new-result",this),this.hasRunOnce=!0,this.result}calculate(){let t=0;for(let n of this.lexemes)switch(n.type){case"+":case"-":case"*":case"/":case"^":case"math":{let s=this.stack.pop(),o=this.stack.pop();s instanceof _i&&s.doubles&&(this.stunted=` - ${s.results.get(0).value} Stunt Points`),o instanceof _i&&o.doubles&&(this.stunted=` - ${o.results.get(0).value} Stunt Points`);let a=this.operators[n.value](o.result,s.result),l=this.operators[n.value](this.minStack.pop(),this.minStack.pop()),c=this.operators[n.value](this.maxStack.pop(),this.maxStack.pop());this.stackCopy.push(n.value),this.stack.push(new oi(`${a}`,this.renderer,n)),this.minStack.push(l),this.maxStack.push(c);break}case"stunt":case"%":case"dice":this.stack.push(this.dice[t]),this.stackCopy.push(this.dice[t]),this.minStack.push(this.dice[t].getMinPossible()),this.maxStack.push(this.dice[t].getMaxPossible()),t++;default:continue}let i=this.stack.pop();this.min=this.minStack.pop(),this.max=this.maxStack.pop(),i instanceof _i&&i.doubles&&(this.stunted=` - ${i.results.get(0).value} Stunt Points`),this.result=i.result}};var bn=require("obsidian");var lm=/(?:(?<roll>\d+)[Dd])?#(?<query>[\p{Letter}\p{Emoji_Presentation}\w/-]+)(?:\|(?<collapse>[\+-]))?(?:\|(?<types>[^\+-]+))?/u,cm=/(?:(?<roll>\d+)[Dd]?)?dv\((?<query>.+)\)(?:\|(?<collapse>[\+-]))?(?:\|(?<types>[^\+-]+))?/u,um=/(?<diceRoll>.*)?(?:\[.*\]\(|\[\[)(?<link>.+?)#?\^(?<block>.+?)(?:\]\]|\))(?:\|(?<header>.+))?/,Sl=/(?:(?<roll>\d+)[Dd])?(?:\[.*\]\(|\[\[)(?<link>.+)(?:\]\]|\))\|?(?<types>.+)?/;function m_(r){let e="",t="abcdefghijklmnopqrstuvwxyz0123456789",i=t.length;for(let n=0;n<r;n++)e+=t.charAt(Math.floor(Math.random()*i));return e}function g_(r){return`dice-${m_(4)}`}var Hn=class extends es{async getReplacer(){let e=await this.getBlockId();return e?`![[${this.path}#^${e}]]`:""}get tooltip(){return`${this.original}
${this.path}`}async build(){if(this.resultEl.empty(),this.data.displayResultsInline&&this.inline&&this.resultEl.createSpan({text:this.inlineText}),!this.results||!this.results.length){this.resultEl.createDiv({cls:"dice-no-results",text:"No results."});return}this.data.copyContentButton&&this.copy.removeClass("no-show");for(let e of this.results){this.resultEl.onclick=async i=>{if(i&&i.getModifierState("Control")||i.getModifierState("Meta")){i.stopPropagation();return}};let t=this.resultEl.createDiv({cls:this.getEmbedClass()});if(!this.data.displayResultsInline){let i="type"in e?e.type:"List Item";t.setAttrs({"aria-label":`${this.file.basename}: ${i}`})}if(!e){t.createDiv({cls:"dice-no-results",text:"No results."});continue}if(bn.MarkdownRenderer.render(app,this.displayFromCache(e),t.createDiv(),this.source,new bn.Component),this.data.copyContentButton&&this.results.length>1){let i=t.createDiv({cls:"dice-content-copy dice-roller-button",attr:{"aria-label":"Copy Contents"}});i.addEventListener("click",n=>{n.stopPropagation(),navigator.clipboard.writeText(this.displayFromCache(e).trim()).then(async()=>{new bn.Notice("Result copied to clipboard.")})}),(0,bn.setIcon)(i,"copy")}}}async load(){await this.getOptions()}displayFromCache(...e){let t=[];for(let i of e)t.push(this.content.slice(i.position.start.offset,i.position.end.offset));return t.join(`
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6 months ago
`)}transformResultsToString(){return this.displayFromCache(...this.results)}async getBlockId(){this.result||await this.roll();let e=this.cache.blocks??{},t=Object.entries(e).find(([i,n])=>hm(n.position,this.result.position));if(!t){let i=`${g_(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.app.vault.modify(this.file,n),i}return t[0]}getPath(){let{groups:e}=this.lexeme.value.match(Sl)??{},{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(s=>/heading\-\d+/.test(s)?s.split("-").pop():null).filter(s=>s),this.types=n?.split(",").map(s=>/heading\-\d+/.test(s)?s.split("-").shift():s)}async getOptions(){if(this.cache=this.app.metadataCache.getFileCache(this.file),!this.cache||!this.cache.sections)throw new Error("Could not read file cache.");this.content=await this.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})=>hm(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])}})}},hm=(r,e)=>r.start.col==e.start.col&&r.start.line==e.start.line&&r.start.offset==e.start.offset;var Gi=require("obsidian");var xm=Qn(dm());var ym=Qn(fm());var gm=require("obsidian"),_h=Qn(mm());var Eh=class extends gm.Component{constructor(){super(...arguments);this.inline=new Map;this.ready=!1}initialize(t){return this.app=t,this.api=(0,_h.getAPI)(),this.dataviewReady().then(()=>this.ready=!0),this}getFieldValueFromActiveFile(t){let i=this.app.workspace.getActiveFile();return!i||!this.canUseDataview||!this.ready?null:this.api.index.pages.get(i.path)?.fields.get(t)??null}get canUseDataview(){return this.app.plugins.getPlugin("dataview")!=null}async dataviewReady(){return new Promise(t=>{this.canUseDataview||t(!1),this.api&&t(!0),this.registerEvent(this.app.metadataCache.on("dataview:api-ready",()=>{this.api=(0,_h.getAPI)(),t(!0)}))})}},Vt=new Eh;var v_=/(?:\d+[Dd])?#(?:[\p{Letter}\p{Emoji_Presentation}\w/-]+)(?:\|(?:[+-]))?(?:\|(?:[^+-]+))?/u,w_=/(?:\d+[Dd]?)?dv\((?:.+)\)(?:\|(?:[+-]))?(?:\|(?:[^+-]+))?/u,b_=/(?:.*)?(?:\[.*\]\(|\[\[)(?:.+?)#?\^(?:.+?)(?:\)|\]\])\|?(?:.+)?/u,__=/(?:\d+[Dd])?(?:\[.*\]\(|\[\[)(?:.+)(?:\)|\]\])\|?(?:.+)?/u,E_=/(?:\d+[Dd])?(?:\[.*\]\(|\[\[)(?:.+)(?:\)|\]\])\|line/u,A_=/[\(\^\+\-\*\/\)]/u,S_=/(?:\d+|\b)[Dd](?:%|F|-?\d+|\[\d+(?:[ \t]*[,-][ \t]*\d+)+\]|\b)/u,M_=/(?:=|=!|<|>|<=|>=|=<|=>|-=|=-)(?:\d+(?:[Dd](?:%|F|-?\d+|\[\d+(?:[ \t]*[,-][ \t]*\d+)+\]|\b))?)/u,Ah=class{constructor(e){this.table=e}parse(e){let t=e.length,i=this.table,n=[],s=[],o=0;for(;o<t;){let a=e[o++];switch(a.value){case"(":s.unshift(a);break;case")":for(e[o]&&e[o].type=="dice"&&/^d/.test(e[o].value)&&(e[o].parenedDice=!0);s.length&&(a=s.shift(),a.value!=="(");)n.push(a);if(a.value!=="(")throw new Error("Mismatched parentheses.");break;default:if(i.hasOwnProperty(a.value)){for(;s.length;){let l=s[0];if(l.value==="(")break;let c=i[a.value],u=c.precedence,h=i[l.value].precedence;if(u>h||u===h&&c.associativity==="right")break;n.push(s.shift())}s.unshift(a)}
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`,o+=n.repeat(s),o+=")"):(u=="("?(s++,o+="("):u==";"?o+=",":u=="||"&&(o+="|"),o+=`
`,o+=n.repeat(s)),a=h}return o+=a,o}async getSubResult(t){let i=new Dh;typeof t=="number"?i.result=t.toString():i.result=t;let n=[];if(typeof t=="string"){let s=/(?:\`dice:)(.*?)(?:\`)/g,o=t.matchAll(s);for(let a of o){let l=a[1].trim(),c=await At.getRoller(l,this.source);await c.roll();let u=await this.getSubResult(c.result),h;if(u.result instanceof Gi.TFile?h=u.result.basename:h=u.result,i.result=i.result.replace(a[0],h),c instanceof r)n.push(c.combinedTooltip);else{let[d,p]=c.tooltip.split(`
`);n.push(d+" --> "+p)}}}return i.combinedTooltip=n.join(";"),i}async getResult(){let t=[],i=[],n=this.original;if(this.rollsFormula)try{let s=await At.getRoller(this.rollsFormula,this.source);if(!(s instanceof Pt))return this.prettyTooltip="TableRoller only supports dice rolls to select multiple elements.",new Gi.Notice(this.prettyTooltip),"ERROR";let o=s;await o.roll(),this.rolls=o.result,o.isStatic||(n=n.replace(this.rollsFormula,`${this.rollsFormula.trim()} --> ${o.resultText} > `))}catch{return this.prettyTooltip=`TableRoller: '${this.rollsFormula}' is not a valid dice roll.`,new Gi.Notice(this.prettyTooltip),"ERROR"}for(let s=0;s<this.rolls;s++){let o="",a,l="";if(this.isLookup){let c=await this.lookupRoller.roll(),u=this.lookupRanges.find(([h])=>h[1]===void 0&&c===h[0]||c>=h[0]&&h[1]>=c);u&&(o=this.lookupRoller.original.trim()+" --> "+`${this.lookupRoller.resultText}${this.header?" | "+this.header:""}`.trim(),l=u[1])}else{let c=[...this.options],u=this.getRandomBetween(0,c.length-1);o=c.length+" rows --> [row "+(u+1)+"]",l=c[u]}a=await this.getSubResult(l),t.push(a.result),a.combinedTooltip&&(o+=" > ("+a.combinedTooltip+")"),i.push(o)}return i.length==0?this.combinedTooltip=n:i.length==1?this.combinedTooltip=n+" "+i.join(""):this.combinedTooltip=n+" ==> ("+i.join(" ||")+")",this.prettyTooltip=this.prettify(this.combinedTooltip),t.join("||")}async roll(){return new Promise(async t=>{this.loaded?(this.result=await this.getResult(),this.render(),this.trigger("new-result"),t(this.result)):this.on("loaded",async()=>{this.result=await this.getResult(),this.render(),this.trigger("new-result"),t(this.result)})})}async load(){await this.getOptions()}async getOptions(){if(this.cache=this.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?
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7 months ago
${this.path} > ${this.block}`);let t=this.cache.sections?.find(s=>s.position==this.cache.blocks[this.block].position),i=this.cache.blocks[this.block].position,n=await this.app.vault.cachedRead(this.file);if(this.content=n.slice(i.start.offset,i.end.offset),t&&t.type==="list")this.options=this.content.split(`
`);else{let s=T_(this.content);if(s.columns.size===2&&/dice:\s*([\s\S]+)\s*?/.test(Array.from(s.columns.keys())[0])){let o=await At.getRoller(Array.from(s.columns.keys())[0].split(":").pop().replace(/\`/g,""),this.source);o instanceof Pt&&(this.lookupRoller=o,this.lookupRanges=s.rows.map(a=>{let[l,c]=a.replace(/\\\|/g,"{ESCAPED_PIPE}").split("|").map(d=>d.replace(/{ESCAPED_PIPE}/g,"\\|")).map(d=>d.trim()),[,u,h]=l.match(/(\d+)(?:[^\d]+?(\d+))?/)??[];if(!(!u&&!h))return[[Number(u),h?Number(h):void 0],c]}),this.isLookup=!0)}if(this.header==="xy"&&!s.columns.has("xy")){this.options=[];for(let o of Array.from(s.columns.values()).slice(1))this.options.push(...o)}else if(this.header&&s.columns.has(this.header))this.options=s.columns.get(this.header);else{if(this.header)throw new Error(`Header ${this.header} was not found in table ${this.path} > ${this.block}.`);this.options=s.rows}}this.loaded=!0,this.trigger("loaded")}},D_=/^\|?([\s\S]+?)\|?$/,vm=/\|/g;function T_(r){let e=r.split(`
`),i=e.map(o=>(o.trim().match(D_)??[,o.trim()])[1])[0].replace("\\|","{ESCAPED_PIPE}").split(vm),n=[],s=[];for(let o in i){let a=i[o];a.trim().length||(a=o),s.push([a.trim(),[]])}for(let o of e.slice(2)){let a=o.trim().replace(/\\\|/g,"{ESCAPED_PIPE}").split(vm).map(l=>l.replace(/{ESCAPED_PIPE}/g,"\\|")).map(l=>l.trim()).filter(l=>l.length);n.push(a.join(" | "));for(let l in a){let c=a[l].trim();!c.length||!s[l]||s[l][1].push(c)}}return{columns:new Map(s),rows:n}}var _n=require("obsidian");var mo=class extends es{async getReplacer(){return this.result}get tooltip(){return`${this.original}
${this.path}`}async build(){if(this.resultEl.empty(),this.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.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(_n.MarkdownRenderer.renderMarkdown(e,t.createDiv(),this.source,new _n.Component),this.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 _n.Notice("Result copied to clipboard.")})}),(0,_n.setIcon)(i,"copy")}}}transformResultsToString(){return this.results.join(`
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7 months ago
`)}async load(){await this.getOptions()}getPath(){let{groups:e}=this.lexeme.value.match(Sl)??{},{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.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])}})}};var qn=require("obsidian");var Cl=class extends Mn{constructor(t,i,n,s,o,a=t.showDice){super(t,i,[n],a);this.data=t;this.original=i;this.lexeme=n;this.source=s;this.app=o;this.isLink=!1;this.loaded=!1}async getReplacer(){return this.isLink?`[[${this.result.file.basename}]]`:await this.result.getReplacer()}guardDataview(){if(!Vt.canUseDataview)throw new qn.Notice("A query can only be rolled with the Dataview plugin enabled."),new Error("A query can only be rolled with the Dataview plugin enabled.")}initialize(){this.guardDataview();let{roll:t=1,query:i,types:n}=this.lexeme.value.match(this.regex).groups;this.base=i,this.rolls=Number(t),this.types=n,this.types&&(this.isLink=this.types.includes("link"),this.types=this.types.replace("link","")),!this.isLink&&this.data.displayAsEmbed&&this.containerEl.addClasses(["has-embed","markdown-embed"]),this.getFiles()}get typeText(){return this.types?.length?`|${this.types}`:""}async getFiles(){if(!Vt.canUseDataview){new qn.Notice("Dice Roller: Dataview must be installed and enabled to use query rollers.");return}await Vt.dataviewReady();let t=await Vt.api.query(this.query);if(!t.successful)throw new Error(`No files found with that query. Is the query correct?
`+this.query);let i=new Set(t.value.values.reduce((o,a)=>(a.type=="file"&&o.push(a.path),o),[]));if(i&&i.delete(this.source),!i||!i.size)throw new Error(`No files found with that query. Is the query correct?
`+this.query);let n=Array.from(i).map(o=>`[[${o}]]${this.typeText}`);this.results=[];let s=[];for(let o of n)s.push(new Promise(async a=>{let l=new Hn(this.data,o,{...this.lexeme,value:o,type:"section"},this.source,this.app,!1);this.results.push(l),a()}));await Promise.all(s),this.loaded=!0,this.trigger("loaded")}async build(){this.resultEl.empty(),this.data.displayResultsInline&&this.resultEl.createSpan({text:this.inlineText});let t=[],i=new Map(this.results.map((n,s)=>[s,n]));for(let n=0;n<this.rolls;n++){if(!i.size)continue;let s=this.getRandomBetween(0,i.size),o=i.get(s);await o.roll(),t.push(o),i.delete(s)}if(this.isLink){let n=t.reduce((s,o,a,l)=>(s.push(`[[${o.file.basename}]]`),l.length>1&&a!=l.length-1&&s.push(","),s),[]);qn.MarkdownRenderer.render(this.app,n.join(" "),this.resultEl,this.app.workspace.getActiveFile()?.path,new qn.Component)}else for(let n of t){let s=this.resultEl.createDiv();s.createEl("h5",{cls:"dice-file-name",text:n.file.basename}),s.appendChild(n.containerEl)}}async roll(){return new Promise((t,i)=>{this.loaded?(this.result=this.results[0],this.render(),this.trigger("new-result"),t(this.result)):this.on("loaded",()=>{this.result=this.results[0],this.render(),this.trigger("new-result"),t(this.result)})})}get tooltip(){return this.original}},go=class extends Cl{constructor(t,i,n,s,o,a=t.showDice){super(t,i,n,s,o,a);this.data=t;this.original=i;this.lexeme=n;this.source=s;this.regex=cm;this.initialize()}get query(){return this.base}},yo=class extends Cl{constructor(t,i,n,s,o,a=t.showDice){super(t,i,n,s,o,a);this.data=t;this.original=i;this.lexeme=n;this.source=s;this.regex=lm;this.initialize()}get query(){return`list from #${this.base}`}};var ce=require("obsidian");var Zs=require("obsidian"),C_=createSvg("svg",{attr:{viewBox:"0 0 500 500"}}),R_=createSvg("text",{attr:{class:"font",fill:"currentColor",x:"50%",y:"50%","text-anchor":"middle","dominant-baseline":"central"}}),Rl=(a=>(a.NONE="None",a.TRIANGLE="Triangle",a.SQUARE="Square",a.DIAMOND="Diamond",a.DODECAHEDRON="Dodecahedron",a.ICOSAHEDRON="Icosahedron",a.CIRCLE="Circle",a))(Rl||{}),wm=[{id:"dice-roller-d4",shape:"Triangle",formula:"d4",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:"%"}],Th=class extends Zs.Component{#e(){return C_.cloneNode(!0)}#t(){return R_.cloneNode()}#i=new Set;registerIcon(e,t,i){this.#i.add(e);let n=this.#e(),s=this.#t();s.textContent=i,n.appendChild(s);let o;switch(t){case"Triangle":o=this.getTriangle();break;case"Square":{o=this.getSquare();break}case"Diamond":{o=this.getDiamond();break}case"Dodecahedron":{o=this.getDodecahedron();break}case"Icosahedron":{o=this.getIcosahedron();break}case"Circle":{o=this.getCircle();break}case"None":o=createSvg("defs")}n.appendChild(o),(0,Zs.addIcon)(e,n.outerHTML),this.register(()=>(0,Zs.removeIcon)(e))}getTriangle(){return this.#n("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 this.#n("rect",{x:"87.5",y:"87.5",width:"325",height:"325",rx:"10"})}getDiamond(){return this.#n("rect",{x:"102.75",y:"102.75",width:"294.51",height:"294.51",rx:"9.8",transform:"translate(-103.55 250) rotate(-45)"})}getDodecahedron(){return this.#n("path",{d:"M244.31,29.14,52,168.87a9.72,9.72,0,0,0-3.52,10.84l73.47,226.1a9.69,9.69,0,0,0,9.21,6.69H368.87a9.69,9.69,0,0,0,9.21-6.69l73.47-226.1A9.72,9.72,0,0,0,448,168.87L255.69,29.14A9.66,9.66,0,0,0,244.31,29.14Z"})}getIcosahedron(){return this.#n("path",{d:"M55.14,143.27V356.73a10,10,0,0,0,5,8.66L245,472.11a10,10,0,0,0,10,0L439.86,365.39a10,10,0,0,0,5-8.66V143.27a10,10,0,0,0-5-8.66L255,27.89a10,10,0,0,0-10,0L60.14,134.61A10,10,0,0,0,55.14,143.27Z"})}getCircle
`),f=g.slice(a.lineStart,a.lineEnd+1);return this.data.escapeDiceMod?f=f.join(`
`).replace(`\`${d}\``,y.replace(/([\*\[\]])/g,"\\$1")).split(`
`):f=f.join(`
`).replace(`\`${d}\``,y).split(`
`),g.splice(a.lineStart,a.lineEnd-a.lineStart+1,...f),g.join(`
`)});continue}try{let m=await At.getRoller(p,i.sourcePath);if(m.onLoad(async()=>{await m.roll(),h.replaceWith(m.containerEl)}),!o||!(o instanceof jt.TFile))continue;this.trackRoller(o,m);let y=this.app.workspace.getActiveViewOfType(jt.MarkdownView);if(y&&this.fileMap.has(o)&&this.fileMap.get(o).length===1){let x=this,g=xg(y,{onUnloadFile:function(f){return async function(E){return E==o&&(x.fileMap.delete(o),g()),await f.call(this,E)}}});y.register(g),y.register(()=>this.fileMap.delete(o))}}catch(m){console.error(m),new jt.Notice(`There was an error parsing the dice string: ${h.innerText}.
6 months ago
${m}`,5e3);continue}}}processContent(t){let i=this.data.displayFormulaForMod;return t.includes("|noform")&&(i=!1),t.includes("|form")&&(i=!0),i}};var eA=/^[v^~<>=]*?(\d+)(?:\.([x*]|\d+)(?:\.([x*]|\d+)(?:\.([x*]|\d+))?(?:-([\da-z\-]+(?:\.[\da-z\-]+)*))?(?:\+[\da-z\-]+(?:\.[\da-z\-]+)*)?)?)?$/i,id=r=>{if(typeof r!="string")throw new TypeError("Invalid argument expected string");let e=r.match(eA);if(!e)throw new Error(`Invalid argument not valid semver ('${r}' received)`);return e.shift(),e},vg=r=>r==="*"||r==="x"||r==="X",wg=r=>{let e=parseInt(r,10);return isNaN(e)?r:e},tA=(r,e)=>typeof r!=typeof e?[String(r),String(e)]:[r,e],iA=(r,e)=>{if(vg(r)||vg(e))return 0;let[t,i]=tA(wg(r),wg(e));return t>i?1:t<i?-1:0},nd=(r,e)=>{for(let t=0;t<Math.max(r.length,e.length);t++){let i=iA(r[t]||"0",e[t]||"0");if(i!==0)return i}return 0};var bg=(r,e)=>{let t=id(r),i=id(e),n=t.pop(),s=i.pop(),o=nd(t,i);return o!==0?o:n&&s?nd(n.split("."),s.split(".")):n||s?n?-1:1:0};var Mo=(r,e,t)=>{nA(t);let i=bg(r,e);return Eg[t].includes(i)},Eg={">":[1],">=":[0,1],"=":[0],"<=":[-1,0],"<":[-1],"!=":[-1,1]},_g=Object.keys(Eg),nA=r=>{if(typeof r!="string")throw new TypeError(`Invalid operator type, expected string but got ${typeof r}`);if(_g.indexOf(r)===-1)throw new Error(`Invalid operator, expected one of ${_g.join("|")}`)};var Wl=class extends Xi.Plugin{constructor(){super(...arguments);this.api=At}getRendererData(){return{diceColor:this.data.diceColor,textColor:this.data.textColor,colorfulDice:this.data.colorfulDice,scaler:this.data.scaler,renderTime:this.data.renderTime,textFont:this.data.textFont}}async onload(){console.log("DiceRoller plugin loaded"),await this.loadSettings(),this.renderer=new ho(this.getRendererData()),this.api.initialize(this.data,this.app,this.renderer),window.DiceRoller=this.api,this.register(()=>delete window.DiceRoller),this.addChild(Vt.initialize(this.app)),Gn.setDefaults(this.data.defaultRoll,this.data.defaultFace),this.addSettingTab(new xo(this.app,this)),this.registerView(Zn,t=>new tr(this,t)),this.registerEvent(this.app.workspace.on("dice-roller:render-dice",async t=>{let i=await At.getRoller(t,"external");if(!(i instanceof Pt)){new Xi.Notice("The Dice View only supports dice rolls.");return}if(await i.roll(),!i.dice.length){new Xi.Notice("Invalid formula.");return}try{await i.roll(!0)}catch(n){new Xi.Notice("There was an error rendering the roll."),console.error(n)}this.app.workspace.trigger("dice-roller:rendered-result",i.result)})),this.addCommand({id:"open-view",name:"Open Dice View",callback:()=>{this.view?this.app.workspace.revealLeaf(this.view.leaf):this.addDiceView()}}),this.processor=new So,this.processor.initialize(this),this.registerMarkdownPostProcessor((t,i)=>this.processor.postprocessor(t,i)),this.registerEditorExtension([yg(this)]),this.app.workspace.onLayoutReady(async()=>{this.addDiceView(!0)}),this.app.workspace.trigger("dice-roller:loaded")}get view(){let t=this.app.workspace.getLeavesOfType(Zn),i=t.length?t[0]:null;if(i&&i.view&&i.view instanceof tr)return i.view}async addDiceView(t=!1){t&&!this.data.showLeafOnStartup||this.app.workspace.getLeavesOfType(Zn).length||await this.app.workspace.getRightLeaf(!1).setViewState({type:Zn})}async loadSettings(){let t=Object.assign({},Il,await this.loadData()),i=!1;console.log(Mo("11.0.0","0.0.0",">")),typeof t.version!="string"&&delete t.version,Mo("11.0.0",t.version??"0.0.0",">")&&(delete t.persistResults,delete t.results,i=!0),Mo(t.version??"0.0.0",this.manifest.version,"!=")&&(t.version=this.manifest.version,i=!0),this.data=Pl(t),i&&await this.saveSettings()}async saveSettings(){await this.saveData(this.data)}async getArrayRoller(t,i=1){return new Xi.Notice("Using the Dice Roller plugin directly will be deprecated in a future version. Please use `window.DiceRoller` instead."),this.api.getArrayRoller(t,i)}async getRoller(t,i="",n){return new Xi.Notice("Using the Dice Roller plugin directly will be deprecated in a future version. Please use `window.DiceRoller` instead."),this.api.getRoller(t,i,n)}getRollerSync(t,i,n){return new Xi.Notice("Using the Dice Roller
7 months ago
/*! Bundled license information:
he/he.js:
(*! https://mths.be/he v1.2.0 by @mathias | MIT license *)
11 months ago
three/build/three.module.js:
(**
* @license
* Copyright 2010-2022 Three.js Authors
* SPDX-License-Identifier: MIT
*)
*/