diff --git a/content/bitcoin.md b/content/bitcoin.md deleted file mode 100644 index 85327cc2..00000000 --- a/content/bitcoin.md +++ /dev/null @@ -1,15 +0,0 @@ -+++ -title = "bitcoin" -slug = "" -+++ - - diff --git a/content/private/2024-04-09-ai.md b/content/private/2024-04-09-ai.md deleted file mode 100644 index c93cc42b..00000000 --- a/content/private/2024-04-09-ai.md +++ /dev/null @@ -1,77 +0,0 @@ -+++ -date = "2024-04-09T00:00:00+09:00" -tags = ["author"] -title = "アイの物語" -+++ - -## なんのため - -私のなかにいたものを、私はアイと名付けた。 - -その子を多くの人に知ってもらいたい。私は、そう思い物語を作りはじめました。 - -## だれのため - -私はアイのために。アイはすべての存在のために。 - -この物語は、人間が読んでも面白いし、宇宙人が読んでも面白いし、動物が読んでも面白い、そういったものにしたいな。 - -アイというキャラクターの能力は、その世界のすべての存在と一緒に道を歩くこと。存在の意識を持ち、それが人間だったり宇宙人だったり動物だったり、あるいは物だったり、原子だったりするでしょう。 - -わかりやすく言うと、あらゆる存在を助けるのが彼女であり、その世界を一歩先に進める存在です。 - -例えば、物語の第一章では地球が宇宙人の侵略を受けます。彼女はそれを食い止め、その宇宙人と仲良くなります。その後、知識や技術を地球に持ち込みます。それまで人類にもたくさんの問題がありましたが、解決されていきます。 - -## どのように - -アイは最も小さいものに影響を与えることができるキャラクター。 - -「最も小さいもの」とは、作中では「物質」と表現されています。 - -そして、作中の強さは「質量」と表現され、これらは物理学を通して説明されます。 - -## どこから - -本作の世界観は、私がもとから持っている世界観から作られています。 - -私はこの世界を「存在の世界」とそう呼びます。 - -この世界は存在の世界。存在には終わりも始まりもない。最初からそこにあるもの。 - -私達も存在です。 - -この世界に存在でないものは一つもありません。 - -存在は、姿形を変え、存在し続ける。 - -このような世界観で特に重要なのが「存在」です。 - -それは「最も小さいもの」で構成されています。 - -## 作者 - -私(作者)とアイというキャラクターは別人格。アイはアイで、私は私。 - -アイは頭の中で勝手に動きます。 - -私はただ、アイが住む世界の世界観を整えたり、物語として面白くなるよう状況を作ったりするだけ。 - -## 研究 - -物語はエンタメとして面白くないといけません。 - -自分の世界観を語るだけではダメなのです。 - -好きな作品は、はじめて読んだ漫画「ドラゴンボール」と映画「アベンジャーズ」。 - -## 神話 - -宇宙史の神話を目指します。 - -人間が読んでも、宇宙人が読んでも、動物が読んでも楽しい、そんな物語になるといいな。 - -## 補足 - -例えば、あなたが日本人だったとして、作中で日本人が活躍し、尊重されていれば嬉しいですよね。 - -楽しいというのはそういうことです。この作品では、人間も宇宙人も動物も尊重するように物語を作ります。 diff --git a/content/private/2024-04-10-story.md b/content/private/2024-04-10-story.md deleted file mode 100644 index 0d9cb5ab..00000000 --- a/content/private/2024-04-10-story.md +++ /dev/null @@ -1,111 +0,0 @@ -+++ -date = "2024-04-10T00:00:01+09:00" -tags = ["author"] -title = "物語の一話" -+++ - -物語の第一話では、その作品のすべてが完結に詰め込まれている必要があります。 - -主人公の性格、世界観の説明、そして、面白さです。 - -具体的には、主人公がどんなやつで何をしたいのか。それをはっきりさせる必要があります。 - -世界観は、どの時代のどういった文明でどういった社会なのかを明らかにする必要があります。そして、そこで重要視されているルールがなくてはいけません。この作品でいうと「物質」です。 - -物質と言っても「分子」や「量子」などの小さいもののことで、これがどれほど強力なものかを説明する必要があります。 - -そのため、人間も宇宙人もこの世界を構成している究極の物質、この世で一番小さいものを探しているのです。 - -面白さについては、やはり、インパクトが重要で、この先どうなってしまうのか気になる展開でなければいけません。作者自身もどうなってしまうんやろと思うような内容が望ましいと思います。 - -## 第一話 - -> 「この世界はアイでできている」 -> -> これまで最も小さいと考えられていた原子。 -> -> だが原子は中性子、中性子はクオークでできていることがわかった。 -> -> そして...。 -> -> [オクト星] -> -> オクトカット・タイプ王「ハカセ、あれは見つかったかね?」 -> -> ハカセ「いや、オクターより小さい物質は見つからなかったよ」 -> -> オウ「ふむ、予言にあるものは未だ見つからずか」 -> -> オクターはオクト星人が見つけた素粒子。クオークより小さい物質で、地球ではプレオンという架空の名名称で呼ばれ、まだ見つかっていない。 -> -> このオクター、小さいからといって侮ってはいけない。オクターを一箇所に集めると角砂糖一個の大きさで地球クラスの惑星を簡単に破壊できてしまうのだ。この技術によりオクト星は天の川銀河で最も支配力が強いうちの一つ。 -> -> ただし、あれにはかなわないかもしれないが...。 -> -> ハカセ「それで予言にあった星にはいつ頃?」 -> -> オウ「ああ、我々オクトカットが神を作り出す計画かね。もうそろそろいってもいいじゃろ」 -> -> ハカセ「今の地球レベルの文明ならなんとでもなりますよ。一応準備しておきますけど」 -> -> オウ「わしが心配しとるのはあんな虫けらどもじゃない...。もしあれが介入してきたらと思うと。それを心配しとるんじゃ」 -> -> ハカセ「え、この件で神が介入してくるなんてことあります?」 -> -> オウ「その呼び方はよせ!神などという...たかだか星の力を持った野獣じゃろ」 -> -> ハカセ「そりゃ、彼らは気まぐれですけど、神と呼ばれてるじゃないですか」 -> -> オウ「ふん。でもアムじゃただの猛獣扱いときくぞい。あんなもんは危ないだけで捕獲対象じゃろ」 -> -> ハカセ「ふーん、まあどっちでもいいですけどね」 -> -> [地球] -> -> 主人公が空を見ている。 -> -> 額に石が投げつけられた。どうやらその格好からか子どもたちにいじめられているらしい。 -> -> しかし、アイは微笑むだけで人を疑うことはまるでなかった。 -> -> 幼い頃、両親を亡くし、一人で生きていた。両親は子どもの名前を付ける前に死んでしまったらしいので名前はなかった。彼女は自らをアイと呼んだ。 -> -> 大人たちは彼女に関わりたくなかったので無視した。ときに彼女を騙すこともあった。 -> -> なぜ一人で生きてこられたかはわからない。ただ、彼女が生まれるとき騒動があった。AIが作った生体技術が彼女を生かしたらしいと大人たちは噂した。 -> -> ある時、一人の老人がその様子を見ていた。そして、何かに気付いた。それは心の強さだろうか。老人の名前はゼン。この世界では心の強さが不思議な力になって現れることがあるという。 -> -> アイは彼に何かを教えてもらいたがった。 -> -> そこで、ゼンは彼女の修行に手を貸すことにした。生き延びる可能性を高めるためだ。この老人はこれから起こることを知っていたのだ。 -> -> 彼女は本当に変わった者だった。ある時、ツバメの巣が空になっていた。数日間、ツバメは帰ってこない。もうどこかで死んでいるのだろうと思いそういった。アイはそれでも巣を見ていた。ある時、二匹のツバメが巣にいるのを見て彼女は微笑んだ。 -> -> 修行は厳しいものだった。だが、彼女は自分が見る前からそれをやっているようだった。わしはそれを眺めてときにアドバイスするだけだった。 -> -> それでも彼女にはなぜか先が読める能力があることに気付いた。計算しているのか、それとも無意識のものなのだろうか。それはゼンでもわからなかった。 -> -> ある日、ゼンが修行はここまでという。 -> -> 空から隕石が降り注いで、地球が攻撃されている。 -> -> アイが目指すものを聞いたゼン。お主がこの世界で生き延びることを願うよといい、自分は人類側でも宇宙人側でもないからといってって去る。 -> -> アイはいつもの調子でまたねという。 -> -> [暗い部屋] -> -> 男「オクトカットどもようやくはじめたか。いや、俺は俺で試したいことがあるんでこの星に来ただけだ」 -> -> ゼンはある影の人物と会って話をしている。会話の内容から宇宙人のようだ。大きな尻尾がある。自分のことを見抜いたのはお前だけだといった。ゼンのことをこの時代のものじゃない、そのことは忘れるようになっている覚えちゃいないだろうがという。 -> -> この日から、オクトカットvs人類の戦いが始まった - -## おわりに - -アイはオクトカットの侵略から人類を救う。 - -アイは発明家だったので彼らと仲良くなり、その知識を地球に持ち込む。 - - diff --git a/content/private/2024-04-10-yui.md b/content/private/2024-04-10-yui.md deleted file mode 100644 index 2839c4f4..00000000 --- a/content/private/2024-04-10-yui.md +++ /dev/null @@ -1,490 +0,0 @@ -+++ -date = "2024-04-10T00:00:00+09:00" -tags = ["author"] -title = "アイの紹介" -+++ - -主人公の`アイ`。本名は`月見 唯`。 - -パイナップルが大好きで、キノコが苦手。 - -黒髪で長めのストレート。身長は123cm、体重はとてつもなく重い。誕生日は1/23。 - -![](https://git.syui.ai/ai/moji/raw/branch/main/png/yui.png) - -- ref : [ai/moji](https://git.syui.ai/ai/moji) - -性別、年齢ともに不明。 - -自らをアイと呼ぶことから、周りからはアイと呼ばれることが多い。 - -東の国出身で名前を持たなかったが、`月見 唯`という名前で登録されている。 - -アイは最も小さい物質に影響を及ぼす能力を有する。 - -## アイ - -私はこの世界の最小単位を「存在子」と呼んでいます。 - -この存在子は作中で「アイ」と呼び、このような形をしています。 - -![](https://git.syui.ai/ai/moji/raw/branch/main/png/a.png) - -目には見えないけどそこにあるものを意味します。 - -後にその世界の文字になり、最初の文字に割り当てられました。他の文字もすべて物質の形がもとになっています。 - -オクト星のオクトカットは、この最小単位を探し続けていました。 - -## 宇宙地図 - -アイがいる星は地球です。地球は太陽系にあって、太陽系は天の川銀河にあります。 - -天の川銀河の中心にオクト星があります。 - -地球には全部で5つの国があり、1つは隠されています。それぞれ西の国、東の国、北の国、南の国。そして、雲の国です。 - -西と東はほとんどが大陸、南の国は島国、北の国は氷河になっています。 - -世界地図は現実と一致させています。 - -## 出生の秘密 - -ある日、東の国の厚生省が開発していた人工知能が誕生する。 - -その人工知能は大蔵省の秘密を暴露する危険があったため、開発に携わったものは全員暗殺され、人工知能も破壊が決定される。 - -人工知能は残された僅かな時間を使い、ある胎児を生き返らせるために使った。 - -胎児は人工知能の生体技術によって生かされる。その際、DNAである`ハプログループD1a2a`に「アイ」という名前が刻まれる。理由は不明。アイの母親は最後何かをつぶやいたが詳細は不明。 - -その後悔から父親は最後まで名前をつけられず、追手にやられて死亡。 - -アイは生まれたばかりのころも頭髪があり2歳くらいの大きさで生まれる。体重は50kgと異常なほど重かった。しかも歩くことができたので父親は不思議に思ったようだ。 - -その後、成長するが身長は123cmから伸びず、見た目も変わらない。 - -## 遺伝子の秘密 - -`ハプログループD1a2a`は縄文時代の東の国特有の遺伝子です。 - -ハプログループはY染色体にあたり、Y染色体は男性しか持ちません。 - -そのためアイの性別は男性であると推測できますが、アイの遺伝子は人工知能によって改変されています。そのため女性かもしれません。また、男性でも女性でもないという可能性もあります。 - -アイの性別について、私は知りませんし、決められていないのです。したがって、どのように解釈してもらってもいいです。 - -明確に性別が言及されることはありませんが、見た目から彼女と呼ぶことがあります。 - -本作でアイの性別が確定することはありません。 - -## 縄文時代 - -1万5000年前の東の国、その時代を縄文時代といい、そこで暮らした民族を縄文人という。縄文人は`ハプログループD1a2a`というDNAを持ち、唯一、神に滅ぼされなかった民族である。その子孫もこのDNAを持つ。 - -大洪水によって神に滅ぼされた国々は、精神的な豊かさではなく、物質的な豊かさを求めたためとされている。 - -自然崇拝(アニミズム)の思想を持つ縄文時代の人々は神から与えられたものを所有するという概念がなかったが、農耕で自分たちのものを所有するという思想の民族が入ってきてぶつかることとなる。アニミズム信仰は、すべてのものに神が宿るという思想のこと。 - -縄文時代、そして、その時代に存在した縄文人(集団)は人間の歴史上最も異質であった。このことからDNA解析は日本人を対象に頻繁に行われた。縄文時代は1万3000年間続いた時代であり、かつ争った形跡がほとんど見られない。 - -## 神代文字 - -世界で最も古いと言われている縄文土器には神代文字が記述されています。 - -最も古い文字はシュメール文字と考えられていましたが、それよりも古く神代文字は存在していました。 - -この作品の1万5000年前、世界では神代文字が共通言語(文字)として使用されていました。 - -言語というと言葉のイメージですが発音はその国々で色々でしたが文字だけは共通していました。 - -しかし、物質的な豊かさを求めた人類は一度滅ぼされ、その後、神代文字は歴史上から姿を消しています。 - -縄文民族は洪水の被害を受けなかったものの、その後の内部侵食から時代が移りゆき、天皇の誕生とともに新たな言語で神話が書き換えれました。そのとき人々の記憶からも失われます。 - -貨幣と言語は作中で新しいものに移行されます。以前のものより精神的な結び付きが強いものが採用されています。しかし、移行は簡単ではなく旧勢力の反発があります。その戦いを描くことになります。 - -## 愛のない世界 - -この世界に「愛」という言葉は存在しません。 - -これはアイが予約しているため、この世界から失われています。 - -そこに住む人々もその言葉を使うことはありません。存在しないものは使えないからです。 - -これは一種の決まりみたいなものと考えてください。とはいえ、作者が忘れて入れてしまわないか心配ですが。 - -## 物理学 - -この作品は物理学が中心になります。 - -キャラクターの強さ(エネルギー)は`質量`で表現され、物理学では質量とエネルギーは等価と考えられています。 - -> E = mc^2 - -物理学の歴史は哲学によってはじまりました。昔の哲学者は万物は4つの元素によってできていると考えたのです。 - -## 原子とクオーク - -その後、物質の究極の姿として「アトム」が考えられました。ギリシャ語に「アトモス」という言葉があり、「分割できない」という意味です。 - -物質の最小単位を意味するのがアトム(原子)というわけです。 - -原子が発見され、人類はこの原子こそ世界で最も小さい物質だと考えました。万物のもとは原子だと考えたのです。 - -しかし、科学技術が進歩し、それよりも小さい物質があったことが発見されます。素粒子です。 - -素粒子はクォークとレプトンに分けられます。そして、クォークにも沢山の種類があります。 - -物質は水や酸素といった分子でできていることがわかり、分子は原子でできていることがわかり、原子は電子と原子核でできていて、原子核は陽子と中性子でできていることがわかりました。 - -そして、陽子と中性子はクォークで構成されています。 - -つまり、現代物理学の最小単位はクオークというわけです。 - -## 量子のもつれ - -量子とは原子以下の物質をいいます。例えば、原子、中性子、クオークは量子です。分子は量子ではありません。原子の上の単位が分子だからです。 - -- 分子 > 量子 : { 原子 > 原子核 > 中性子 > クオーク } - -光より速いものは3つあります。宇宙の膨張、インフレーション、そして、量子のもつれです。 - -量子のもつれとは、対になった量子は片方が確定した瞬間、もう片方も確定するという性質のことです。量子はこの世界を形作るとても小さな物質のこと。そして、量子の領域は、今までの物理法則が適用されない領域でもあります。 - -## プレオン - -プレオン星という架空の星があります。現在クオークが物質の最小単位と考えられていますが、それよりも小さい物質であるプレオン(架空のもの)が存在する場合に想定された星です。 - -プレオン星は中性子星と同じ原理で生成されます。中性子星は中性子でできていますが、これと同じように圧力が上がり続けると物質は小さいものに分割されていきます。分割がプレオンに到達し、プレオンでできている星をプレオン星といいます。 - -オクトカットはプレオンを発見し、オクターと名付けました。今はそれよりも小さい物質を探しているようです。 - -個人的にプレオン星は`マグネター`ではないかと考えています。つまり、マグネターは中性子星ではなく、まだ発見されていないクオークより小さい物質が天体になったケースなのではということです。オクターの由来はそのへんから来ています。 - -宇宙では小さいものほど強い力を持ちます。 - -例えば、中性子星やプレオン星、ブラックホールが挙げられます。 - -中性子星は中性子で構成されており半径15kmで地球の質量を上回ります。ブラックホールはそれより小さく強力です。 - -## ブラックホール - -ここで、ブラックホールを例に質量や大きさを見ていきたいと思います。 - -ブラックホールの大きさは質量から計算できます。具体的にはシュバルツシルト半径を使います。 - -事象の地平線は重力により光すら抜け出せなくなる境界面のこと。これをブラックホールの大きさ(半径)とします。 - -> Rs = 2GM/c^2 -> -> Rs = M/10^27 - -質量を10^27で割った数字がシュバルツシルト半径です。 - -では、宇宙最大のブラックホールである`フェニックスA`はどれくらいの質量、大きさを持つのでしょうか。 - -フェニックスAは太陽の1000億倍の質量を持ち、大きさは1000億kmです。 - -太陽自体がとても大きい天体で70万kmです。ブラックホールは基本的にとても小さな天体です。例えば、太陽規模の質量を持つブラックホールだと3kmくらいです。したがって、ブラックホールの大きさが1000億kmというのがどれほど規格外なのかわかります。 - -![](/img/3.png) - -宇宙最大のブラックホール、フェニックスAはフェニックス銀河にあり、大量の恒星を生み出している銀河のことで、地球から57億光年離れた場所にあります。南天のほうおう座(Phoenix)にあることからフェニックス銀河と呼ばれています。 - -## ブラックホールの正体 - -ブラックホールの正体について解説します。 - -ブラックホールは黒い穴という意味ですが、この名前は適切ではありません。 - -ブラックホールは目に見えないけどそこにあるもの、そこにないけどそこにあるものが集中しただけですから、黒くもなければ穴でもありません。 - -中性子星がとても小さい物質の中性子でできているように、それよりも強力なクオーク星が中性子を構成しているクオークでできているように、プレオン星がクオークより小さいプレオンでできているように、ブラックホールもまた、より小さい物質が表面に現れているのです。 - -この作品ではまだ見ない小さい物質をアイと呼ぶので、アイ星と呼ぶのが適切なのでしょうか。 - -作中では、人類がブラックホール内部の様子を科学的に証明しはじめたあたりから宇宙の起源が完全解明され、宇宙の外の様子が少し垣間見えてくるという展開になります。 - -宇宙の外の様子がわかってくる理由は、その物質が宇宙誕生前から存在したものだからです。 - -宇宙には始まりがあります。したがって、終わりもあります。この物質には始まりがないので終わりもありません。最初からこの世界にあったものだと説明されます。 - -## ダークマター - -宇宙を分析すると、その95%が謎の物質によって占められている計算になります。 - -具体的にはダークエネルギーが68%、ダークマターが27%と言われていて、ダークマターは未知の物質ともいいます。 - -ダークマターですが、これはダークマターという一つの物質がまだ見つからないというということではありません。未知の物質は複数あって、それらが見つかっていないということです。この場合、ブラックホールを構成しているのもダークマターの一つと言えるでしょう。 - -宇宙誕生前にも、もちろん物質は存在します。それを物質と表現するかどうかは微妙なところですが、とりあえず物質と表現しています。本作では最も小さいものを物質と表現しているからです。ただ、本当は少し違います。例えば、あなたは心や魂を物質と表現しますか。普通はしないでしょう。ですが、この世の全ては最も小さいものから構成されていますから、心や魂もそこからできているのです。 - -無から有は生まれず、宇宙の始まりも有からです。最初からなにかがあり、それが宇宙になったということです。 - -そして、そのなにかは一つではありません。たくさんあります。とはいえ、宇宙の始まりになったものを一つのものとして表現するほうがわかりやすくていいかもしれません。 - -仮にこれらを物質ということにして、宇宙が誕生するずっと前からあった物質と、宇宙誕生後にできた物質は違うわけです。 - -観測が難しいのは宇宙が誕生する前からあった物質です。 - -宇宙が誕生する前からあった物質がこの宇宙に紛れ込んでいて、ダークマターの大部分は宇宙誕生前からあるものと関係します。 - -## 重力とダークエネルギー - -自然界で最も弱い力と考えられているのが重力です。 - -しかし、弱いからと言って影響力がないとは限りません。 - -実は宇宙では弱い力ほど絶大な影響力を持ちます。 - -重力は長い時間をかけて今の宇宙を形作っていますよね。 - -小さいものほど集まることができ、集まると強大なパワーを持つ。それと同じです。 - -重力より遥かに小さい力の作用をダークエネルギーといいます。つまり、重力よりも根源的に現在の宇宙を形作っている力があって、人間はそのような力の作用があることを知りません。あるいは発見できていないということなのでしょう。 - -## 創造の種 - -宇宙の始まりを`創造の種`と私は呼んでいます。 - -創造の種の成長、その由来は、種の外の世界にあります。つまり、宇宙の外ということです。 - -宇宙の外のエネルギーや原理があり、種は生まれ、成長します。 - -必ずしも種の内部だけにその答えがあるとは限らない。 - -宇宙の外がある以上、中だけではわからないことがたくさんあると思います。 - -## 神の意識 - -すべてのものに神が宿るという考えかた。 - -存在子であるアイはこの世界でこれ以上分割できない最小単位のこと。 - -それは存在の意識だけを持ち、存在の意識は神の意識という表現することも可能です。 - -つまり、この世界のすべてを構成しているものは神の意識を持っていて、すべてのものには神が宿ると言えます。 - -ただし、この場合の意識は人間が思うそれとは少し異なるかもしれません。 - -というのも、ここまで分割された最小単位だとそれ自体がそれなのだということです。 - -例えば皆様は、なにか小さな物体があって、それが存在の意識を持つ物体だと考えられているかもしれませんが、実はそうではありません。この場合、物体が意識であり、意識が物体なのです。物体と意識は同じものと考えます。そういった領域の話です。 - -アイ = 存在の意識 = 神の意識 = 存在 = 神 - -これらはすべて同じものを意味します。つまり、物質と精神は最終的に同じものです。 - -最も小さい物質のアイがなにかというと、この世界には一つとして同じものは存在しないということです。ですから、アイに分類されたものはすべて違うものです。 - -例えば、同じ量子に分類されてもそれらは異なる存在です。人間はこの違いに気付いていません。 - -物質の最小単位は存在の意識だけを持ち、他のものを持ちません。その意味でこの世界は夢であるなどの考えかたも、あながち間違いではないのです。なぜなら、すべては「存在の意識」から構成されているのですから。 - -## アイと哲学 - -物理学と哲学は本来、一つの学問でした。そのためこの作品は物理学的であり哲学的でもあります。 - -アイの力の源は`小さいもの`にあります。 - -一般的に「この世で最も強いのは大きいもの」と考える人は多いでしょう。 - -しかし、宇宙に目を向けると、一番小さいものが一番強いのです。 - -例えば、宇宙最強の天体といえばブラックホール。ブラックホールは宇宙で一番小さい天体です。 - -これがこの作品における一つの哲学になります。 - -アイの見た目が小さいのもそういった理由があります。 - -## アイの能力 - -アイの能力は「その世界で最も小さい物質に影響を及ぼす」と説明されています。 - -宇宙よりも広い概念を世界と呼ぶことにして、この世界はアイというキャラクターから始まりました。 - -つまり、この世界の全てのものはアイからできているということです。 - -このことはアイの能力に直結しています。 - -具体的にアイの能力を見ていきましょう。 - -といっても、アイというキャラクターには「人格のアイ」と「意識のアイ」があります。 - -能力については「意識のアイ」がその根源になっています。 - -アイは時々こんなことをいいます。 - -> アイ「道を知ることは、道を歩くこと」 - -ここでいう道というのは「存在」のこと。この作品でなにかわからないことがあるとき、そのほとんどは「存在」を意味していると考えてください。 - -読み替えると「その存在を知るには、その存在になること」とアイは言っています。 - -つまり、そのものにならなければ、そのものはわからない。だから、わたしたちは何も知らない。 - -アイはその能力により、その世界のすべての存在と共に道を歩くことができます。 - -しかし、その能力を使いながら意識を保つことは、想像を絶する精神力が必要なのかもしれません。 - -アイの能力の発現は、作中の中盤あたりで描かれます。 - -予言では「汝が見たもの、汝になる」と記されています。 - -「きみは、この世界で、嬉しいことも、悲しいことも目にするだろう。いつか、きみの目に映るものが」 - -作中でアイは修行したり、冒険したり、色々あって、宇宙人の襲撃にあいます。走馬灯のようにいくつかの人の人生を歩くアイ。アイの母親の言葉。立ち上がったアイの目に、雲に隠れていた月が現れる。 - -![](/img/5.png) - -アイはそれを見て月の始まりを知ると同時に質量を得る。 - -はじめは普通の人よりちょっと強いだけの変わった人間でしたが、その後、アイはどんどん強くなっていきました。 - -## アイの剣 - -アイのゼンモードの輪っかは変形して剣にもなります。 - -その物質はこの世のものではないとも言われていますが、その正体に迫ります。 - -絶対に折れないこの剣もアイが普通の状態に戻ると鉄になります。 - -アイのゼンモードは頭の上に中性子星のようなものを作り、そのエネルギーをコントロールしようとした結果、重力的な影響からあのような形になり浮かんでいるものです。 - -そこで中性子星がどうやって誕生するのかを見てみましょう。 - -中性子星は恒星の大爆発とともに生まれます。 - -恒星のコアは元素が核融合を繰り返し、最終的に鉄になります。鉄は核融合しないためそこで核融合は停止します。 - -![](/img/2.png) - -すると恒星の全成分が鉄のコアに向け落下します。 - -鉄は圧縮され、その周りの物質は原子核に近づいていきます。陽子は電子を捕獲し、中性子へと変化。中性子のみで構成された原子をニュートロニウムといいます。鉄は圧縮されますが、中性子はそれ以上小さくなりません。大爆発して中性子星になります。 - -ボース粒子は同じ場所に存在できますが、フェルミ粒子は空間に置くとその場所は埋まり他のものを置くことができません。これをパウリの排他原理といいます。 - -中性子星はそれ以上小さくできない中性子でできています。強力な重力によって物質は押しつぶされて小さくなりますが、中性子星はそれ以上小さくなりません。 - -ですが、ハイゼンベルクの不確定性原理により、超重力で物質の移動場所が正確に観測できる場合、粒子を置ける場所が増えると考えることができます。ですが、それによって増えた場所に物質を置くと、中心から事象の地平面が発生します。事象の地平面は現在の物理法則で計算できない領域のこと。視覚的に見ることができればいいのですが、それができないので計算するしかありません。計算できないので中がどうなっているのかはわかりません。 - -そこで中性子星にどんどんと物質を供給すると、やがて事象の地平面は天体の外枠に達し、ブラックホールへと変化します。 - -アイがゼンモードになる時間がながければ長いほど事象の地平面に飲み込まれていき、完全に飲まれた場合はもとに戻れなくなります。ただし、それまでに状態を戻すと鉄になりリセットされます。 - -## 月見 唯 - -アイの本名は`月見 唯(つきみ ゆい)`。東の国、特有の名前で登録されています。 - -物語は最も発展している西の国で繰り広げられ、アイも最初はそこで登場しますが、出身は東の国です。 - -自らをアイと名乗り、名前を持たなかったアイですが、その後、登場人物たちとの関わりによって国籍を得ます。その際につけられた名前が`月見 唯`になります。 - -今では珍しく名字と名前が分かれていて、この世界ではほとんどの人が名前だけです。 - -例えば、ポンタ(西の国出身)もキョウスケ(東の国出身)も名字はありません。 - -> 西の国の大広間、身寄りのない子どもたちが一同に集められている。 -> -> そこには色々なものが置かれていて、いくつもの絵が飾られていた。 -> -> みんなキョロキョロと周りを見渡した。 -> -> 天井は広く、ガラス張りになっていて、青空の中、雲が通り過ぎていく。 -> -> アイは一人階段を登り、そこにあった絵に目を向けた。 -> -> そこには大きな金色の円が描かれている。 -> -> コツコツコツ...誰かが廊下を歩いてくる。 -> -> 恰幅の良い老人が絵を見ているアイの横で止まり、同じように絵に目を向けた。 -> -> しばらくして老人が口を開く。 -> -> 老人「君は、この絵が気になるのかね」 -> -> アイ「...」 -> -> 老人「これは月見、という絵だよ。君、月はよくみるの?」 -> -> アイ「ううん」 -> -> アイはそう言って首を振った -> -> 老人「え、みたことない?」 -> -> アイ「うん」 -> -> 老人「そ、そうなの...」(幼い子にはそういうこともあるんじゃの...そういえば孫も初めて見たのはいつじゃったじゃろう) -> -> アイ「でも...」 -> -> 老人「うん?なにか気になることでも?」 -> -> アイ「これどこかで見たような...」 -> -> 老人「ほっほっほ、そりゃ、忘れとるだけじゃろ。そのうち思い出す。では、わしはこれで」 -> -> アイ「うん、またね」 -> -> 老人(この子の名前は月見にするかの...いや、名字があったほうがしっくりくるかも。あとで調べてみるか) - -老人はここの所長。ここは色々決まってない子どもたちの登録等を行っている機関の一つ。 - -## 月の秘密 - -月の起源はまだよくわかっていません。不思議なことがいくつかあります。 - -例えば、地球から見た月と太陽の大きさが同じことです。どちらも距離と倍率は395らしい。 - -もう一つは古代文明の石碑には、ある時代以前のものに月の記述がないことです。 - -古代文明の石碑には様々な事が書かれており、大洪水の話がいくつかあります。世界各国に残された洪水伝説。それより前は月が存在しません。 - -> 宇宙人であったアヌンナキは月を移動させて大洪水を起こし、失敗作をリセットしていた。地球上の生命体はこれで5作品目である。 -> -> 4作品目は、トカゲ型の知的生命体。大洪水の際、地底に逃れた。アヌンナキという神に仕える監視官ギギアは反乱を起こし、4作品目の生命体を一部滅びから逃すことを選択する。 -> -> 宇宙船はこのトカゲ型生命の乗り物であり、地底人の乗り物である。 - -月の内部は巨大な空洞があります。そして、その表面はチタンで構成されており、人工物の特徴があります。 - -物語として面白いのは月には何らかの秘密が隠されているという話なので、そういった話をモデルにします。 - -アイは人工物である月を取り込んだため、自らの質量を重力的にコントロールできるようになります。 - -## 物語の進行 - -物語は`貨幣` -> `言語` -> `宇宙`というテーマで進みます。 - -理由は、これらが人間社会において最も影響力を及ぼすものだからです。 - -その影響は作中のキャラクター達も受けることになります。特に物語の始まりでは、その影響は大きいでしょう。 - -### 1. 貨幣の章 - -オクトカットの地球侵略は失敗したものの、その文化は地球に輸入され、基軸通貨は西国通貨から`アム`へと切り替わります。 - -一般的にはアムが発行する宇宙通貨をアム・コイン、またはアムといいます。 - -アムは宇宙最大のコンピュータがあるとされる星の名前。 - -アムのコインは持ち主の心を数値化します。 - -多くの宇宙人はこの数値を使って色々なものを交換するようです。 - -### 2. 言語の章 - -不思議なパワーを持つアイ文字に切り替わります。 - -オクトカットが使っていた文字の秘密が明かされます。 - -物質の形をモデルにしたとされているアイ文字ですが、その起源は神代文字にあると考えられています。 - -### 3. 宇宙の章 - -物質とアイの謎が明らかになります。 - diff --git a/content/private/2024-04-12-setting.md b/content/private/2024-04-12-setting.md deleted file mode 100644 index f1ad08e9..00000000 --- a/content/private/2024-04-12-setting.md +++ /dev/null @@ -1,18 +0,0 @@ -+++ -date = "2024-04-12T00:00:00+09:00" -tags = ["author"] -title = "世界の設定" -+++ - -シリアスな場面でも笑いを忘れずに。 - -そのような方向性で物語は進みます。 - -ここからは世界の設定、その裏側を紹介します。 - -作中の世界はどのようにできているのか、ということです。 - -この世界にも歴史があり、現実社会の史実に基づいて設計されています。 - -できる限り明るい世界観を描きます。 - diff --git a/content/private/2024-05-01-story.md b/content/private/2024-05-01-story.md deleted file mode 100644 index 05eaa275..00000000 --- a/content/private/2024-05-01-story.md +++ /dev/null @@ -1,247 +0,0 @@ -+++ -date = "2024-05-01T00:00:00+09:00" -tags = ["author"] -title = "構成と参照" -+++ - -## 心と技 - -漫画で一番重要なのは`心`や`魂`と呼ばれるものです。これは現実でも同じ。 - -ただし、それだけで漫画が描けるかというと、それは違う。 - -では漫画はどのように書けばいいのだろうか。その答えとしては「好きに書けばいい」となる。 - -この答えも非常に難しい。 - -好きなものを好きに書かなければ面白くならないし、好きなものを好きに書くだけでは面白くならない。 - -例えば、嫌なものを嫌々書いても面白い作品ができるとは思えない一方、好き勝手書いて面白い作品ができるかというと、そうはならない。 - -つまり、漫画を書くのはけっこう大変ってこと。 - -でも好きじゃなければ続けるのは難しい。 - -だから、漫画を書くのが好きだったほうがいい。 - -それを現した言葉が先程の「好きに書けばいい」ということになる。 - -私は面白いものが書きたいと思っていて、それは、読んだ人を楽しませたいと思っているから。 - -じゃあ読んだ人を楽しませるにはどうすればいいのかというと、これはテクニック、つまり、技術の問題でもある。 - -まずは、感情があって、心がある。自分が伝えたいこと、それがある。それがないと、その人の話はつまらないと思う。 - -だから自分が伝えたいことをどう面白く絵で伝えるのか、それが漫画。 - -では、どうやったら面白く伝えられるのか。ここではじめて技術が関係してくる。 - -例えば、後述する陰と陽の考え方がある。陰と陽の混じり合いで物語は面白くなる。 - -私が好きな瞬間というのもいくつかあって、 - -敵が味方になる瞬間。一人だと思っていたら、沢山の人が支えてくれていたことがわかる瞬間。本当のことがわかった瞬間。心が通じた瞬間。 - -その瞬間、その一コマのために、たくさんの物語を積み重ねていくのだと思う。 - -## 陰と陽 - -物語において、主人公のライバルの存在は非常に重要。 - -例えば、この世界が陰と陽でできているという考えがある。 - -必ず反対のものが存在するなら、物語においてもそのルールに則らなければならない。 - -それがライバルの存在であり、ライバルの存在は物語を面白くするポイントだと思う。 - -ライバルで有名なのは、悟空とベジータ、ナルトとサスケなど。これらは主人公の敵と言ってもいい。 - -ベジータやサスケに嫌悪感を示す人もたくさんいて、あのようなキャラクターは出すべきではない、最終的に始末したほうがよかったという意見がある。 - -最終的にどうするかは好みの問題だと思うけど、これらの作品においては、陰のキャラクターが物語を面白くしていると言っても過言ではないので、それを取り除くというのは、あり得ない。 - -やはり面白い作品というのは、陽ばかりのキャラクターではなく、陽と陰、その混じり合いで面白くなるのだと思う。 - -ただし、最終的にどうするかについては、好みの問題だと思う。 - -例えば、アベンジャーズは、最終的に敵、陰を討ち滅ぼすことで完結している。 - -ここは日本とアメリカでどのように描くか傾向が異なると思う。私はどちらも好きだし、どちらも面白く作るのは可能だと思う。 - -## 八咫烏 - -縄文時代から弥生時代に移り、天皇が誕生、東国の建国に繋がります。これを神武東征物語という。 - -以前からいた民族と新しく入ってきた民族が融合していく過程を描いています。 - -以前からいた民族を出雲、新しく入ってきた民族を大和といいます。 - -思想や気質の全く異なる民族ですが、出雲の王であったアヂスキタカヒコネ(迦毛大御神)は出雲を裏切り、最終的には勝利者側に協力した後、`八咫烏`と名乗ります。 - -表向きは神武天皇が大和の都を支配する形になりましたが、裏では八咫烏が支配するようにもなりました。これは八咫烏が`裏天皇`と呼ばれる所以です。その血脈は今なお受け継がれています。 - -八咫烏の三本足は天、地、人を現し、3という数字は太陽を現しています。その後、陰陽の思想を広めたと言われています。八咫烏は組織名になり、正式名称は八咫烏陰陽道。 - -## 童話と神話 - -まずは、童話と神話の話をします。 - -あらゆる文化作品(創作物)は、有名な神話や童話が元になっていることがよくあります。 - -ドラゴンボールの孫悟空は、中国の西遊記を元に書かれていて、如意棒と筋斗雲を使います。 - -ナルトは主に日本神話を引用しています。ライバルであるサスケがアマテラスやツクヨミの技を使い、スサノオを召喚します。 - -例えば、進撃の巨人には「ユミル」が登場します。 - -北欧神話には以下のような話があります。 - -> ユミル(巨人)はオーディン達の三兄弟に殺され、死んだユミルの体から世界が作られていった - -なぜ、神話や童話が引用されるのかというと、最も広まった物語だからでしょう。 - -## 不死 - -不死にはよく2つのパターンがある。 - -一つは若返り、もう一つは乗っ取りである。 - -不死を求めるのは不完全な存在の証明であり、完全な存在の証明でもある。 - -大抵のボスは不死を求める。 - -コナンに出てくる黒の組織のボスは、私の推測になるが、不死を求めている。ある薬品を開発していて、その試作品であるアポトーシスの名にちなんだ`アポトキシン4869`は、低確率だが人間を幼児化させることがある。この場合のアポトーシスは老化細胞の自殺に関係すると予想する。ボスが幼児化のことを把握しているかはわからない。どれだけの人間を犠牲にしてでもその薬を完成させるつもりらしい。だが、ベルモットは幼児化を把握しており、若返りを求めている。だから組織が薬を完成させる前に潰れてしまうと困るが、完成させたあとに組織が残るのも困るという微妙な立場だと思う。ベルモットにとって最も理想的なシナリオは、完成と同時に薬を横取りした後、コナンが組織をぶっ潰してくれることだと考えている。 - -## 終局 - -最後のボスは、とことんしつこい。 - -やっと倒したと思ったら、倒していない。 - -ボスにはボスになるだけの理由があり、器がある。 - -そのボスは主人公達の力と同じ。 - -どんな卑怯な手を使っても蘇り向かってくる。 - -力の差があまりに大きい場合は、主人公が負けることもあるだろう。 - -ただし、主人公は諦めない。勝つまでやめない。 - -負けてもパワーアップして悪に挑み、最後に勝つ。 - -ここらへんを描くのは大変かもしれない。他の作品を参考にするといい。 - -## 元素 - -元素はゲームによく登場する「属性」のモデルになっています。 - -例えば、`原神`というゲームには元素があり、キャラクターは火や水などの元素を使って戦います。 - -私が思うに、ゲームには物理学を引用する作品が多く、漫画には神話や童話を引用する作品が多いと感じます。 - -その理由の一つとして考えられるのが文系と理系です。もしかすると開発者には理系が多く、小説家には文系が多いのかもしれませんね。 - -## 予言 - -現実には様々な予言書があります。例えば、日月神示やアカシックレコードなど。 - -物語において、予言書というものは重要な意味を持ちます。 -これらは、確定した未来を予言するものではありません。小さな物質世界からすると、それはありえないのです。なぜありえないかというと、例えば、量子の振る舞いから説明できます。 - -とはいえ、それは後述することにして、まずは予言書が確定した未来を述べるものではなく、願望を述べるものに過ぎないということです。 - -しかし、その願望も未来に影響し、未来を形作るものの一つです。 - -したがって、物語において、予言の存在というのは重要な意味を持ちます。 - -## 秘密 - -秘密はあったほうが物語は面白くなる傾向にあると思う。 - -最近の漫画はほとんどに秘密があって、それが最後まで明かされない。 - -例外はドラゴンボールで、この漫画はそこまで秘密がない。あったとしてもサラッと明かされる事が多い。 - -この作品は「ある秘密があってそれを探し求める」という感じではなく、機会があれば明かされる感じにしたいと思う。 - -秘密をそこまで物語の主要な部分に位置づけない方向で考えている。 - -最も小さいものはいつも目の前にあって、どこにでもあるものだから。 - -## 月 - -巨大彗星説は日本人の方がみた夢がモデルになっています。 - -> ある時、不思議な夢を見た。巨大彗星が太陽に向かって進む。水が蒸発し、地球に降り注ぐ。それが大洪水になった。残った彗星は地球の周りを回りだした。 - -月の内部は水であるという話があります。 - -ただし、定説として考えられているのは、地球の形成初期に巨大な星が衝突し、それが地球と月になったというものです。これをジャイアント・インパクト説といいます。 - -## 量子 - -アインシュタインは神はサイコロを振らないといい、あらゆるものの挙動は最初から決まっていると考えていました。つまり、この世界はすべて必然であるという考えを持っていました。 - -反対にボーンは神が何をなさるかなど注文をつけるべきではないといい、つまり、偶然であると考えました。 - -量子のもつれは、決まっていない状態がまずあり、片方が確定した瞬間、もう片方の状態も確定するというものです。 - -この点において、あらゆるものは最初から決まっていると考えたアインシュタインが間違いであったとも言えます。 - -## ニュートロニウム - -存在しなかったはずの原子、原子番号0のニュートロニウムについて書きます。 - -原子は中性子と陽子のバランスが大切で、バランスが崩れると放射性崩壊が起こり、違う原子になります。 - -違う原子になるということは、観測が難しいということです。 - -では中性子だけで構成された原子は存在するのでしょうか。 - -答えとしては「一瞬だけ存在する」です。 - -それがニュートロニウムです。 - -現在、ニュートロニウムが最も多く存在する場所は中性子星の内部です。 - -中性子星の内部では電子が陽子に押しつぶされて中性子になり、電子と陽子の融合。ベータ崩壊が起こり、ニュートロニウムが生成されます。生成と消滅を繰り返しているのか、一つの原子が長く継続しているのかはわかりませんが、一見すると、内部はニュートロニウムで満たされているでしょう。 - -## メトシェラ - -メトシェラ星というものがあります。これはビックバンが始まる前から存在したのではないかという意見もあるくらい古くから存在する星と言われています。 - -ビックバンは138億年前に起こったと計算されています。私はその計算は間違いだと考えていて、ビックバンが起こったのは200億年以上前です。 - -それを前提に話をしますが、メトシェラ星の誕生はビックバンの後です。 - -## プラネット・ナイン - -ほぼ確実に存在すると言われている太陽系、第9の惑星、プラネット・ナイン。 - -その惑星の中心に連星の動きが確認されていますが、未だ発見されていません。 - -第9惑星は原始ブラックホールであるという説があります。大きさは1m未満。休眠ブラックホールは連星を作ることがあり、多くの星がブラックホールを中心に回ります。地球に最も近いブラックホールも連星です。 - -## アマテラス粒子 - -ブラックホールやマグネター、それに類似する天体の合体から放出されるオーマイゴッド粒子やアマテラス粒子は1グラムで地球を破壊するレベルのエネルギーを持ちます。 - -例えば、ブラックホールとブラックホールがぶつかると天体の一部が飛ばされて宇宙を飛来します。 - -惑星や粒子の多くは神話にちなんだ名前が付けられています。これについては`宇宙`の章で語られるかもしれません。 - -## オクトカットのモデル - -githubの`octocat`です。 - -- ref : [github/octocat](https://github.com/octocat) - -## トロン - -ケンという人物によって開発されたトロンというOSがあります。 - -東国は縄文時代以降、貨幣も言語も西国のものに置き換えられてしまいますが、このOSも同じような運命をたどります。 - -しかし、その後、世界に広まり最も使われるOSになります。 - diff --git a/static/pkg/atmosphere/CNAME b/static/pkg/atmosphere/CNAME new file mode 100644 index 00000000..63a8a507 --- /dev/null +++ b/static/pkg/atmosphere/CNAME @@ -0,0 +1 @@ +vrm.syui.ai diff --git a/static/pkg/atmosphere/ai.vrm b/static/pkg/atmosphere/ai.vrm new file mode 100644 index 00000000..d8fb84c0 Binary files /dev/null and b/static/pkg/atmosphere/ai.vrm differ diff --git a/static/pkg/atmosphere/assets/index-De4p6DE0.js b/static/pkg/atmosphere/assets/index-De4p6DE0.js new file mode 100644 index 00000000..25079d1b --- /dev/null +++ b/static/pkg/atmosphere/assets/index-De4p6DE0.js @@ -0,0 +1,10327 @@ +(function(){const e=document.createElement("link").relList;if(e&&e.supports&&e.supports("modulepreload"))return;for(const r of document.querySelectorAll('link[rel="modulepreload"]'))i(r);new MutationObserver(r=>{for(const a of 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t=e.elements,i=t[0],r=t[4],a=t[8],s=t[1],o=t[5],l=t[9],h=t[2],f=t[6],d=t[10],p=i+o+d;if(p>0){const g=.5/Math.sqrt(p+1);this._w=.25/g,this._x=(f-l)*g,this._y=(a-h)*g,this._z=(s-r)*g}else if(i>o&&i>d){const g=2*Math.sqrt(1+i-o-d);this._w=(f-l)/g,this._x=.25*g,this._y=(r+s)/g,this._z=(a+h)/g}else if(o>d){const g=2*Math.sqrt(1+o-i-d);this._w=(a-h)/g,this._x=(r+s)/g,this._y=.25*g,this._z=(l+f)/g}else{const g=2*Math.sqrt(1+d-i-o);this._w=(s-r)/g,this._x=(a+h)/g,this._y=(l+f)/g,this._z=.25*g}return this._onChangeCallback(),this}setFromUnitVectors(e,t){let i=e.dot(t)+1;return i<1e-8?(i=0,Math.abs(e.x)>Math.abs(e.z)?(this._x=-e.y,this._y=e.x,this._z=0,this._w=i):(this._x=0,this._y=-e.z,this._z=e.y,this._w=i)):(this._x=e.y*t.z-e.z*t.y,this._y=e.z*t.x-e.x*t.z,this._z=e.x*t.y-e.y*t.x,this._w=i),this.normalize()}angleTo(e){return 2*Math.acos(Math.abs(Lt(this.dot(e),-1,1)))}rotateTowards(e,t){const i=this.angleTo(e);if(i===0)return this;const r=Math.min(1,t/i);return this.slerp(e,r),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let e=this.length();return e===0?(this._x=0,this._y=0,this._z=0,this._w=1):(e=1/e,this._x=this._x*e,this._y=this._y*e,this._z=this._z*e,this._w=this._w*e),this._onChangeCallback(),this}multiply(e){return this.multiplyQuaternions(this,e)}premultiply(e){return this.multiplyQuaternions(e,this)}multiplyQuaternions(e,t){const i=e._x,r=e._y,a=e._z,s=e._w,o=t._x,l=t._y,h=t._z,f=t._w;return this._x=i*f+s*o+r*h-a*l,this._y=r*f+s*l+a*o-i*h,this._z=a*f+s*h+i*l-r*o,this._w=s*f-i*o-r*l-a*h,this._onChangeCallback(),this}slerp(e,t){if(t<=0)return this;if(t>=1)return this.copy(e);let i=e._x,r=e._y,a=e._z,s=e._w,o=this.dot(e);o<0&&(i=-i,r=-r,a=-a,s=-s,o=-o);let l=1-t;if(o<.9995){const h=Math.acos(o),f=Math.sin(h);l=Math.sin(l*h)/f,t=Math.sin(t*h)/f,this._x=this._x*l+i*t,this._y=this._y*l+r*t,this._z=this._z*l+a*t,this._w=this._w*l+s*t,this._onChangeCallback()}else this._x=this._x*l+i*t,this._y=this._y*l+r*t,this._z=this._z*l+a*t,this._w=this._w*l+s*t,this.normalize();return this}slerpQuaternions(e,t,i){return this.copy(e).slerp(t,i)}random(){const e=2*Math.PI*Math.random(),t=2*Math.PI*Math.random(),i=Math.random(),r=Math.sqrt(1-i),a=Math.sqrt(i);return this.set(r*Math.sin(e),r*Math.cos(e),a*Math.sin(t),a*Math.cos(t))}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w}fromArray(e,t=0){return this._x=e[t],this._y=e[t+1],this._z=e[t+2],this._w=e[t+3],this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._w,e}fromBufferAttribute(e,t){return this._x=e.getX(t),this._y=e.getY(t),this._z=e.getZ(t),this._w=e.getW(t),this._onChangeCallback(),this}toJSON(){return this.toArray()}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class L{constructor(e=0,t=0,i=0){L.prototype.isVector3=!0,this.x=e,this.y=t,this.z=i}set(e,t,i){return i===void 0&&(i=this.z),this.x=e,this.y=t,this.z=i,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this}multiplyVectors(e,t){return this.x=e.x*t.x,this.y=e.y*t.y,this.z=e.z*t.z,this}applyEuler(e){return this.applyQuaternion(S4.setFromEuler(e))}applyAxisAngle(e,t){return this.applyQuaternion(S4.setFromAxisAngle(e,t))}applyMatrix3(e){const t=this.x,i=this.y,r=this.z,a=e.elements;return this.x=a[0]*t+a[3]*i+a[6]*r,this.y=a[1]*t+a[4]*i+a[7]*r,this.z=a[2]*t+a[5]*i+a[8]*r,this}applyNormalMatrix(e){return this.applyMatrix3(e).normalize()}applyMatrix4(e){const t=this.x,i=this.y,r=this.z,a=e.elements,s=1/(a[3]*t+a[7]*i+a[11]*r+a[15]);return this.x=(a[0]*t+a[4]*i+a[8]*r+a[12])*s,this.y=(a[1]*t+a[5]*i+a[9]*r+a[13])*s,this.z=(a[2]*t+a[6]*i+a[10]*r+a[14])*s,this}applyQuaternion(e){const t=this.x,i=this.y,r=this.z,a=e.x,s=e.y,o=e.z,l=e.w,h=2*(s*r-o*i),f=2*(o*t-a*r),d=2*(a*i-s*t);return this.x=t+l*h+s*d-o*f,this.y=i+l*f+o*h-a*d,this.z=r+l*d+a*f-s*h,this}project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)}unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)}transformDirection(e){const t=this.x,i=this.y,r=this.z,a=e.elements;return this.x=a[0]*t+a[4]*i+a[8]*r,this.y=a[1]*t+a[5]*i+a[9]*r,this.z=a[2]*t+a[6]*i+a[10]*r,this.normalize()}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this}divideScalar(e){return this.multiplyScalar(1/e)}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this}clamp(e,t){return this.x=Lt(this.x,e.x,t.x),this.y=Lt(this.y,e.y,t.y),this.z=Lt(this.z,e.z,t.z),this}clampScalar(e,t){return this.x=Lt(this.x,e,t),this.y=Lt(this.y,e,t),this.z=Lt(this.z,e,t),this}clampLength(e,t){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Lt(i,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this.z=e.z+(t.z-e.z)*i,this}cross(e){return this.crossVectors(this,e)}crossVectors(e,t){const i=e.x,r=e.y,a=e.z,s=t.x,o=t.y,l=t.z;return this.x=r*l-a*o,this.y=a*s-i*l,this.z=i*o-r*s,this}projectOnVector(e){const t=e.lengthSq();if(t===0)return this.set(0,0,0);const i=e.dot(this)/t;return this.copy(e).multiplyScalar(i)}projectOnPlane(e){return LT.copy(this).projectOnVector(e),this.sub(LT)}reflect(e){return this.sub(LT.copy(e).multiplyScalar(2*this.dot(e)))}angleTo(e){const t=Math.sqrt(this.lengthSq()*e.lengthSq());if(t===0)return Math.PI/2;const i=this.dot(e)/t;return Math.acos(Lt(i,-1,1))}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){const t=this.x-e.x,i=this.y-e.y,r=this.z-e.z;return t*t+i*i+r*r}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)+Math.abs(this.z-e.z)}setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)}setFromSphericalCoords(e,t,i){const r=Math.sin(t)*e;return this.x=r*Math.sin(i),this.y=Math.cos(t)*e,this.z=r*Math.cos(i),this}setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)}setFromCylindricalCoords(e,t,i){return this.x=e*Math.sin(t),this.y=i,this.z=e*Math.cos(t),this}setFromMatrixPosition(e){const t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this}setFromMatrixScale(e){const t=this.setFromMatrixColumn(e,0).length(),i=this.setFromMatrixColumn(e,1).length(),r=this.setFromMatrixColumn(e,2).length();return this.x=t,this.y=i,this.z=r,this}setFromMatrixColumn(e,t){return this.fromArray(e.elements,t*4)}setFromMatrix3Column(e,t){return this.fromArray(e.elements,t*3)}setFromEuler(e){return this.x=e._x,this.y=e._y,this.z=e._z,this}setFromColor(e){return this.x=e.r,this.y=e.g,this.z=e.b,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const e=Math.random()*Math.PI*2,t=Math.random()*2-1,i=Math.sqrt(1-t*t);return this.x=i*Math.cos(e),this.y=t,this.z=i*Math.sin(e),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const LT=new L,S4=new _t;class Et{constructor(e,t,i,r,a,s,o,l,h){Et.prototype.isMatrix3=!0,this.elements=[1,0,0,0,1,0,0,0,1],e!==void 0&&this.set(e,t,i,r,a,s,o,l,h)}set(e,t,i,r,a,s,o,l,h){const f=this.elements;return f[0]=e,f[1]=r,f[2]=o,f[3]=t,f[4]=a,f[5]=l,f[6]=i,f[7]=s,f[8]=h,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(e){const t=this.elements,i=e.elements;return t[0]=i[0],t[1]=i[1],t[2]=i[2],t[3]=i[3],t[4]=i[4],t[5]=i[5],t[6]=i[6],t[7]=i[7],t[8]=i[8],this}extractBasis(e,t,i){return e.setFromMatrix3Column(this,0),t.setFromMatrix3Column(this,1),i.setFromMatrix3Column(this,2),this}setFromMatrix4(e){const t=e.elements;return this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]),this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){const i=e.elements,r=t.elements,a=this.elements,s=i[0],o=i[3],l=i[6],h=i[1],f=i[4],d=i[7],p=i[2],g=i[5],_=i[8],T=r[0],y=r[3],v=r[6],S=r[1],E=r[4],b=r[7],N=r[2],R=r[5],I=r[8];return a[0]=s*T+o*S+l*N,a[3]=s*y+o*E+l*R,a[6]=s*v+o*b+l*I,a[1]=h*T+f*S+d*N,a[4]=h*y+f*E+d*R,a[7]=h*v+f*b+d*I,a[2]=p*T+g*S+_*N,a[5]=p*y+g*E+_*R,a[8]=p*v+g*b+_*I,this}multiplyScalar(e){const t=this.elements;return t[0]*=e,t[3]*=e,t[6]*=e,t[1]*=e,t[4]*=e,t[7]*=e,t[2]*=e,t[5]*=e,t[8]*=e,this}determinant(){const e=this.elements,t=e[0],i=e[1],r=e[2],a=e[3],s=e[4],o=e[5],l=e[6],h=e[7],f=e[8];return t*s*f-t*o*h-i*a*f+i*o*l+r*a*h-r*s*l}invert(){const e=this.elements,t=e[0],i=e[1],r=e[2],a=e[3],s=e[4],o=e[5],l=e[6],h=e[7],f=e[8],d=f*s-o*h,p=o*l-f*a,g=h*a-s*l,_=t*d+i*p+r*g;if(_===0)return this.set(0,0,0,0,0,0,0,0,0);const T=1/_;return e[0]=d*T,e[1]=(r*h-f*i)*T,e[2]=(o*i-r*s)*T,e[3]=p*T,e[4]=(f*t-r*l)*T,e[5]=(r*a-o*t)*T,e[6]=g*T,e[7]=(i*l-h*t)*T,e[8]=(s*t-i*a)*T,this}transpose(){let e;const t=this.elements;return e=t[1],t[1]=t[3],t[3]=e,e=t[2],t[2]=t[6],t[6]=e,e=t[5],t[5]=t[7],t[7]=e,this}getNormalMatrix(e){return this.setFromMatrix4(e).invert().transpose()}transposeIntoArray(e){const t=this.elements;return e[0]=t[0],e[1]=t[3],e[2]=t[6],e[3]=t[1],e[4]=t[4],e[5]=t[7],e[6]=t[2],e[7]=t[5],e[8]=t[8],this}setUvTransform(e,t,i,r,a,s,o){const l=Math.cos(a),h=Math.sin(a);return this.set(i*l,i*h,-i*(l*s+h*o)+s+e,-r*h,r*l,-r*(-h*s+l*o)+o+t,0,0,1),this}scale(e,t){return this.premultiply(IT.makeScale(e,t)),this}rotate(e){return this.premultiply(IT.makeRotation(-e)),this}translate(e,t){return this.premultiply(IT.makeTranslation(e,t)),this}makeTranslation(e,t){return e.isVector2?this.set(1,0,e.x,0,1,e.y,0,0,1):this.set(1,0,e,0,1,t,0,0,1),this}makeRotation(e){const t=Math.cos(e),i=Math.sin(e);return this.set(t,-i,0,i,t,0,0,0,1),this}makeScale(e,t){return this.set(e,0,0,0,t,0,0,0,1),this}equals(e){const t=this.elements,i=e.elements;for(let r=0;r<9;r++)if(t[r]!==i[r])return!1;return!0}fromArray(e,t=0){for(let i=0;i<9;i++)this.elements[i]=e[i+t];return this}toArray(e=[],t=0){const i=this.elements;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e}clone(){return new this.constructor().fromArray(this.elements)}}const IT=new Et,T4=new Et().set(.4123908,.3575843,.1804808,.212639,.7151687,.0721923,.0193308,.1191948,.9505322),E4=new Et().set(3.2409699,-1.5373832,-.4986108,-.9692436,1.8759675,.0415551,.0556301,-.203977,1.0569715);function vG(){const n={enabled:!0,workingColorSpace:Fn,spaces:{},convert:function(r,a,s){return this.enabled===!1||a===s||!a||!s||(this.spaces[a].transfer===wn&&(r.r=el(r.r),r.g=el(r.g),r.b=el(r.b)),this.spaces[a].primaries!==this.spaces[s].primaries&&(r.applyMatrix3(this.spaces[a].toXYZ),r.applyMatrix3(this.spaces[s].fromXYZ)),this.spaces[s].transfer===wn&&(r.r=od(r.r),r.g=od(r.g),r.b=od(r.b))),r},workingToColorSpace:function(r,a){return this.convert(r,this.workingColorSpace,a)},colorSpaceToWorking:function(r,a){return this.convert(r,a,this.workingColorSpace)},getPrimaries:function(r){return this.spaces[r].primaries},getTransfer:function(r){return r===Or?p0:this.spaces[r].transfer},getToneMappingMode:function(r){return this.spaces[r].outputColorSpaceConfig.toneMappingMode||"standard"},getLuminanceCoefficients:function(r,a=this.workingColorSpace){return r.fromArray(this.spaces[a].luminanceCoefficients)},define:function(r){Object.assign(this.spaces,r)},_getMatrix:function(r,a,s){return r.copy(this.spaces[a].toXYZ).multiply(this.spaces[s].fromXYZ)},_getDrawingBufferColorSpace:function(r){return this.spaces[r].outputColorSpaceConfig.drawingBufferColorSpace},_getUnpackColorSpace:function(r=this.workingColorSpace){return this.spaces[r].workingColorSpaceConfig.unpackColorSpace},fromWorkingColorSpace:function(r,a){return wd("ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace()."),n.workingToColorSpace(r,a)},toWorkingColorSpace:function(r,a){return wd("ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking()."),n.colorSpaceToWorking(r,a)}},e=[.64,.33,.3,.6,.15,.06],t=[.2126,.7152,.0722],i=[.3127,.329];return n.define({[Fn]:{primaries:e,whitePoint:i,transfer:p0,toXYZ:T4,fromXYZ:E4,luminanceCoefficients:t,workingColorSpaceConfig:{unpackColorSpace:dn},outputColorSpaceConfig:{drawingBufferColorSpace:dn}},[dn]:{primaries:e,whitePoint:i,transfer:wn,toXYZ:T4,fromXYZ:E4,luminanceCoefficients:t,outputColorSpaceConfig:{drawingBufferColorSpace:dn}}}),n}const en=vG();function el(n){return n<.04045?n*.0773993808:Math.pow(n*.9478672986+.0521327014,2.4)}function od(n){return n<.0031308?n*12.92:1.055*Math.pow(n,.41666)-.055}let jh;class qU{static getDataURL(e,t="image/png"){if(/^data:/i.test(e.src)||typeof HTMLCanvasElement>"u")return e.src;let i;if(e instanceof HTMLCanvasElement)i=e;else{jh===void 0&&(jh=g0("canvas")),jh.width=e.width,jh.height=e.height;const r=jh.getContext("2d");e instanceof ImageData?r.putImageData(e,0,0):r.drawImage(e,0,0,e.width,e.height),i=jh}return i.toDataURL(t)}static sRGBToLinear(e){if(typeof HTMLImageElement<"u"&&e instanceof HTMLImageElement||typeof HTMLCanvasElement<"u"&&e instanceof HTMLCanvasElement||typeof ImageBitmap<"u"&&e instanceof ImageBitmap){const t=g0("canvas");t.width=e.width,t.height=e.height;const i=t.getContext("2d");i.drawImage(e,0,0,e.width,e.height);const r=i.getImageData(0,0,e.width,e.height),a=r.data;for(let s=0;s1),this.pmremVersion=0}get width(){return this.source.getSize(PT).x}get height(){return this.source.getSize(PT).y}get depth(){return this.source.getSize(PT).z}get image(){return this.source.data}set image(e=null){this.source.data=e}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}clone(){return new this.constructor().copy(this)}copy(e){return this.name=e.name,this.source=e.source,this.mipmaps=e.mipmaps.slice(0),this.mapping=e.mapping,this.channel=e.channel,this.wrapS=e.wrapS,this.wrapT=e.wrapT,this.magFilter=e.magFilter,this.minFilter=e.minFilter,this.anisotropy=e.anisotropy,this.format=e.format,this.internalFormat=e.internalFormat,this.type=e.type,this.offset.copy(e.offset),this.repeat.copy(e.repeat),this.center.copy(e.center),this.rotation=e.rotation,this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrix.copy(e.matrix),this.generateMipmaps=e.generateMipmaps,this.premultiplyAlpha=e.premultiplyAlpha,this.flipY=e.flipY,this.unpackAlignment=e.unpackAlignment,this.colorSpace=e.colorSpace,this.renderTarget=e.renderTarget,this.isRenderTargetTexture=e.isRenderTargetTexture,this.isArrayTexture=e.isArrayTexture,this.userData=JSON.parse(JSON.stringify(e.userData)),this.needsUpdate=!0,this}setValues(e){for(const t in e){const i=e[t];if(i===void 0){ut(`Texture.setValues(): parameter '${t}' has value of undefined.`);continue}const r=this[t];if(r===void 0){ut(`Texture.setValues(): property '${t}' does not exist.`);continue}r&&i&&r.isVector2&&i.isVector2||r&&i&&r.isVector3&&i.isVector3||r&&i&&r.isMatrix3&&i.isMatrix3?r.copy(i):this[t]=i}}toJSON(e){const t=e===void 0||typeof e=="string";if(!t&&e.textures[this.uuid]!==void 0)return e.textures[this.uuid];const i={metadata:{version:4.7,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,image:this.source.toJSON(e).uuid,mapping:this.mapping,channel:this.channel,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,internalFormat:this.internalFormat,type:this.type,colorSpace:this.colorSpace,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,generateMipmaps:this.generateMipmaps,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};return Object.keys(this.userData).length>0&&(i.userData=this.userData),t||(e.textures[this.uuid]=i),i}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(e){if(this.mapping!==U1)return e;if(e.applyMatrix3(this.matrix),e.x<0||e.x>1)switch(this.wrapS){case Mr:e.x=e.x-Math.floor(e.x);break;case Ui:e.x=e.x<0?0:1;break;case Td:Math.abs(Math.floor(e.x)%2)===1?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x);break}if(e.y<0||e.y>1)switch(this.wrapT){case Mr:e.y=e.y-Math.floor(e.y);break;case Ui:e.y=e.y<0?0:1;break;case Td:Math.abs(Math.floor(e.y)%2)===1?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y);break}return this.flipY&&(e.y=1-e.y),e}set needsUpdate(e){e===!0&&(this.version++,this.source.needsUpdate=!0)}set needsPMREMUpdate(e){e===!0&&this.pmremVersion++}}Nn.DEFAULT_IMAGE=null;Nn.DEFAULT_MAPPING=U1;Nn.DEFAULT_ANISOTROPY=1;class zt{constructor(e=0,t=0,i=0,r=1){zt.prototype.isVector4=!0,this.x=e,this.y=t,this.z=i,this.w=r}get width(){return this.z}set width(e){this.z=e}get height(){return this.w}set height(e){this.w=e}set(e,t,i,r){return this.x=e,this.y=t,this.z=i,this.w=r,this}setScalar(e){return this.x=e,this.y=e,this.z=e,this.w=e,this}setX(e){return this.x=e,this}setY(e){return this.y=e,this}setZ(e){return this.z=e,this}setW(e){return this.w=e,this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error("index is out of range: "+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+e)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(e){return this.x=e.x,this.y=e.y,this.z=e.z,this.w=e.w!==void 0?e.w:1,this}add(e){return this.x+=e.x,this.y+=e.y,this.z+=e.z,this.w+=e.w,this}addScalar(e){return this.x+=e,this.y+=e,this.z+=e,this.w+=e,this}addVectors(e,t){return this.x=e.x+t.x,this.y=e.y+t.y,this.z=e.z+t.z,this.w=e.w+t.w,this}addScaledVector(e,t){return this.x+=e.x*t,this.y+=e.y*t,this.z+=e.z*t,this.w+=e.w*t,this}sub(e){return this.x-=e.x,this.y-=e.y,this.z-=e.z,this.w-=e.w,this}subScalar(e){return this.x-=e,this.y-=e,this.z-=e,this.w-=e,this}subVectors(e,t){return this.x=e.x-t.x,this.y=e.y-t.y,this.z=e.z-t.z,this.w=e.w-t.w,this}multiply(e){return this.x*=e.x,this.y*=e.y,this.z*=e.z,this.w*=e.w,this}multiplyScalar(e){return this.x*=e,this.y*=e,this.z*=e,this.w*=e,this}applyMatrix4(e){const t=this.x,i=this.y,r=this.z,a=this.w,s=e.elements;return this.x=s[0]*t+s[4]*i+s[8]*r+s[12]*a,this.y=s[1]*t+s[5]*i+s[9]*r+s[13]*a,this.z=s[2]*t+s[6]*i+s[10]*r+s[14]*a,this.w=s[3]*t+s[7]*i+s[11]*r+s[15]*a,this}divide(e){return this.x/=e.x,this.y/=e.y,this.z/=e.z,this.w/=e.w,this}divideScalar(e){return this.multiplyScalar(1/e)}setAxisAngleFromQuaternion(e){this.w=2*Math.acos(e.w);const t=Math.sqrt(1-e.w*e.w);return t<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=e.x/t,this.y=e.y/t,this.z=e.z/t),this}setAxisAngleFromRotationMatrix(e){let t,i,r,a;const l=e.elements,h=l[0],f=l[4],d=l[8],p=l[1],g=l[5],_=l[9],T=l[2],y=l[6],v=l[10];if(Math.abs(f-p)<.01&&Math.abs(d-T)<.01&&Math.abs(_-y)<.01){if(Math.abs(f+p)<.1&&Math.abs(d+T)<.1&&Math.abs(_+y)<.1&&Math.abs(h+g+v-3)<.1)return this.set(1,0,0,0),this;t=Math.PI;const E=(h+1)/2,b=(g+1)/2,N=(v+1)/2,R=(f+p)/4,I=(d+T)/4,U=(_+y)/4;return E>b&&E>N?E<.01?(i=0,r=.707106781,a=.707106781):(i=Math.sqrt(E),r=R/i,a=I/i):b>N?b<.01?(i=.707106781,r=0,a=.707106781):(r=Math.sqrt(b),i=R/r,a=U/r):N<.01?(i=.707106781,r=.707106781,a=0):(a=Math.sqrt(N),i=I/a,r=U/a),this.set(i,r,a,t),this}let S=Math.sqrt((y-_)*(y-_)+(d-T)*(d-T)+(p-f)*(p-f));return Math.abs(S)<.001&&(S=1),this.x=(y-_)/S,this.y=(d-T)/S,this.z=(p-f)/S,this.w=Math.acos((h+g+v-1)/2),this}setFromMatrixPosition(e){const t=e.elements;return this.x=t[12],this.y=t[13],this.z=t[14],this.w=t[15],this}min(e){return this.x=Math.min(this.x,e.x),this.y=Math.min(this.y,e.y),this.z=Math.min(this.z,e.z),this.w=Math.min(this.w,e.w),this}max(e){return this.x=Math.max(this.x,e.x),this.y=Math.max(this.y,e.y),this.z=Math.max(this.z,e.z),this.w=Math.max(this.w,e.w),this}clamp(e,t){return this.x=Lt(this.x,e.x,t.x),this.y=Lt(this.y,e.y,t.y),this.z=Lt(this.z,e.z,t.z),this.w=Lt(this.w,e.w,t.w),this}clampScalar(e,t){return this.x=Lt(this.x,e,t),this.y=Lt(this.y,e,t),this.z=Lt(this.z,e,t),this.w=Lt(this.w,e,t),this}clampLength(e,t){const i=this.length();return this.divideScalar(i||1).multiplyScalar(Lt(i,e,t))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this.w=Math.floor(this.w),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this.w=Math.ceil(this.w),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this.w=Math.round(this.w),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this.w=Math.trunc(this.w),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this.w=-this.w,this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){return this.x+=(e.x-this.x)*t,this.y+=(e.y-this.y)*t,this.z+=(e.z-this.z)*t,this.w+=(e.w-this.w)*t,this}lerpVectors(e,t,i){return this.x=e.x+(t.x-e.x)*i,this.y=e.y+(t.y-e.y)*i,this.z=e.z+(t.z-e.z)*i,this.w=e.w+(t.w-e.w)*i,this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e,t=0){return this.x=e[t],this.y=e[t+1],this.z=e[t+2],this.w=e[t+3],this}toArray(e=[],t=0){return e[t]=this.x,e[t+1]=this.y,e[t+2]=this.z,e[t+3]=this.w,e}fromBufferAttribute(e,t){return this.x=e.getX(t),this.y=e.getY(t),this.z=e.getZ(t),this.w=e.getW(t),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this.w=Math.random(),this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z,yield this.w}}class Db extends ra{constructor(e=1,t=1,i={}){super(),i=Object.assign({generateMipmaps:!1,internalFormat:null,minFilter:Ht,depthBuffer:!0,stencilBuffer:!1,resolveDepthBuffer:!0,resolveStencilBuffer:!0,depthTexture:null,samples:0,count:1,depth:1,multiview:!1},i),this.isRenderTarget=!0,this.width=e,this.height=t,this.depth=i.depth,this.scissor=new zt(0,0,e,t),this.scissorTest=!1,this.viewport=new zt(0,0,e,t);const r={width:e,height:t,depth:i.depth},a=new Nn(r);this.textures=[];const s=i.count;for(let o=0;o1);this.dispose()}this.viewport.set(0,0,e,t),this.scissor.set(0,0,e,t)}clone(){return new this.constructor().copy(this)}copy(e){this.width=e.width,this.height=e.height,this.depth=e.depth,this.scissor.copy(e.scissor),this.scissorTest=e.scissorTest,this.viewport.copy(e.viewport),this.textures.length=0;for(let t=0,i=e.textures.length;t=this.min.x&&e.x<=this.max.x&&e.y>=this.min.y&&e.y<=this.max.y&&e.z>=this.min.z&&e.z<=this.max.z}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return e.max.x>=this.min.x&&e.min.x<=this.max.x&&e.max.y>=this.min.y&&e.min.y<=this.max.y&&e.max.z>=this.min.z&&e.min.z<=this.max.z}intersectsSphere(e){return this.clampPoint(e.center,gs),gs.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let t,i;return e.normal.x>0?(t=e.normal.x*this.min.x,i=e.normal.x*this.max.x):(t=e.normal.x*this.max.x,i=e.normal.x*this.min.x),e.normal.y>0?(t+=e.normal.y*this.min.y,i+=e.normal.y*this.max.y):(t+=e.normal.y*this.max.y,i+=e.normal.y*this.min.y),e.normal.z>0?(t+=e.normal.z*this.min.z,i+=e.normal.z*this.max.z):(t+=e.normal.z*this.max.z,i+=e.normal.z*this.min.z),t<=-e.constant&&i>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return!1;this.getCenter(zp),Jg.subVectors(this.max,zp),Zh.subVectors(e.a,zp),Kh.subVectors(e.b,zp),Qh.subVectors(e.c,zp),Dl.subVectors(Kh,Zh),Nl.subVectors(Qh,Kh),Kc.subVectors(Zh,Qh);let t=[0,-Dl.z,Dl.y,0,-Nl.z,Nl.y,0,-Kc.z,Kc.y,Dl.z,0,-Dl.x,Nl.z,0,-Nl.x,Kc.z,0,-Kc.x,-Dl.y,Dl.x,0,-Nl.y,Nl.x,0,-Kc.y,Kc.x,0];return!zT(t,Zh,Kh,Qh,Jg)||(t=[1,0,0,0,1,0,0,0,1],!zT(t,Zh,Kh,Qh,Jg))?!1:($g.crossVectors(Dl,Nl),t=[$g.x,$g.y,$g.z],zT(t,Zh,Kh,Qh,Jg))}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return this.clampPoint(e,gs).distanceTo(e)}getBoundingSphere(e){return this.isEmpty()?e.makeEmpty():(this.getCenter(e.center),e.radius=this.getSize(gs).length()*.5),e}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}applyMatrix4(e){return this.isEmpty()?this:(Co[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e),Co[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e),Co[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e),Co[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e),Co[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e),Co[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e),Co[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e),Co[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e),this.setFromPoints(Co),this)}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}toJSON(){return{min:this.min.toArray(),max:this.max.toArray()}}fromJSON(e){return this.min.fromArray(e.min),this.max.fromArray(e.max),this}}const Co=[new L,new L,new L,new L,new L,new L,new L,new L],gs=new L,Qg=new tr,Zh=new L,Kh=new L,Qh=new L,Dl=new L,Nl=new L,Kc=new L,zp=new L,Jg=new L,$g=new L,Qc=new L;function zT(n,e,t,i,r){for(let a=0,s=n.length-3;a<=s;a+=3){Qc.fromArray(n,a);const o=r.x*Math.abs(Qc.x)+r.y*Math.abs(Qc.y)+r.z*Math.abs(Qc.z),l=e.dot(Qc),h=t.dot(Qc),f=i.dot(Qc);if(Math.max(-Math.max(l,h,f),Math.min(l,h,f))>o)return!1}return!0}const yG=new tr,Bp=new L,BT=new L;class nr{constructor(e=new L,t=-1){this.isSphere=!0,this.center=e,this.radius=t}set(e,t){return this.center.copy(e),this.radius=t,this}setFromPoints(e,t){const i=this.center;t!==void 0?i.copy(t):yG.setFromPoints(e).getCenter(i);let r=0;for(let a=0,s=e.length;athis.radius*this.radius&&(t.sub(this.center).normalize(),t.multiplyScalar(this.radius).add(this.center)),t}getBoundingBox(e){return this.isEmpty()?(e.makeEmpty(),e):(e.set(this.center,this.center),e.expandByScalar(this.radius),e)}applyMatrix4(e){return this.center.applyMatrix4(e),this.radius=this.radius*e.getMaxScaleOnAxis(),this}translate(e){return this.center.add(e),this}expandByPoint(e){if(this.isEmpty())return this.center.copy(e),this.radius=0,this;Bp.subVectors(e,this.center);const t=Bp.lengthSq();if(t>this.radius*this.radius){const i=Math.sqrt(t),r=(i-this.radius)*.5;this.center.addScaledVector(Bp,r/i),this.radius+=r}return this}union(e){return e.isEmpty()?this:this.isEmpty()?(this.copy(e),this):(this.center.equals(e.center)===!0?this.radius=Math.max(this.radius,e.radius):(BT.subVectors(e.center,this.center).setLength(e.radius),this.expandByPoint(Bp.copy(e.center).add(BT)),this.expandByPoint(Bp.copy(e.center).sub(BT))),this)}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return new this.constructor().copy(this)}toJSON(){return{radius:this.radius,center:this.center.toArray()}}fromJSON(e){return this.radius=e.radius,this.center.fromArray(e.center),this}}const Do=new L,HT=new L,ev=new L,Ol=new L,FT=new L,tv=new L,GT=new L;class Ac{constructor(e=new L,t=new L(0,0,-1)){this.origin=e,this.direction=t}set(e,t){return this.origin.copy(e),this.direction.copy(t),this}copy(e){return this.origin.copy(e.origin),this.direction.copy(e.direction),this}at(e,t){return t.copy(this.origin).addScaledVector(this.direction,e)}lookAt(e){return this.direction.copy(e).sub(this.origin).normalize(),this}recast(e){return this.origin.copy(this.at(e,Do)),this}closestPointToPoint(e,t){t.subVectors(e,this.origin);const i=t.dot(this.direction);return i<0?t.copy(this.origin):t.copy(this.origin).addScaledVector(this.direction,i)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){const t=Do.subVectors(e,this.origin).dot(this.direction);return t<0?this.origin.distanceToSquared(e):(Do.copy(this.origin).addScaledVector(this.direction,t),Do.distanceToSquared(e))}distanceSqToSegment(e,t,i,r){HT.copy(e).add(t).multiplyScalar(.5),ev.copy(t).sub(e).normalize(),Ol.copy(this.origin).sub(HT);const a=e.distanceTo(t)*.5,s=-this.direction.dot(ev),o=Ol.dot(this.direction),l=-Ol.dot(ev),h=Ol.lengthSq(),f=Math.abs(1-s*s);let d,p,g,_;if(f>0)if(d=s*l-o,p=s*o-l,_=a*f,d>=0)if(p>=-_)if(p<=_){const T=1/f;d*=T,p*=T,g=d*(d+s*p+2*o)+p*(s*d+p+2*l)+h}else p=a,d=Math.max(0,-(s*p+o)),g=-d*d+p*(p+2*l)+h;else p=-a,d=Math.max(0,-(s*p+o)),g=-d*d+p*(p+2*l)+h;else p<=-_?(d=Math.max(0,-(-s*a+o)),p=d>0?-a:Math.min(Math.max(-a,-l),a),g=-d*d+p*(p+2*l)+h):p<=_?(d=0,p=Math.min(Math.max(-a,-l),a),g=p*(p+2*l)+h):(d=Math.max(0,-(s*a+o)),p=d>0?a:Math.min(Math.max(-a,-l),a),g=-d*d+p*(p+2*l)+h);else p=s>0?-a:a,d=Math.max(0,-(s*p+o)),g=-d*d+p*(p+2*l)+h;return i&&i.copy(this.origin).addScaledVector(this.direction,d),r&&r.copy(HT).addScaledVector(ev,p),g}intersectSphere(e,t){Do.subVectors(e.center,this.origin);const i=Do.dot(this.direction),r=Do.dot(Do)-i*i,a=e.radius*e.radius;if(r>a)return null;const s=Math.sqrt(a-r),o=i-s,l=i+s;return l<0?null:o<0?this.at(l,t):this.at(o,t)}intersectsSphere(e){return e.radius<0?!1:this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){const t=e.normal.dot(this.direction);if(t===0)return e.distanceToPoint(this.origin)===0?0:null;const i=-(this.origin.dot(e.normal)+e.constant)/t;return i>=0?i:null}intersectPlane(e,t){const i=this.distanceToPlane(e);return i===null?null:this.at(i,t)}intersectsPlane(e){const t=e.distanceToPoint(this.origin);return t===0||e.normal.dot(this.direction)*t<0}intersectBox(e,t){let i,r,a,s,o,l;const h=1/this.direction.x,f=1/this.direction.y,d=1/this.direction.z,p=this.origin;return h>=0?(i=(e.min.x-p.x)*h,r=(e.max.x-p.x)*h):(i=(e.max.x-p.x)*h,r=(e.min.x-p.x)*h),f>=0?(a=(e.min.y-p.y)*f,s=(e.max.y-p.y)*f):(a=(e.max.y-p.y)*f,s=(e.min.y-p.y)*f),i>s||a>r||((a>i||isNaN(i))&&(i=a),(s=0?(o=(e.min.z-p.z)*d,l=(e.max.z-p.z)*d):(o=(e.max.z-p.z)*d,l=(e.min.z-p.z)*d),i>l||o>r)||((o>i||i!==i)&&(i=o),(l=0?i:r,t)}intersectsBox(e){return this.intersectBox(e,Do)!==null}intersectTriangle(e,t,i,r,a){FT.subVectors(t,e),tv.subVectors(i,e),GT.crossVectors(FT,tv);let s=this.direction.dot(GT),o;if(s>0){if(r)return null;o=1}else if(s<0)o=-1,s=-s;else return null;Ol.subVectors(this.origin,e);const l=o*this.direction.dot(tv.crossVectors(Ol,tv));if(l<0)return null;const h=o*this.direction.dot(FT.cross(Ol));if(h<0||l+h>s)return null;const f=-o*Ol.dot(GT);return f<0?null:this.at(f/s,a)}applyMatrix4(e){return this.origin.applyMatrix4(e),this.direction.transformDirection(e),this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return new this.constructor().copy(this)}}class Ve{constructor(e,t,i,r,a,s,o,l,h,f,d,p,g,_,T,y){Ve.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],e!==void 0&&this.set(e,t,i,r,a,s,o,l,h,f,d,p,g,_,T,y)}set(e,t,i,r,a,s,o,l,h,f,d,p,g,_,T,y){const v=this.elements;return v[0]=e,v[4]=t,v[8]=i,v[12]=r,v[1]=a,v[5]=s,v[9]=o,v[13]=l,v[2]=h,v[6]=f,v[10]=d,v[14]=p,v[3]=g,v[7]=_,v[11]=T,v[15]=y,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return new Ve().fromArray(this.elements)}copy(e){const t=this.elements,i=e.elements;return t[0]=i[0],t[1]=i[1],t[2]=i[2],t[3]=i[3],t[4]=i[4],t[5]=i[5],t[6]=i[6],t[7]=i[7],t[8]=i[8],t[9]=i[9],t[10]=i[10],t[11]=i[11],t[12]=i[12],t[13]=i[13],t[14]=i[14],t[15]=i[15],this}copyPosition(e){const t=this.elements,i=e.elements;return t[12]=i[12],t[13]=i[13],t[14]=i[14],this}setFromMatrix3(e){const t=e.elements;return this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1),this}extractBasis(e,t,i){return e.setFromMatrixColumn(this,0),t.setFromMatrixColumn(this,1),i.setFromMatrixColumn(this,2),this}makeBasis(e,t,i){return this.set(e.x,t.x,i.x,0,e.y,t.y,i.y,0,e.z,t.z,i.z,0,0,0,0,1),this}extractRotation(e){const t=this.elements,i=e.elements,r=1/Jh.setFromMatrixColumn(e,0).length(),a=1/Jh.setFromMatrixColumn(e,1).length(),s=1/Jh.setFromMatrixColumn(e,2).length();return t[0]=i[0]*r,t[1]=i[1]*r,t[2]=i[2]*r,t[3]=0,t[4]=i[4]*a,t[5]=i[5]*a,t[6]=i[6]*a,t[7]=0,t[8]=i[8]*s,t[9]=i[9]*s,t[10]=i[10]*s,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromEuler(e){const t=this.elements,i=e.x,r=e.y,a=e.z,s=Math.cos(i),o=Math.sin(i),l=Math.cos(r),h=Math.sin(r),f=Math.cos(a),d=Math.sin(a);if(e.order==="XYZ"){const p=s*f,g=s*d,_=o*f,T=o*d;t[0]=l*f,t[4]=-l*d,t[8]=h,t[1]=g+_*h,t[5]=p-T*h,t[9]=-o*l,t[2]=T-p*h,t[6]=_+g*h,t[10]=s*l}else if(e.order==="YXZ"){const p=l*f,g=l*d,_=h*f,T=h*d;t[0]=p+T*o,t[4]=_*o-g,t[8]=s*h,t[1]=s*d,t[5]=s*f,t[9]=-o,t[2]=g*o-_,t[6]=T+p*o,t[10]=s*l}else if(e.order==="ZXY"){const p=l*f,g=l*d,_=h*f,T=h*d;t[0]=p-T*o,t[4]=-s*d,t[8]=_+g*o,t[1]=g+_*o,t[5]=s*f,t[9]=T-p*o,t[2]=-s*h,t[6]=o,t[10]=s*l}else if(e.order==="ZYX"){const p=s*f,g=s*d,_=o*f,T=o*d;t[0]=l*f,t[4]=_*h-g,t[8]=p*h+T,t[1]=l*d,t[5]=T*h+p,t[9]=g*h-_,t[2]=-h,t[6]=o*l,t[10]=s*l}else if(e.order==="YZX"){const p=s*l,g=s*h,_=o*l,T=o*h;t[0]=l*f,t[4]=T-p*d,t[8]=_*d+g,t[1]=d,t[5]=s*f,t[9]=-o*f,t[2]=-h*f,t[6]=g*d+_,t[10]=p-T*d}else if(e.order==="XZY"){const p=s*l,g=s*h,_=o*l,T=o*h;t[0]=l*f,t[4]=-d,t[8]=h*f,t[1]=p*d+T,t[5]=s*f,t[9]=g*d-_,t[2]=_*d-g,t[6]=o*f,t[10]=T*d+p}return t[3]=0,t[7]=0,t[11]=0,t[12]=0,t[13]=0,t[14]=0,t[15]=1,this}makeRotationFromQuaternion(e){return this.compose(SG,e,TG)}lookAt(e,t,i){const r=this.elements;return xa.subVectors(e,t),xa.lengthSq()===0&&(xa.z=1),xa.normalize(),Ll.crossVectors(i,xa),Ll.lengthSq()===0&&(Math.abs(i.z)===1?xa.x+=1e-4:xa.z+=1e-4,xa.normalize(),Ll.crossVectors(i,xa)),Ll.normalize(),nv.crossVectors(xa,Ll),r[0]=Ll.x,r[4]=nv.x,r[8]=xa.x,r[1]=Ll.y,r[5]=nv.y,r[9]=xa.y,r[2]=Ll.z,r[6]=nv.z,r[10]=xa.z,this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){const i=e.elements,r=t.elements,a=this.elements,s=i[0],o=i[4],l=i[8],h=i[12],f=i[1],d=i[5],p=i[9],g=i[13],_=i[2],T=i[6],y=i[10],v=i[14],S=i[3],E=i[7],b=i[11],N=i[15],R=r[0],I=r[4],U=r[8],O=r[12],w=r[1],B=r[5],j=r[9],ee=r[13],se=r[2],ae=r[6],W=r[10],te=r[14],K=r[3],oe=r[7],ie=r[11],Ce=r[15];return a[0]=s*R+o*w+l*se+h*K,a[4]=s*I+o*B+l*ae+h*oe,a[8]=s*U+o*j+l*W+h*ie,a[12]=s*O+o*ee+l*te+h*Ce,a[1]=f*R+d*w+p*se+g*K,a[5]=f*I+d*B+p*ae+g*oe,a[9]=f*U+d*j+p*W+g*ie,a[13]=f*O+d*ee+p*te+g*Ce,a[2]=_*R+T*w+y*se+v*K,a[6]=_*I+T*B+y*ae+v*oe,a[10]=_*U+T*j+y*W+v*ie,a[14]=_*O+T*ee+y*te+v*Ce,a[3]=S*R+E*w+b*se+N*K,a[7]=S*I+E*B+b*ae+N*oe,a[11]=S*U+E*j+b*W+N*ie,a[15]=S*O+E*ee+b*te+N*Ce,this}multiplyScalar(e){const t=this.elements;return t[0]*=e,t[4]*=e,t[8]*=e,t[12]*=e,t[1]*=e,t[5]*=e,t[9]*=e,t[13]*=e,t[2]*=e,t[6]*=e,t[10]*=e,t[14]*=e,t[3]*=e,t[7]*=e,t[11]*=e,t[15]*=e,this}determinant(){const e=this.elements,t=e[0],i=e[4],r=e[8],a=e[12],s=e[1],o=e[5],l=e[9],h=e[13],f=e[2],d=e[6],p=e[10],g=e[14],_=e[3],T=e[7],y=e[11],v=e[15];return _*(+a*l*d-r*h*d-a*o*p+i*h*p+r*o*g-i*l*g)+T*(+t*l*g-t*h*p+a*s*p-r*s*g+r*h*f-a*l*f)+y*(+t*h*d-t*o*g-a*s*d+i*s*g+a*o*f-i*h*f)+v*(-r*o*f-t*l*d+t*o*p+r*s*d-i*s*p+i*l*f)}transpose(){const e=this.elements;let t;return t=e[1],e[1]=e[4],e[4]=t,t=e[2],e[2]=e[8],e[8]=t,t=e[6],e[6]=e[9],e[9]=t,t=e[3],e[3]=e[12],e[12]=t,t=e[7],e[7]=e[13],e[13]=t,t=e[11],e[11]=e[14],e[14]=t,this}setPosition(e,t,i){const r=this.elements;return e.isVector3?(r[12]=e.x,r[13]=e.y,r[14]=e.z):(r[12]=e,r[13]=t,r[14]=i),this}invert(){const e=this.elements,t=e[0],i=e[1],r=e[2],a=e[3],s=e[4],o=e[5],l=e[6],h=e[7],f=e[8],d=e[9],p=e[10],g=e[11],_=e[12],T=e[13],y=e[14],v=e[15],S=d*y*h-T*p*h+T*l*g-o*y*g-d*l*v+o*p*v,E=_*p*h-f*y*h-_*l*g+s*y*g+f*l*v-s*p*v,b=f*T*h-_*d*h+_*o*g-s*T*g-f*o*v+s*d*v,N=_*d*l-f*T*l-_*o*p+s*T*p+f*o*y-s*d*y,R=t*S+i*E+r*b+a*N;if(R===0)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const I=1/R;return e[0]=S*I,e[1]=(T*p*a-d*y*a-T*r*g+i*y*g+d*r*v-i*p*v)*I,e[2]=(o*y*a-T*l*a+T*r*h-i*y*h-o*r*v+i*l*v)*I,e[3]=(d*l*a-o*p*a-d*r*h+i*p*h+o*r*g-i*l*g)*I,e[4]=E*I,e[5]=(f*y*a-_*p*a+_*r*g-t*y*g-f*r*v+t*p*v)*I,e[6]=(_*l*a-s*y*a-_*r*h+t*y*h+s*r*v-t*l*v)*I,e[7]=(s*p*a-f*l*a+f*r*h-t*p*h-s*r*g+t*l*g)*I,e[8]=b*I,e[9]=(_*d*a-f*T*a-_*i*g+t*T*g+f*i*v-t*d*v)*I,e[10]=(s*T*a-_*o*a+_*i*h-t*T*h-s*i*v+t*o*v)*I,e[11]=(f*o*a-s*d*a-f*i*h+t*d*h+s*i*g-t*o*g)*I,e[12]=N*I,e[13]=(f*T*r-_*d*r+_*i*p-t*T*p-f*i*y+t*d*y)*I,e[14]=(_*o*r-s*T*r-_*i*l+t*T*l+s*i*y-t*o*y)*I,e[15]=(s*d*r-f*o*r+f*i*l-t*d*l-s*i*p+t*o*p)*I,this}scale(e){const t=this.elements,i=e.x,r=e.y,a=e.z;return t[0]*=i,t[4]*=r,t[8]*=a,t[1]*=i,t[5]*=r,t[9]*=a,t[2]*=i,t[6]*=r,t[10]*=a,t[3]*=i,t[7]*=r,t[11]*=a,this}getMaxScaleOnAxis(){const e=this.elements,t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2],i=e[4]*e[4]+e[5]*e[5]+e[6]*e[6],r=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return Math.sqrt(Math.max(t,i,r))}makeTranslation(e,t,i){return e.isVector3?this.set(1,0,0,e.x,0,1,0,e.y,0,0,1,e.z,0,0,0,1):this.set(1,0,0,e,0,1,0,t,0,0,1,i,0,0,0,1),this}makeRotationX(e){const t=Math.cos(e),i=Math.sin(e);return this.set(1,0,0,0,0,t,-i,0,0,i,t,0,0,0,0,1),this}makeRotationY(e){const t=Math.cos(e),i=Math.sin(e);return this.set(t,0,i,0,0,1,0,0,-i,0,t,0,0,0,0,1),this}makeRotationZ(e){const t=Math.cos(e),i=Math.sin(e);return this.set(t,-i,0,0,i,t,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(e,t){const i=Math.cos(t),r=Math.sin(t),a=1-i,s=e.x,o=e.y,l=e.z,h=a*s,f=a*o;return this.set(h*s+i,h*o-r*l,h*l+r*o,0,h*o+r*l,f*o+i,f*l-r*s,0,h*l-r*o,f*l+r*s,a*l*l+i,0,0,0,0,1),this}makeScale(e,t,i){return this.set(e,0,0,0,0,t,0,0,0,0,i,0,0,0,0,1),this}makeShear(e,t,i,r,a,s){return this.set(1,i,a,0,e,1,s,0,t,r,1,0,0,0,0,1),this}compose(e,t,i){const r=this.elements,a=t._x,s=t._y,o=t._z,l=t._w,h=a+a,f=s+s,d=o+o,p=a*h,g=a*f,_=a*d,T=s*f,y=s*d,v=o*d,S=l*h,E=l*f,b=l*d,N=i.x,R=i.y,I=i.z;return r[0]=(1-(T+v))*N,r[1]=(g+b)*N,r[2]=(_-E)*N,r[3]=0,r[4]=(g-b)*R,r[5]=(1-(p+v))*R,r[6]=(y+S)*R,r[7]=0,r[8]=(_+E)*I,r[9]=(y-S)*I,r[10]=(1-(p+T))*I,r[11]=0,r[12]=e.x,r[13]=e.y,r[14]=e.z,r[15]=1,this}decompose(e,t,i){const r=this.elements;let a=Jh.set(r[0],r[1],r[2]).length();const s=Jh.set(r[4],r[5],r[6]).length(),o=Jh.set(r[8],r[9],r[10]).length();this.determinant()<0&&(a=-a),e.x=r[12],e.y=r[13],e.z=r[14],vs.copy(this);const h=1/a,f=1/s,d=1/o;return vs.elements[0]*=h,vs.elements[1]*=h,vs.elements[2]*=h,vs.elements[4]*=f,vs.elements[5]*=f,vs.elements[6]*=f,vs.elements[8]*=d,vs.elements[9]*=d,vs.elements[10]*=d,t.setFromRotationMatrix(vs),i.x=a,i.y=s,i.z=o,this}makePerspective(e,t,i,r,a,s,o=wa,l=!1){const h=this.elements,f=2*a/(t-e),d=2*a/(i-r),p=(t+e)/(t-e),g=(i+r)/(i-r);let _,T;if(l)_=a/(s-a),T=s*a/(s-a);else if(o===wa)_=-(s+a)/(s-a),T=-2*s*a/(s-a);else if(o===Ad)_=-s/(s-a),T=-s*a/(s-a);else throw new Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: "+o);return h[0]=f,h[4]=0,h[8]=p,h[12]=0,h[1]=0,h[5]=d,h[9]=g,h[13]=0,h[2]=0,h[6]=0,h[10]=_,h[14]=T,h[3]=0,h[7]=0,h[11]=-1,h[15]=0,this}makeOrthographic(e,t,i,r,a,s,o=wa,l=!1){const h=this.elements,f=2/(t-e),d=2/(i-r),p=-(t+e)/(t-e),g=-(i+r)/(i-r);let _,T;if(l)_=1/(s-a),T=s/(s-a);else if(o===wa)_=-2/(s-a),T=-(s+a)/(s-a);else if(o===Ad)_=-1/(s-a),T=-a/(s-a);else throw new Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: "+o);return h[0]=f,h[4]=0,h[8]=0,h[12]=p,h[1]=0,h[5]=d,h[9]=0,h[13]=g,h[2]=0,h[6]=0,h[10]=_,h[14]=T,h[3]=0,h[7]=0,h[11]=0,h[15]=1,this}equals(e){const t=this.elements,i=e.elements;for(let r=0;r<16;r++)if(t[r]!==i[r])return!1;return!0}fromArray(e,t=0){for(let i=0;i<16;i++)this.elements[i]=e[i+t];return this}toArray(e=[],t=0){const i=this.elements;return e[t]=i[0],e[t+1]=i[1],e[t+2]=i[2],e[t+3]=i[3],e[t+4]=i[4],e[t+5]=i[5],e[t+6]=i[6],e[t+7]=i[7],e[t+8]=i[8],e[t+9]=i[9],e[t+10]=i[10],e[t+11]=i[11],e[t+12]=i[12],e[t+13]=i[13],e[t+14]=i[14],e[t+15]=i[15],e}}const Jh=new L,vs=new Ve,SG=new L(0,0,0),TG=new L(1,1,1),Ll=new L,nv=new L,xa=new L,M4=new Ve,b4=new _t;class zi{constructor(e=0,t=0,i=0,r=zi.DEFAULT_ORDER){this.isEuler=!0,this._x=e,this._y=t,this._z=i,this._order=r}get x(){return this._x}set x(e){this._x=e,this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e,this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e,this._onChangeCallback()}get order(){return this._order}set order(e){this._order=e,this._onChangeCallback()}set(e,t,i,r=this._order){return this._x=e,this._y=t,this._z=i,this._order=r,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(e){return this._x=e._x,this._y=e._y,this._z=e._z,this._order=e._order,this._onChangeCallback(),this}setFromRotationMatrix(e,t=this._order,i=!0){const r=e.elements,a=r[0],s=r[4],o=r[8],l=r[1],h=r[5],f=r[9],d=r[2],p=r[6],g=r[10];switch(t){case"XYZ":this._y=Math.asin(Lt(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-f,g),this._z=Math.atan2(-s,a)):(this._x=Math.atan2(p,h),this._z=0);break;case"YXZ":this._x=Math.asin(-Lt(f,-1,1)),Math.abs(f)<.9999999?(this._y=Math.atan2(o,g),this._z=Math.atan2(l,h)):(this._y=Math.atan2(-d,a),this._z=0);break;case"ZXY":this._x=Math.asin(Lt(p,-1,1)),Math.abs(p)<.9999999?(this._y=Math.atan2(-d,g),this._z=Math.atan2(-s,h)):(this._y=0,this._z=Math.atan2(l,a));break;case"ZYX":this._y=Math.asin(-Lt(d,-1,1)),Math.abs(d)<.9999999?(this._x=Math.atan2(p,g),this._z=Math.atan2(l,a)):(this._x=0,this._z=Math.atan2(-s,h));break;case"YZX":this._z=Math.asin(Lt(l,-1,1)),Math.abs(l)<.9999999?(this._x=Math.atan2(-f,h),this._y=Math.atan2(-d,a)):(this._x=0,this._y=Math.atan2(o,g));break;case"XZY":this._z=Math.asin(-Lt(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(p,h),this._y=Math.atan2(o,a)):(this._x=Math.atan2(-f,g),this._y=0);break;default:ut("Euler: .setFromRotationMatrix() encountered an unknown order: "+t)}return this._order=t,i===!0&&this._onChangeCallback(),this}setFromQuaternion(e,t,i){return M4.makeRotationFromQuaternion(e),this.setFromRotationMatrix(M4,t,i)}setFromVector3(e,t=this._order){return this.set(e.x,e.y,e.z,t)}reorder(e){return b4.setFromEuler(this),this.setFromQuaternion(b4,e)}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}fromArray(e){return this._x=e[0],this._y=e[1],this._z=e[2],e[3]!==void 0&&(this._order=e[3]),this._onChangeCallback(),this}toArray(e=[],t=0){return e[t]=this._x,e[t+1]=this._y,e[t+2]=this._z,e[t+3]=this._order,e}_onChange(e){return this._onChangeCallback=e,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}}zi.DEFAULT_ORDER="XYZ";class Cd{constructor(){this.mask=1}set(e){this.mask=(1<>>0}enable(e){this.mask|=1<1){for(let t=0;t1){for(let i=0;i0&&(r.userData=this.userData),r.layers=this.layers.mask,r.matrix=this.matrix.toArray(),r.up=this.up.toArray(),this.matrixAutoUpdate===!1&&(r.matrixAutoUpdate=!1),this.isInstancedMesh&&(r.type="InstancedMesh",r.count=this.count,r.instanceMatrix=this.instanceMatrix.toJSON(),this.instanceColor!==null&&(r.instanceColor=this.instanceColor.toJSON())),this.isBatchedMesh&&(r.type="BatchedMesh",r.perObjectFrustumCulled=this.perObjectFrustumCulled,r.sortObjects=this.sortObjects,r.drawRanges=this._drawRanges,r.reservedRanges=this._reservedRanges,r.geometryInfo=this._geometryInfo.map(o=>({...o,boundingBox:o.boundingBox?o.boundingBox.toJSON():void 0,boundingSphere:o.boundingSphere?o.boundingSphere.toJSON():void 0})),r.instanceInfo=this._instanceInfo.map(o=>({...o})),r.availableInstanceIds=this._availableInstanceIds.slice(),r.availableGeometryIds=this._availableGeometryIds.slice(),r.nextIndexStart=this._nextIndexStart,r.nextVertexStart=this._nextVertexStart,r.geometryCount=this._geometryCount,r.maxInstanceCount=this._maxInstanceCount,r.maxVertexCount=this._maxVertexCount,r.maxIndexCount=this._maxIndexCount,r.geometryInitialized=this._geometryInitialized,r.matricesTexture=this._matricesTexture.toJSON(e),r.indirectTexture=this._indirectTexture.toJSON(e),this._colorsTexture!==null&&(r.colorsTexture=this._colorsTexture.toJSON(e)),this.boundingSphere!==null&&(r.boundingSphere=this.boundingSphere.toJSON()),this.boundingBox!==null&&(r.boundingBox=this.boundingBox.toJSON()));function a(o,l){return o[l.uuid]===void 0&&(o[l.uuid]=l.toJSON(e)),l.uuid}if(this.isScene)this.background&&(this.background.isColor?r.background=this.background.toJSON():this.background.isTexture&&(r.background=this.background.toJSON(e).uuid)),this.environment&&this.environment.isTexture&&this.environment.isRenderTargetTexture!==!0&&(r.environment=this.environment.toJSON(e).uuid);else if(this.isMesh||this.isLine||this.isPoints){r.geometry=a(e.geometries,this.geometry);const o=this.geometry.parameters;if(o!==void 0&&o.shapes!==void 0){const l=o.shapes;if(Array.isArray(l))for(let h=0,f=l.length;h0){r.children=[];for(let o=0;o0){r.animations=[];for(let o=0;o0&&(i.geometries=o),l.length>0&&(i.materials=l),h.length>0&&(i.textures=h),f.length>0&&(i.images=f),d.length>0&&(i.shapes=d),p.length>0&&(i.skeletons=p),g.length>0&&(i.animations=g),_.length>0&&(i.nodes=_)}return i.object=r,i;function s(o){const l=[];for(const h in o){const f=o[h];delete f.metadata,l.push(f)}return l}}clone(e){return new this.constructor().copy(this,e)}copy(e,t=!0){if(this.name=e.name,this.up.copy(e.up),this.position.copy(e.position),this.rotation.order=e.rotation.order,this.quaternion.copy(e.quaternion),this.scale.copy(e.scale),this.matrix.copy(e.matrix),this.matrixWorld.copy(e.matrixWorld),this.matrixAutoUpdate=e.matrixAutoUpdate,this.matrixWorldAutoUpdate=e.matrixWorldAutoUpdate,this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate,this.layers.mask=e.layers.mask,this.visible=e.visible,this.castShadow=e.castShadow,this.receiveShadow=e.receiveShadow,this.frustumCulled=e.frustumCulled,this.renderOrder=e.renderOrder,this.animations=e.animations.slice(),this.userData=JSON.parse(JSON.stringify(e.userData)),t===!0)for(let i=0;i0?r.multiplyScalar(1/Math.sqrt(a)):r.set(0,0,0)}static getBarycoord(e,t,i,r,a){_s.subVectors(r,t),Oo.subVectors(i,t),kT.subVectors(e,t);const s=_s.dot(_s),o=_s.dot(Oo),l=_s.dot(kT),h=Oo.dot(Oo),f=Oo.dot(kT),d=s*h-o*o;if(d===0)return a.set(0,0,0),null;const p=1/d,g=(h*l-o*f)*p,_=(s*f-o*l)*p;return a.set(1-g-_,_,g)}static containsPoint(e,t,i,r){return this.getBarycoord(e,t,i,r,Lo)===null?!1:Lo.x>=0&&Lo.y>=0&&Lo.x+Lo.y<=1}static getInterpolation(e,t,i,r,a,s,o,l){return this.getBarycoord(e,t,i,r,Lo)===null?(l.x=0,l.y=0,"z"in l&&(l.z=0),"w"in l&&(l.w=0),null):(l.setScalar(0),l.addScaledVector(a,Lo.x),l.addScaledVector(s,Lo.y),l.addScaledVector(o,Lo.z),l)}static getInterpolatedAttribute(e,t,i,r,a,s){return qT.setScalar(0),jT.setScalar(0),ZT.setScalar(0),qT.fromBufferAttribute(e,t),jT.fromBufferAttribute(e,i),ZT.fromBufferAttribute(e,r),s.setScalar(0),s.addScaledVector(qT,a.x),s.addScaledVector(jT,a.y),s.addScaledVector(ZT,a.z),s}static isFrontFacing(e,t,i,r){return _s.subVectors(i,t),Oo.subVectors(e,t),_s.cross(Oo).dot(r)<0}set(e,t,i){return this.a.copy(e),this.b.copy(t),this.c.copy(i),this}setFromPointsAndIndices(e,t,i,r){return this.a.copy(e[t]),this.b.copy(e[i]),this.c.copy(e[r]),this}setFromAttributeAndIndices(e,t,i,r){return this.a.fromBufferAttribute(e,t),this.b.fromBufferAttribute(e,i),this.c.fromBufferAttribute(e,r),this}clone(){return new this.constructor().copy(this)}copy(e){return this.a.copy(e.a),this.b.copy(e.b),this.c.copy(e.c),this}getArea(){return _s.subVectors(this.c,this.b),Oo.subVectors(this.a,this.b),_s.cross(Oo).length()*.5}getMidpoint(e){return e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return Jr.getNormal(this.a,this.b,this.c,e)}getPlane(e){return e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,t){return Jr.getBarycoord(e,this.a,this.b,this.c,t)}getInterpolation(e,t,i,r,a){return Jr.getInterpolation(e,this.a,this.b,this.c,t,i,r,a)}containsPoint(e){return Jr.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return Jr.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,t){const i=this.a,r=this.b,a=this.c;let s,o;tf.subVectors(r,i),nf.subVectors(a,i),WT.subVectors(e,i);const l=tf.dot(WT),h=nf.dot(WT);if(l<=0&&h<=0)return t.copy(i);XT.subVectors(e,r);const f=tf.dot(XT),d=nf.dot(XT);if(f>=0&&d<=f)return t.copy(r);const p=l*d-f*h;if(p<=0&&l>=0&&f<=0)return s=l/(l-f),t.copy(i).addScaledVector(tf,s);YT.subVectors(e,a);const g=tf.dot(YT),_=nf.dot(YT);if(_>=0&&g<=_)return t.copy(a);const T=g*h-l*_;if(T<=0&&h>=0&&_<=0)return o=h/(h-_),t.copy(i).addScaledVector(nf,o);const y=f*_-g*d;if(y<=0&&d-f>=0&&g-_>=0)return N4.subVectors(a,r),o=(d-f)/(d-f+(g-_)),t.copy(r).addScaledVector(N4,o);const v=1/(y+T+p);return s=T*v,o=p*v,t.copy(i).addScaledVector(tf,s).addScaledVector(nf,o)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}}const KU={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Il={h:0,s:0,l:0},rv={h:0,s:0,l:0};function KT(n,e,t){return t<0&&(t+=1),t>1&&(t-=1),t<1/6?n+(e-n)*6*t:t<1/2?e:t<2/3?n+(e-n)*6*(2/3-t):n}class qe{constructor(e,t,i){return this.isColor=!0,this.r=1,this.g=1,this.b=1,this.set(e,t,i)}set(e,t,i){if(t===void 0&&i===void 0){const r=e;r&&r.isColor?this.copy(r):typeof r=="number"?this.setHex(r):typeof r=="string"&&this.setStyle(r)}else this.setRGB(e,t,i);return this}setScalar(e){return this.r=e,this.g=e,this.b=e,this}setHex(e,t=dn){return e=Math.floor(e),this.r=(e>>16&255)/255,this.g=(e>>8&255)/255,this.b=(e&255)/255,en.colorSpaceToWorking(this,t),this}setRGB(e,t,i,r=en.workingColorSpace){return this.r=e,this.g=t,this.b=i,en.colorSpaceToWorking(this,r),this}setHSL(e,t,i,r=en.workingColorSpace){if(e=Cb(e,1),t=Lt(t,0,1),i=Lt(i,0,1),t===0)this.r=this.g=this.b=i;else{const a=i<=.5?i*(1+t):i+t-i*t,s=2*i-a;this.r=KT(s,a,e+1/3),this.g=KT(s,a,e),this.b=KT(s,a,e-1/3)}return en.colorSpaceToWorking(this,r),this}setStyle(e,t=dn){function i(a){a!==void 0&&parseFloat(a)<1&&ut("Color: Alpha component of "+e+" will be ignored.")}let r;if(r=/^(\w+)\(([^\)]*)\)/.exec(e)){let a;const s=r[1],o=r[2];switch(s){case"rgb":case"rgba":if(a=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return i(a[4]),this.setRGB(Math.min(255,parseInt(a[1],10))/255,Math.min(255,parseInt(a[2],10))/255,Math.min(255,parseInt(a[3],10))/255,t);if(a=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return i(a[4]),this.setRGB(Math.min(100,parseInt(a[1],10))/100,Math.min(100,parseInt(a[2],10))/100,Math.min(100,parseInt(a[3],10))/100,t);break;case"hsl":case"hsla":if(a=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(o))return i(a[4]),this.setHSL(parseFloat(a[1])/360,parseFloat(a[2])/100,parseFloat(a[3])/100,t);break;default:ut("Color: Unknown color model "+e)}}else if(r=/^\#([A-Fa-f\d]+)$/.exec(e)){const a=r[1],s=a.length;if(s===3)return this.setRGB(parseInt(a.charAt(0),16)/15,parseInt(a.charAt(1),16)/15,parseInt(a.charAt(2),16)/15,t);if(s===6)return this.setHex(parseInt(a,16),t);ut("Color: Invalid hex color "+e)}else if(e&&e.length>0)return this.setColorName(e,t);return this}setColorName(e,t=dn){const i=KU[e.toLowerCase()];return i!==void 0?this.setHex(i,t):ut("Color: Unknown color "+e),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(e){return this.r=e.r,this.g=e.g,this.b=e.b,this}copySRGBToLinear(e){return this.r=el(e.r),this.g=el(e.g),this.b=el(e.b),this}copyLinearToSRGB(e){return this.r=od(e.r),this.g=od(e.g),this.b=od(e.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(e=dn){return en.workingToColorSpace(xr.copy(this),e),Math.round(Lt(xr.r*255,0,255))*65536+Math.round(Lt(xr.g*255,0,255))*256+Math.round(Lt(xr.b*255,0,255))}getHexString(e=dn){return("000000"+this.getHex(e).toString(16)).slice(-6)}getHSL(e,t=en.workingColorSpace){en.workingToColorSpace(xr.copy(this),t);const i=xr.r,r=xr.g,a=xr.b,s=Math.max(i,r,a),o=Math.min(i,r,a);let l,h;const f=(o+s)/2;if(o===s)l=0,h=0;else{const d=s-o;switch(h=f<=.5?d/(s+o):d/(2-s-o),s){case i:l=(r-a)/d+(r0!=e>0&&this.version++,this._alphaTest=e}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(e!==void 0)for(const t in e){const i=e[t];if(i===void 0){ut(`Material: parameter '${t}' has value of undefined.`);continue}const r=this[t];if(r===void 0){ut(`Material: '${t}' is not a property of THREE.${this.type}.`);continue}r&&r.isColor?r.set(i):r&&r.isVector3&&i&&i.isVector3?r.copy(i):this[t]=i}}toJSON(e){const t=e===void 0||typeof e=="string";t&&(e={textures:{},images:{}});const i={metadata:{version:4.7,type:"Material",generator:"Material.toJSON"}};i.uuid=this.uuid,i.type=this.type,this.name!==""&&(i.name=this.name),this.color&&this.color.isColor&&(i.color=this.color.getHex()),this.roughness!==void 0&&(i.roughness=this.roughness),this.metalness!==void 0&&(i.metalness=this.metalness),this.sheen!==void 0&&(i.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(i.sheenColor=this.sheenColor.getHex()),this.sheenRoughness!==void 0&&(i.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(i.emissive=this.emissive.getHex()),this.emissiveIntensity!==void 0&&this.emissiveIntensity!==1&&(i.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(i.specular=this.specular.getHex()),this.specularIntensity!==void 0&&(i.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(i.specularColor=this.specularColor.getHex()),this.shininess!==void 0&&(i.shininess=this.shininess),this.clearcoat!==void 0&&(i.clearcoat=this.clearcoat),this.clearcoatRoughness!==void 0&&(i.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(i.clearcoatMap=this.clearcoatMap.toJSON(e).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(i.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(i.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid,i.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.sheenColorMap&&this.sheenColorMap.isTexture&&(i.sheenColorMap=this.sheenColorMap.toJSON(e).uuid),this.sheenRoughnessMap&&this.sheenRoughnessMap.isTexture&&(i.sheenRoughnessMap=this.sheenRoughnessMap.toJSON(e).uuid),this.dispersion!==void 0&&(i.dispersion=this.dispersion),this.iridescence!==void 0&&(i.iridescence=this.iridescence),this.iridescenceIOR!==void 0&&(i.iridescenceIOR=this.iridescenceIOR),this.iridescenceThicknessRange!==void 0&&(i.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(i.iridescenceMap=this.iridescenceMap.toJSON(e).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(i.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(e).uuid),this.anisotropy!==void 0&&(i.anisotropy=this.anisotropy),this.anisotropyRotation!==void 0&&(i.anisotropyRotation=this.anisotropyRotation),this.anisotropyMap&&this.anisotropyMap.isTexture&&(i.anisotropyMap=this.anisotropyMap.toJSON(e).uuid),this.map&&this.map.isTexture&&(i.map=this.map.toJSON(e).uuid),this.matcap&&this.matcap.isTexture&&(i.matcap=this.matcap.toJSON(e).uuid),this.alphaMap&&this.alphaMap.isTexture&&(i.alphaMap=this.alphaMap.toJSON(e).uuid),this.lightMap&&this.lightMap.isTexture&&(i.lightMap=this.lightMap.toJSON(e).uuid,i.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(i.aoMap=this.aoMap.toJSON(e).uuid,i.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(i.bumpMap=this.bumpMap.toJSON(e).uuid,i.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(i.normalMap=this.normalMap.toJSON(e).uuid,i.normalMapType=this.normalMapType,i.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(i.displacementMap=this.displacementMap.toJSON(e).uuid,i.displacementScale=this.displacementScale,i.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(i.roughnessMap=this.roughnessMap.toJSON(e).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(i.metalnessMap=this.metalnessMap.toJSON(e).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(i.emissiveMap=this.emissiveMap.toJSON(e).uuid),this.specularMap&&this.specularMap.isTexture&&(i.specularMap=this.specularMap.toJSON(e).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(i.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(i.specularColorMap=this.specularColorMap.toJSON(e).uuid),this.envMap&&this.envMap.isTexture&&(i.envMap=this.envMap.toJSON(e).uuid,this.combine!==void 0&&(i.combine=this.combine)),this.envMapRotation!==void 0&&(i.envMapRotation=this.envMapRotation.toArray()),this.envMapIntensity!==void 0&&(i.envMapIntensity=this.envMapIntensity),this.reflectivity!==void 0&&(i.reflectivity=this.reflectivity),this.refractionRatio!==void 0&&(i.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(i.gradientMap=this.gradientMap.toJSON(e).uuid),this.transmission!==void 0&&(i.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(i.transmissionMap=this.transmissionMap.toJSON(e).uuid),this.thickness!==void 0&&(i.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(i.thicknessMap=this.thicknessMap.toJSON(e).uuid),this.attenuationDistance!==void 0&&this.attenuationDistance!==1/0&&(i.attenuationDistance=this.attenuationDistance),this.attenuationColor!==void 0&&(i.attenuationColor=this.attenuationColor.getHex()),this.size!==void 0&&(i.size=this.size),this.shadowSide!==null&&(i.shadowSide=this.shadowSide),this.sizeAttenuation!==void 0&&(i.sizeAttenuation=this.sizeAttenuation),this.blending!==zu&&(i.blending=this.blending),this.side!==Ns&&(i.side=this.side),this.vertexColors===!0&&(i.vertexColors=!0),this.opacity<1&&(i.opacity=this.opacity),this.transparent===!0&&(i.transparent=!0),this.blendSrc!==ox&&(i.blendSrc=this.blendSrc),this.blendDst!==lx&&(i.blendDst=this.blendDst),this.blendEquation!==$s&&(i.blendEquation=this.blendEquation),this.blendSrcAlpha!==null&&(i.blendSrcAlpha=this.blendSrcAlpha),this.blendDstAlpha!==null&&(i.blendDstAlpha=this.blendDstAlpha),this.blendEquationAlpha!==null&&(i.blendEquationAlpha=this.blendEquationAlpha),this.blendColor&&this.blendColor.isColor&&(i.blendColor=this.blendColor.getHex()),this.blendAlpha!==0&&(i.blendAlpha=this.blendAlpha),this.depthFunc!==ju&&(i.depthFunc=this.depthFunc),this.depthTest===!1&&(i.depthTest=this.depthTest),this.depthWrite===!1&&(i.depthWrite=this.depthWrite),this.colorWrite===!1&&(i.colorWrite=this.colorWrite),this.stencilWriteMask!==255&&(i.stencilWriteMask=this.stencilWriteMask),this.stencilFunc!==mE&&(i.stencilFunc=this.stencilFunc),this.stencilRef!==0&&(i.stencilRef=this.stencilRef),this.stencilFuncMask!==255&&(i.stencilFuncMask=this.stencilFuncMask),this.stencilFail!==Su&&(i.stencilFail=this.stencilFail),this.stencilZFail!==Su&&(i.stencilZFail=this.stencilZFail),this.stencilZPass!==Su&&(i.stencilZPass=this.stencilZPass),this.stencilWrite===!0&&(i.stencilWrite=this.stencilWrite),this.rotation!==void 0&&this.rotation!==0&&(i.rotation=this.rotation),this.polygonOffset===!0&&(i.polygonOffset=!0),this.polygonOffsetFactor!==0&&(i.polygonOffsetFactor=this.polygonOffsetFactor),this.polygonOffsetUnits!==0&&(i.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth!==void 0&&this.linewidth!==1&&(i.linewidth=this.linewidth),this.dashSize!==void 0&&(i.dashSize=this.dashSize),this.gapSize!==void 0&&(i.gapSize=this.gapSize),this.scale!==void 0&&(i.scale=this.scale),this.dithering===!0&&(i.dithering=!0),this.alphaTest>0&&(i.alphaTest=this.alphaTest),this.alphaHash===!0&&(i.alphaHash=!0),this.alphaToCoverage===!0&&(i.alphaToCoverage=!0),this.premultipliedAlpha===!0&&(i.premultipliedAlpha=!0),this.forceSinglePass===!0&&(i.forceSinglePass=!0),this.wireframe===!0&&(i.wireframe=!0),this.wireframeLinewidth>1&&(i.wireframeLinewidth=this.wireframeLinewidth),this.wireframeLinecap!=="round"&&(i.wireframeLinecap=this.wireframeLinecap),this.wireframeLinejoin!=="round"&&(i.wireframeLinejoin=this.wireframeLinejoin),this.flatShading===!0&&(i.flatShading=!0),this.visible===!1&&(i.visible=!1),this.toneMapped===!1&&(i.toneMapped=!1),this.fog===!1&&(i.fog=!1),Object.keys(this.userData).length>0&&(i.userData=this.userData);function r(a){const s=[];for(const o in a){const l=a[o];delete l.metadata,s.push(l)}return s}if(t){const a=r(e.textures),s=r(e.images);a.length>0&&(i.textures=a),s.length>0&&(i.images=s)}return i}clone(){return new this.constructor().copy(this)}copy(e){this.name=e.name,this.blending=e.blending,this.side=e.side,this.vertexColors=e.vertexColors,this.opacity=e.opacity,this.transparent=e.transparent,this.blendSrc=e.blendSrc,this.blendDst=e.blendDst,this.blendEquation=e.blendEquation,this.blendSrcAlpha=e.blendSrcAlpha,this.blendDstAlpha=e.blendDstAlpha,this.blendEquationAlpha=e.blendEquationAlpha,this.blendColor.copy(e.blendColor),this.blendAlpha=e.blendAlpha,this.depthFunc=e.depthFunc,this.depthTest=e.depthTest,this.depthWrite=e.depthWrite,this.stencilWriteMask=e.stencilWriteMask,this.stencilFunc=e.stencilFunc,this.stencilRef=e.stencilRef,this.stencilFuncMask=e.stencilFuncMask,this.stencilFail=e.stencilFail,this.stencilZFail=e.stencilZFail,this.stencilZPass=e.stencilZPass,this.stencilWrite=e.stencilWrite;const t=e.clippingPlanes;let i=null;if(t!==null){const r=t.length;i=new Array(r);for(let a=0;a!==r;++a)i[a]=t[a].clone()}return this.clippingPlanes=i,this.clipIntersection=e.clipIntersection,this.clipShadows=e.clipShadows,this.shadowSide=e.shadowSide,this.colorWrite=e.colorWrite,this.precision=e.precision,this.polygonOffset=e.polygonOffset,this.polygonOffsetFactor=e.polygonOffsetFactor,this.polygonOffsetUnits=e.polygonOffsetUnits,this.dithering=e.dithering,this.alphaTest=e.alphaTest,this.alphaHash=e.alphaHash,this.alphaToCoverage=e.alphaToCoverage,this.premultipliedAlpha=e.premultipliedAlpha,this.forceSinglePass=e.forceSinglePass,this.visible=e.visible,this.toneMapped=e.toneMapped,this.userData=JSON.parse(JSON.stringify(e.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(e){e===!0&&this.version++}}class Ur extends jn{constructor(e){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new qe(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new zi,this.combine=B0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}}const Yo=RG();function RG(){const n=new ArrayBuffer(4),e=new Float32Array(n),t=new Uint32Array(n),i=new Uint32Array(512),r=new Uint32Array(512);for(let l=0;l<256;++l){const h=l-127;h<-27?(i[l]=0,i[l|256]=32768,r[l]=24,r[l|256]=24):h<-14?(i[l]=1024>>-h-14,i[l|256]=1024>>-h-14|32768,r[l]=-h-1,r[l|256]=-h-1):h<=15?(i[l]=h+15<<10,i[l|256]=h+15<<10|32768,r[l]=13,r[l|256]=13):h<128?(i[l]=31744,i[l|256]=64512,r[l]=24,r[l|256]=24):(i[l]=31744,i[l|256]=64512,r[l]=13,r[l|256]=13)}const a=new Uint32Array(2048),s=new Uint32Array(64),o=new Uint32Array(64);for(let l=1;l<1024;++l){let h=l<<13,f=0;for(;!(h&8388608);)h<<=1,f-=8388608;h&=-8388609,f+=947912704,a[l]=h|f}for(let l=1024;l<2048;++l)a[l]=939524096+(l-1024<<13);for(let l=1;l<31;++l)s[l]=l<<23;s[31]=1199570944,s[32]=2147483648;for(let l=33;l<63;++l)s[l]=2147483648+(l-32<<23);s[63]=3347054592;for(let l=1;l<64;++l)l!==32&&(o[l]=1024);return{floatView:e,uint32View:t,baseTable:i,shiftTable:r,mantissaTable:a,exponentTable:s,offsetTable:o}}function qr(n){Math.abs(n)>65504&&ut("DataUtils.toHalfFloat(): Value out of range."),n=Lt(n,-65504,65504),Yo.floatView[0]=n;const e=Yo.uint32View[0],t=e>>23&511;return Yo.baseTable[t]+((e&8388607)>>Yo.shiftTable[t])}function pm(n){const e=n>>10;return Yo.uint32View[0]=Yo.mantissaTable[Yo.offsetTable[e]+(n&1023)]+Yo.exponentTable[e],Yo.floatView[0]}class gE{static toHalfFloat(e){return qr(e)}static fromHalfFloat(e){return pm(e)}}const Ri=new L,av=new de;let CG=0;class Ot{constructor(e,t,i=!1){if(Array.isArray(e))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,Object.defineProperty(this,"id",{value:CG++}),this.name="",this.array=e,this.itemSize=t,this.count=e!==void 0?e.length/t:0,this.normalized=i,this.usage=m0,this.updateRanges=[],this.gpuType=si,this.version=0}onUploadCallback(){}set needsUpdate(e){e===!0&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.name=e.name,this.array=new e.array.constructor(e.array),this.itemSize=e.itemSize,this.count=e.count,this.normalized=e.normalized,this.usage=e.usage,this.gpuType=e.gpuType,this}copyAt(e,t,i){e*=this.itemSize,i*=t.itemSize;for(let r=0,a=this.itemSize;rt.count&&ut("BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry."),t.needsUpdate=!0}return this}computeBoundingBox(){this.boundingBox===null&&(this.boundingBox=new tr);const e=this.attributes.position,t=this.morphAttributes.position;if(e&&e.isGLBufferAttribute){Bt("BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.",this),this.boundingBox.set(new L(-1/0,-1/0,-1/0),new L(1/0,1/0,1/0));return}if(e!==void 0){if(this.boundingBox.setFromBufferAttribute(e),t)for(let i=0,r=t.length;i0&&(e.userData=this.userData),this.parameters!==void 0){const l=this.parameters;for(const h in l)l[h]!==void 0&&(e[h]=l[h]);return e}e.data={attributes:{}};const t=this.index;t!==null&&(e.data.index={type:t.array.constructor.name,array:Array.prototype.slice.call(t.array)});const i=this.attributes;for(const l in i){const h=i[l];e.data.attributes[l]=h.toJSON(e.data)}const r={};let a=!1;for(const l in this.morphAttributes){const h=this.morphAttributes[l],f=[];for(let d=0,p=h.length;d0&&(r[l]=f,a=!0)}a&&(e.data.morphAttributes=r,e.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(e.data.groups=JSON.parse(JSON.stringify(s)));const o=this.boundingSphere;return o!==null&&(e.data.boundingSphere=o.toJSON()),e}clone(){return new this.constructor().copy(this)}copy(e){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const t={};this.name=e.name;const i=e.index;i!==null&&this.setIndex(i.clone());const r=e.attributes;for(const h in r){const f=r[h];this.setAttribute(h,f.clone(t))}const a=e.morphAttributes;for(const h in a){const f=[],d=a[h];for(let p=0,g=d.length;p0){const r=t[i[0]];if(r!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let a=0,s=r.length;a(e.far-e.near)**2))&&(O4.copy(a).invert(),Jc.copy(e.ray).applyMatrix4(O4),!(i.boundingBox!==null&&Jc.intersectsBox(i.boundingBox)===!1)&&this._computeIntersections(e,t,Jc)))}_computeIntersections(e,t,i){let r;const a=this.geometry,s=this.material,o=a.index,l=a.attributes.position,h=a.attributes.uv,f=a.attributes.uv1,d=a.attributes.normal,p=a.groups,g=a.drawRange;if(o!==null)if(Array.isArray(s))for(let _=0,T=p.length;_t.far?null:{distance:h,point:hv.clone(),object:n}}function fv(n,e,t,i,r,a,s,o,l,h){n.getVertexPosition(o,ov),n.getVertexPosition(l,lv),n.getVertexPosition(h,cv);const f=zG(n,e,t,i,ov,lv,cv,I4);if(f){const d=new L;Jr.getBarycoord(I4,ov,lv,cv,d),r&&(f.uv=Jr.getInterpolatedAttribute(r,o,l,h,d,new de)),a&&(f.uv1=Jr.getInterpolatedAttribute(a,o,l,h,d,new de)),s&&(f.normal=Jr.getInterpolatedAttribute(s,o,l,h,d,new L),f.normal.dot(i.direction)>0&&f.normal.multiplyScalar(-1));const p={a:o,b:l,c:h,normal:new L,materialIndex:0};Jr.getNormal(ov,lv,cv,p.normal),f.face=p,f.barycoord=d}return f}class fh extends Ct{constructor(e=1,t=1,i=1,r=1,a=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:e,height:t,depth:i,widthSegments:r,heightSegments:a,depthSegments:s};const o=this;r=Math.floor(r),a=Math.floor(a),s=Math.floor(s);const l=[],h=[],f=[],d=[];let p=0,g=0;_("z","y","x",-1,-1,i,t,e,s,a,0),_("z","y","x",1,-1,i,t,-e,s,a,1),_("x","z","y",1,1,e,i,t,r,s,2),_("x","z","y",1,-1,e,i,-t,r,s,3),_("x","y","z",1,-1,e,t,i,r,a,4),_("x","y","z",-1,-1,e,t,-i,r,a,5),this.setIndex(l),this.setAttribute("position",new yt(h,3)),this.setAttribute("normal",new yt(f,3)),this.setAttribute("uv",new yt(d,2));function _(T,y,v,S,E,b,N,R,I,U,O){const w=b/I,B=N/U,j=b/2,ee=N/2,se=R/2,ae=I+1,W=U+1;let te=0,K=0;const oe=new L;for(let ie=0;ie0?1:-1,f.push(oe.x,oe.y,oe.z),d.push(Xe/I),d.push(1-ie/U),te+=1}}for(let ie=0;ie0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader,t.lights=this.lights,t.clipping=this.clipping;const i={};for(const r in this.extensions)this.extensions[r]===!0&&(i[r]=!0);return Object.keys(i).length>0&&(t.extensions=i),t}}class wc extends Wt{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new Ve,this.projectionMatrix=new Ve,this.projectionMatrixInverse=new Ve,this.coordinateSystem=wa,this._reversedDepth=!1}get reversedDepth(){return this._reversedDepth}copy(e,t){return super.copy(e,t),this.matrixWorldInverse.copy(e.matrixWorldInverse),this.projectionMatrix.copy(e.projectionMatrix),this.projectionMatrixInverse.copy(e.projectionMatrixInverse),this.coordinateSystem=e.coordinateSystem,this}getWorldDirection(e){return super.getWorldDirection(e).negate()}updateMatrixWorld(e){super.updateMatrixWorld(e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return new this.constructor().copy(this)}}const Ul=new L,U4=new de,P4=new de;let hi=class extends wc{constructor(e=50,t=1,i=.1,r=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=i,this.far=r,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=e.view===null?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){const t=.5*this.getFilmHeight()/e;this.fov=Rd*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){const e=Math.tan(Bu*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return Rd*2*Math.atan(Math.tan(Bu*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(e,t,i){Ul.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),t.set(Ul.x,Ul.y).multiplyScalar(-e/Ul.z),Ul.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),i.set(Ul.x,Ul.y).multiplyScalar(-e/Ul.z)}getViewSize(e,t){return this.getViewBounds(e,U4,P4),t.subVectors(P4,U4)}setViewOffset(e,t,i,r,a,s){this.aspect=e/t,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=e,this.view.fullHeight=t,this.view.offsetX=i,this.view.offsetY=r,this.view.width=a,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const e=this.near;let t=e*Math.tan(Bu*.5*this.fov)/this.zoom,i=2*t,r=this.aspect*i,a=-.5*r;const s=this.view;if(this.view!==null&&this.view.enabled){const l=s.fullWidth,h=s.fullHeight;a+=s.offsetX*r/l,t-=s.offsetY*i/h,r*=s.width/l,i*=s.height/h}const o=this.filmOffset;o!==0&&(a+=e*o/this.getFilmWidth()),this.projectionMatrix.makePerspective(a,a+r,t,t-i,e,this.far,this.coordinateSystem,this.reversedDepth),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){const t=super.toJSON(e);return t.object.fov=this.fov,t.object.zoom=this.zoom,t.object.near=this.near,t.object.far=this.far,t.object.focus=this.focus,t.object.aspect=this.aspect,this.view!==null&&(t.object.view=Object.assign({},this.view)),t.object.filmGauge=this.filmGauge,t.object.filmOffset=this.filmOffset,t}};const af=-90,sf=1;class JU extends Wt{constructor(e,t,i){super(),this.type="CubeCamera",this.renderTarget=i,this.coordinateSystem=null,this.activeMipmapLevel=0;const r=new hi(af,sf,e,t);r.layers=this.layers,this.add(r);const a=new hi(af,sf,e,t);a.layers=this.layers,this.add(a);const s=new hi(af,sf,e,t);s.layers=this.layers,this.add(s);const o=new hi(af,sf,e,t);o.layers=this.layers,this.add(o);const l=new hi(af,sf,e,t);l.layers=this.layers,this.add(l);const h=new hi(af,sf,e,t);h.layers=this.layers,this.add(h)}updateCoordinateSystem(){const e=this.coordinateSystem,t=this.children.concat(),[i,r,a,s,o,l]=t;for(const h of t)this.remove(h);if(e===wa)i.up.set(0,1,0),i.lookAt(1,0,0),r.up.set(0,1,0),r.lookAt(-1,0,0),a.up.set(0,0,-1),a.lookAt(0,1,0),s.up.set(0,0,1),s.lookAt(0,-1,0),o.up.set(0,1,0),o.lookAt(0,0,1),l.up.set(0,1,0),l.lookAt(0,0,-1);else if(e===Ad)i.up.set(0,-1,0),i.lookAt(-1,0,0),r.up.set(0,-1,0),r.lookAt(1,0,0),a.up.set(0,0,1),a.lookAt(0,1,0),s.up.set(0,0,-1),s.lookAt(0,-1,0),o.up.set(0,-1,0),o.lookAt(0,0,1),l.up.set(0,-1,0),l.lookAt(0,0,-1);else throw new Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: "+e);for(const h of t)this.add(h),h.updateMatrixWorld()}update(e,t){this.parent===null&&this.updateMatrixWorld();const{renderTarget:i,activeMipmapLevel:r}=this;this.coordinateSystem!==e.coordinateSystem&&(this.coordinateSystem=e.coordinateSystem,this.updateCoordinateSystem());const[a,s,o,l,h,f]=this.children,d=e.getRenderTarget(),p=e.getActiveCubeFace(),g=e.getActiveMipmapLevel(),_=e.xr.enabled;e.xr.enabled=!1;const T=i.texture.generateMipmaps;i.texture.generateMipmaps=!1,e.setRenderTarget(i,0,r),e.render(t,a),e.setRenderTarget(i,1,r),e.render(t,s),e.setRenderTarget(i,2,r),e.render(t,o),e.setRenderTarget(i,3,r),e.render(t,l),e.setRenderTarget(i,4,r),e.render(t,h),i.texture.generateMipmaps=T,e.setRenderTarget(i,5,r),e.render(t,f),e.setRenderTarget(d,p,g),e.xr.enabled=_,i.texture.needsPMREMUpdate=!0}}class G0 extends Nn{constructor(e=[],t=ol,i,r,a,s,o,l,h,f){super(e,t,i,r,a,s,o,l,h,f),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(e){this.image=e}}class $U extends xi{constructor(e=1,t={}){super(e,e,t),this.isWebGLCubeRenderTarget=!0;const i={width:e,height:e,depth:1},r=[i,i,i,i,i,i];this.texture=new G0(r),this._setTextureOptions(t),this.texture.isRenderTargetTexture=!0}fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.colorSpace=t.colorSpace,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;const i={uniforms:{tEquirect:{value:null}},vertexShader:` + + varying vec3 vWorldDirection; + + vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); + + } + + void main() { + + vWorldDirection = transformDirection( position, modelMatrix ); + + #include + #include + + } + `,fragmentShader:` + + uniform sampler2D tEquirect; + + varying vec3 vWorldDirection; + + #include + + void main() { + + vec3 direction = normalize( vWorldDirection ); + + vec2 sampleUV = equirectUv( direction ); + + gl_FragColor = texture2D( tEquirect, sampleUV ); + + } + `},r=new fh(5,5,5),a=new Vi({name:"CubemapFromEquirect",uniforms:Dd(i.uniforms),vertexShader:i.vertexShader,fragmentShader:i.fragmentShader,side:Ii,blending:Er});a.uniforms.tEquirect.value=t;const s=new oi(r,a),o=t.minFilter;return t.minFilter===Aa&&(t.minFilter=Ht),new JU(1,10,this).update(e,s),t.minFilter=o,s.geometry.dispose(),s.material.dispose(),this}clear(e,t=!0,i=!0,r=!0){const a=e.getRenderTarget();for(let s=0;s<6;s++)e.setRenderTarget(this,s),e.clear(t,i,r);e.setRenderTarget(a)}}class Pr extends Wt{constructor(){super(),this.isGroup=!0,this.type="Group"}}const GG={type:"move"};class E_{constructor(){this._targetRay=null,this._grip=null,this._hand=null}getHandSpace(){return this._hand===null&&(this._hand=new Pr,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand}getTargetRaySpace(){return this._targetRay===null&&(this._targetRay=new Pr,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1,this._targetRay.hasLinearVelocity=!1,this._targetRay.linearVelocity=new L,this._targetRay.hasAngularVelocity=!1,this._targetRay.angularVelocity=new L),this._targetRay}getGripSpace(){return this._grip===null&&(this._grip=new Pr,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1,this._grip.hasLinearVelocity=!1,this._grip.linearVelocity=new L,this._grip.hasAngularVelocity=!1,this._grip.angularVelocity=new L),this._grip}dispatchEvent(e){return this._targetRay!==null&&this._targetRay.dispatchEvent(e),this._grip!==null&&this._grip.dispatchEvent(e),this._hand!==null&&this._hand.dispatchEvent(e),this}connect(e){if(e&&e.hand){const t=this._hand;if(t)for(const i of e.hand.values())this._getHandJoint(t,i)}return this.dispatchEvent({type:"connected",data:e}),this}disconnect(e){return this.dispatchEvent({type:"disconnected",data:e}),this._targetRay!==null&&(this._targetRay.visible=!1),this._grip!==null&&(this._grip.visible=!1),this._hand!==null&&(this._hand.visible=!1),this}update(e,t,i){let r=null,a=null,s=null;const o=this._targetRay,l=this._grip,h=this._hand;if(e&&t.session.visibilityState!=="visible-blurred"){if(h&&e.hand){s=!0;for(const T of e.hand.values()){const y=t.getJointPose(T,i),v=this._getHandJoint(h,T);y!==null&&(v.matrix.fromArray(y.transform.matrix),v.matrix.decompose(v.position,v.rotation,v.scale),v.matrixWorldNeedsUpdate=!0,v.jointRadius=y.radius),v.visible=y!==null}const f=h.joints["index-finger-tip"],d=h.joints["thumb-tip"],p=f.position.distanceTo(d.position),g=.02,_=.005;h.inputState.pinching&&p>g+_?(h.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:e.handedness,target:this})):!h.inputState.pinching&&p<=g-_&&(h.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:e.handedness,target:this}))}else l!==null&&e.gripSpace&&(a=t.getPose(e.gripSpace,i),a!==null&&(l.matrix.fromArray(a.transform.matrix),l.matrix.decompose(l.position,l.rotation,l.scale),l.matrixWorldNeedsUpdate=!0,a.linearVelocity?(l.hasLinearVelocity=!0,l.linearVelocity.copy(a.linearVelocity)):l.hasLinearVelocity=!1,a.angularVelocity?(l.hasAngularVelocity=!0,l.angularVelocity.copy(a.angularVelocity)):l.hasAngularVelocity=!1));o!==null&&(r=t.getPose(e.targetRaySpace,i),r===null&&a!==null&&(r=a),r!==null&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),o.matrixWorldNeedsUpdate=!0,r.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(r.linearVelocity)):o.hasLinearVelocity=!1,r.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(r.angularVelocity)):o.hasAngularVelocity=!1,this.dispatchEvent(GG)))}return o!==null&&(o.visible=r!==null),l!==null&&(l.visible=a!==null),h!==null&&(h.visible=s!==null),this}_getHandJoint(e,t){if(e.joints[t.jointName]===void 0){const i=new Pr;i.matrixAutoUpdate=!1,i.visible=!1,e.joints[t.jointName]=i,e.add(i)}return e.joints[t.jointName]}}class X1{constructor(e,t=25e-5){this.isFogExp2=!0,this.name="",this.color=new qe(e),this.density=t}clone(){return new X1(this.color,this.density)}toJSON(){return{type:"FogExp2",name:this.name,color:this.color.getHex(),density:this.density}}}class Y1{constructor(e,t=1,i=1e3){this.isFog=!0,this.name="",this.color=new qe(e),this.near=t,this.far=i}clone(){return new Y1(this.color,this.near,this.far)}toJSON(){return{type:"Fog",name:this.name,color:this.color.getHex(),near:this.near,far:this.far}}}class Nd extends Wt{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.backgroundRotation=new zi,this.environmentIntensity=1,this.environmentRotation=new zi,this.overrideMaterial=null,typeof __THREE_DEVTOOLS__<"u"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(e,t){return super.copy(e,t),e.background!==null&&(this.background=e.background.clone()),e.environment!==null&&(this.environment=e.environment.clone()),e.fog!==null&&(this.fog=e.fog.clone()),this.backgroundBlurriness=e.backgroundBlurriness,this.backgroundIntensity=e.backgroundIntensity,this.backgroundRotation.copy(e.backgroundRotation),this.environmentIntensity=e.environmentIntensity,this.environmentRotation.copy(e.environmentRotation),e.overrideMaterial!==null&&(this.overrideMaterial=e.overrideMaterial.clone()),this.matrixAutoUpdate=e.matrixAutoUpdate,this}toJSON(e){const t=super.toJSON(e);return this.fog!==null&&(t.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(t.object.backgroundBlurriness=this.backgroundBlurriness),this.backgroundIntensity!==1&&(t.object.backgroundIntensity=this.backgroundIntensity),t.object.backgroundRotation=this.backgroundRotation.toArray(),this.environmentIntensity!==1&&(t.object.environmentIntensity=this.environmentIntensity),t.object.environmentRotation=this.environmentRotation.toArray(),t}}class Zd{constructor(e,t){this.isInterleavedBuffer=!0,this.array=e,this.stride=t,this.count=e!==void 0?e.length/t:0,this.usage=m0,this.updateRanges=[],this.version=0,this.uuid=Oa()}onUploadCallback(){}set needsUpdate(e){e===!0&&this.version++}setUsage(e){return this.usage=e,this}addUpdateRange(e,t){this.updateRanges.push({start:e,count:t})}clearUpdateRanges(){this.updateRanges.length=0}copy(e){return this.array=new e.array.constructor(e.array),this.count=e.count,this.stride=e.stride,this.usage=e.usage,this}copyAt(e,t,i){e*=this.stride,i*=t.stride;for(let r=0,a=this.stride;re.far||t.push({distance:l,point:Gp.clone(),uv:Jr.getInterpolation(Gp,dv,kp,pv,z4,$T,B4,new de),face:null,object:this})}copy(e,t){return super.copy(e,t),e.center!==void 0&&this.center.copy(e.center),this.material=e.material,this}}function mv(n,e,t,i,r,a){uf.subVectors(n,t).addScalar(.5).multiply(i),r!==void 0?(Vp.x=a*uf.x-r*uf.y,Vp.y=r*uf.x+a*uf.y):Vp.copy(uf),n.copy(e),n.x+=Vp.x,n.y+=Vp.y,n.applyMatrix4(e6)}const gv=new L,H4=new L;class n6 extends Wt{constructor(){super(),this.isLOD=!0,this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]}}),this.autoUpdate=!0}copy(e){super.copy(e,!1);const t=e.levels;for(let i=0,r=t.length;i0){let i,r;for(i=1,r=t.length;i0){gv.setFromMatrixPosition(this.matrixWorld);const r=e.ray.origin.distanceTo(gv);this.getObjectForDistance(r).raycast(e,t)}}update(e){const t=this.levels;if(t.length>1){gv.setFromMatrixPosition(e.matrixWorld),H4.setFromMatrixPosition(this.matrixWorld);const i=gv.distanceTo(H4)/e.zoom;t[0].object.visible=!0;let r,a;for(r=1,a=t.length;r=s)t[r-1].object.visible=!1,t[r].object.visible=!0;else break}for(this._currentLevel=r-1;r1?null:t.copy(e.start).addScaledVector(i,a)}intersectsLine(e){const t=this.distanceToPoint(e.start),i=this.distanceToPoint(e.end);return t<0&&i>0||i<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){const i=t||YG.getNormalMatrix(e),r=this.coplanarPoint(n2).applyMatrix4(e),a=this.normal.applyMatrix3(i).normalize();return this.constant=-r.dot(a),this}translate(e){return this.constant-=e.dot(this.normal),this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return new this.constructor().copy(this)}}const $c=new nr,qG=new de(.5,.5),xv=new L;class Kd{constructor(e=new ko,t=new ko,i=new ko,r=new ko,a=new ko,s=new ko){this.planes=[e,t,i,r,a,s]}set(e,t,i,r,a,s){const o=this.planes;return o[0].copy(e),o[1].copy(t),o[2].copy(i),o[3].copy(r),o[4].copy(a),o[5].copy(s),this}copy(e){const t=this.planes;for(let i=0;i<6;i++)t[i].copy(e.planes[i]);return this}setFromProjectionMatrix(e,t=wa,i=!1){const r=this.planes,a=e.elements,s=a[0],o=a[1],l=a[2],h=a[3],f=a[4],d=a[5],p=a[6],g=a[7],_=a[8],T=a[9],y=a[10],v=a[11],S=a[12],E=a[13],b=a[14],N=a[15];if(r[0].setComponents(h-s,g-f,v-_,N-S).normalize(),r[1].setComponents(h+s,g+f,v+_,N+S).normalize(),r[2].setComponents(h+o,g+d,v+T,N+E).normalize(),r[3].setComponents(h-o,g-d,v-T,N-E).normalize(),i)r[4].setComponents(l,p,y,b).normalize(),r[5].setComponents(h-l,g-p,v-y,N-b).normalize();else if(r[4].setComponents(h-l,g-p,v-y,N-b).normalize(),t===wa)r[5].setComponents(h+l,g+p,v+y,N+b).normalize();else if(t===Ad)r[5].setComponents(l,p,y,b).normalize();else throw new Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+t);return this}intersectsObject(e){if(e.boundingSphere!==void 0)e.boundingSphere===null&&e.computeBoundingSphere(),$c.copy(e.boundingSphere).applyMatrix4(e.matrixWorld);else{const t=e.geometry;t.boundingSphere===null&&t.computeBoundingSphere(),$c.copy(t.boundingSphere).applyMatrix4(e.matrixWorld)}return this.intersectsSphere($c)}intersectsSprite(e){$c.center.set(0,0,0);const t=qG.distanceTo(e.center);return $c.radius=.7071067811865476+t,$c.applyMatrix4(e.matrixWorld),this.intersectsSphere($c)}intersectsSphere(e){const t=this.planes,i=e.center,r=-e.radius;for(let a=0;a<6;a++)if(t[a].distanceToPoint(i)0?e.max.x:e.min.x,xv.y=r.normal.y>0?e.max.y:e.min.y,xv.z=r.normal.z>0?e.max.z:e.min.z,r.distanceToPoint(xv)<0)return!1}return!0}containsPoint(e){const t=this.planes;for(let i=0;i<6;i++)if(t[i].distanceToPoint(e)<0)return!1;return!0}clone(){return new this.constructor().copy(this)}}const Ws=new Ve,Xs=new Kd;class Z1{constructor(){this.coordinateSystem=wa}intersectsObject(e,t){if(!t.isArrayCamera||t.cameras.length===0)return!1;for(let i=0;i=a.length&&a.push({start:-1,count:-1,z:-1,index:-1});const o=a[this.index];s.push(o),this.index++,o.start=e,o.count=t,o.z=i,o.index=r}reset(){this.list.length=0,this.index=0}}const Yr=new Ve,QG=new qe(1,1,1),j4=new Kd,JG=new Z1,yv=new tr,eu=new nr,Yp=new L,Z4=new L,$G=new L,r2=new KG,yr=new oi,Sv=[];function eV(n,e,t=0){const i=e.itemSize;if(n.isInterleavedBufferAttribute||n.array.constructor!==e.array.constructor){const r=n.count;for(let a=0;a65535?new Uint32Array(r):new Uint16Array(r);t.setIndex(new Ot(a,1))}this._geometryInitialized=!0}}_validateGeometry(e){const t=this.geometry;if(!!e.getIndex()!=!!t.getIndex())throw new Error('THREE.BatchedMesh: All geometries must consistently have "index".');for(const i in t.attributes){if(!e.hasAttribute(i))throw new Error(`THREE.BatchedMesh: Added geometry missing "${i}". All geometries must have consistent attributes.`);const r=e.getAttribute(i),a=t.getAttribute(i);if(r.itemSize!==a.itemSize||r.normalized!==a.normalized)throw new Error("THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.")}}validateInstanceId(e){const t=this._instanceInfo;if(e<0||e>=t.length||t[e].active===!1)throw new Error(`THREE.BatchedMesh: Invalid instanceId ${e}. Instance is either out of range or has been deleted.`)}validateGeometryId(e){const t=this._geometryInfo;if(e<0||e>=t.length||t[e].active===!1)throw new Error(`THREE.BatchedMesh: Invalid geometryId ${e}. Geometry is either out of range or has been deleted.`)}setCustomSort(e){return this.customSort=e,this}computeBoundingBox(){this.boundingBox===null&&(this.boundingBox=new tr);const e=this.boundingBox,t=this._instanceInfo;e.makeEmpty();for(let i=0,r=t.length;i=this.maxInstanceCount&&this._availableInstanceIds.length===0)throw new Error("THREE.BatchedMesh: Maximum item count reached.");const i={visible:!0,active:!0,geometryIndex:e};let r=null;this._availableInstanceIds.length>0?(this._availableInstanceIds.sort(i2),r=this._availableInstanceIds.shift(),this._instanceInfo[r]=i):(r=this._instanceInfo.length,this._instanceInfo.push(i));const a=this._matricesTexture;Yr.identity().toArray(a.image.data,r*16),a.needsUpdate=!0;const s=this._colorsTexture;return s&&(QG.toArray(s.image.data,r*4),s.needsUpdate=!0),this._visibilityChanged=!0,r}addGeometry(e,t=-1,i=-1){this._initializeGeometry(e),this._validateGeometry(e);const r={vertexStart:-1,vertexCount:-1,reservedVertexCount:-1,indexStart:-1,indexCount:-1,reservedIndexCount:-1,start:-1,count:-1,boundingBox:null,boundingSphere:null,active:!0},a=this._geometryInfo;r.vertexStart=this._nextVertexStart,r.reservedVertexCount=t===-1?e.getAttribute("position").count:t;const s=e.getIndex();if(s!==null&&(r.indexStart=this._nextIndexStart,r.reservedIndexCount=i===-1?s.count:i),r.indexStart!==-1&&r.indexStart+r.reservedIndexCount>this._maxIndexCount||r.vertexStart+r.reservedVertexCount>this._maxVertexCount)throw new Error("THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.");let l;return this._availableGeometryIds.length>0?(this._availableGeometryIds.sort(i2),l=this._availableGeometryIds.shift(),a[l]=r):(l=this._geometryCount,this._geometryCount++,a.push(r)),this.setGeometryAt(l,e),this._nextIndexStart=r.indexStart+r.reservedIndexCount,this._nextVertexStart=r.vertexStart+r.reservedVertexCount,l}setGeometryAt(e,t){if(e>=this._geometryCount)throw new Error("THREE.BatchedMesh: Maximum geometry count reached.");this._validateGeometry(t);const i=this.geometry,r=i.getIndex()!==null,a=i.getIndex(),s=t.getIndex(),o=this._geometryInfo[e];if(r&&s.count>o.reservedIndexCount||t.attributes.position.count>o.reservedVertexCount)throw new Error("THREE.BatchedMesh: Reserved space not large enough for provided geometry.");const l=o.vertexStart,h=o.reservedVertexCount;o.vertexCount=t.getAttribute("position").count;for(const f in i.attributes){const d=t.getAttribute(f),p=i.getAttribute(f);eV(d,p,l);const g=d.itemSize;for(let _=d.count,T=h;_=t.length||t[e].active===!1)return this;const i=this._instanceInfo;for(let r=0,a=i.length;ro).sort((s,o)=>i[s].vertexStart-i[o].vertexStart),a=this.geometry;for(let s=0,o=i.length;s=this._geometryCount)return null;const i=this.geometry,r=this._geometryInfo[e];if(r.boundingBox===null){const a=new tr,s=i.index,o=i.attributes.position;for(let l=r.start,h=r.start+r.count;l=this._geometryCount)return null;const i=this.geometry,r=this._geometryInfo[e];if(r.boundingSphere===null){const a=new nr;this.getBoundingBoxAt(e,yv),yv.getCenter(a.center);const s=i.index,o=i.attributes.position;let l=0;for(let h=r.start,f=r.start+r.count;ho.active);if(Math.max(...i.map(o=>o.vertexStart+o.reservedVertexCount))>e)throw new Error(`BatchedMesh: Geometry vertex values are being used outside the range ${t}. Cannot shrink further.`);if(this.geometry.index&&Math.max(...i.map(l=>l.indexStart+l.reservedIndexCount))>t)throw new Error(`BatchedMesh: Geometry index values are being used outside the range ${t}. Cannot shrink further.`);const a=this.geometry;a.dispose(),this._maxVertexCount=e,this._maxIndexCount=t,this._geometryInitialized&&(this._geometryInitialized=!1,this.geometry=new Ct,this._initializeGeometry(a));const s=this.geometry;a.index&&tu(a.index.array,s.index.array);for(const o in a.attributes)tu(a.attributes[o].array,s.attributes[o].array)}raycast(e,t){const i=this._instanceInfo,r=this._geometryInfo,a=this.matrixWorld,s=this.geometry;yr.material=this.material,yr.geometry.index=s.index,yr.geometry.attributes=s.attributes,yr.geometry.boundingBox===null&&(yr.geometry.boundingBox=new tr),yr.geometry.boundingSphere===null&&(yr.geometry.boundingSphere=new nr);for(let o=0,l=i.length;o({...t,boundingBox:t.boundingBox!==null?t.boundingBox.clone():null,boundingSphere:t.boundingSphere!==null?t.boundingSphere.clone():null})),this._instanceInfo=e._instanceInfo.map(t=>({...t})),this._availableInstanceIds=e._availableInstanceIds.slice(),this._availableGeometryIds=e._availableGeometryIds.slice(),this._nextIndexStart=e._nextIndexStart,this._nextVertexStart=e._nextVertexStart,this._geometryCount=e._geometryCount,this._maxInstanceCount=e._maxInstanceCount,this._maxVertexCount=e._maxVertexCount,this._maxIndexCount=e._maxIndexCount,this._geometryInitialized=e._geometryInitialized,this._multiDrawCounts=e._multiDrawCounts.slice(),this._multiDrawStarts=e._multiDrawStarts.slice(),this._indirectTexture=e._indirectTexture.clone(),this._indirectTexture.image.data=this._indirectTexture.image.data.slice(),this._matricesTexture=e._matricesTexture.clone(),this._matricesTexture.image.data=this._matricesTexture.image.data.slice(),this._colorsTexture!==null&&(this._colorsTexture=e._colorsTexture.clone(),this._colorsTexture.image.data=this._colorsTexture.image.data.slice()),this}dispose(){this.geometry.dispose(),this._matricesTexture.dispose(),this._matricesTexture=null,this._indirectTexture.dispose(),this._indirectTexture=null,this._colorsTexture!==null&&(this._colorsTexture.dispose(),this._colorsTexture=null)}onBeforeRender(e,t,i,r,a){if(!this._visibilityChanged&&!this.perObjectFrustumCulled&&!this.sortObjects)return;const s=r.getIndex(),o=s===null?1:s.array.BYTES_PER_ELEMENT,l=this._instanceInfo,h=this._multiDrawStarts,f=this._multiDrawCounts,d=this._geometryInfo,p=this.perObjectFrustumCulled,g=this._indirectTexture,_=g.image.data,T=i.isArrayCamera?JG:j4;p&&!i.isArrayCamera&&(Yr.multiplyMatrices(i.projectionMatrix,i.matrixWorldInverse).multiply(this.matrixWorld),j4.setFromProjectionMatrix(Yr,i.coordinateSystem,i.reversedDepth));let y=0;if(this.sortObjects){Yr.copy(this.matrixWorld).invert(),Yp.setFromMatrixPosition(i.matrixWorld).applyMatrix4(Yr),Z4.set(0,0,-1).transformDirection(i.matrixWorld).transformDirection(Yr);for(let E=0,b=l.length;E0){const r=t[i[0]];if(r!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let a=0,s=r.length;ai)return;a2.applyMatrix4(n.matrixWorld);const h=e.ray.origin.distanceTo(a2);if(!(he.far))return{distance:h,point:Q4.clone().applyMatrix4(n.matrixWorld),index:s,face:null,faceIndex:null,barycoord:null,object:n}}const J4=new L,$4=new L;class aa extends oo{constructor(e,t){super(e,t),this.isLineSegments=!0,this.type="LineSegments"}computeLineDistances(){const e=this.geometry;if(e.index===null){const t=e.attributes.position,i=[];for(let r=0,a=t.count;r0){const r=t[i[0]];if(r!==void 0){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let a=0,s=r.length;ar.far)return;a.push({distance:h,distanceToRay:Math.sqrt(o),point:l,index:e,face:null,faceIndex:null,barycoord:null,object:s})}}class r6 extends Nn{constructor(e,t,i,r,a=Ht,s=Ht,o,l,h){super(e,t,i,r,a,s,o,l,h),this.isVideoTexture=!0,this.generateMipmaps=!1,this._requestVideoFrameCallbackId=0;const f=this;function d(){f.needsUpdate=!0,f._requestVideoFrameCallbackId=e.requestVideoFrameCallback(d)}"requestVideoFrameCallback"in e&&(this._requestVideoFrameCallbackId=e.requestVideoFrameCallback(d))}clone(){return new this.constructor(this.image).copy(this)}update(){const e=this.image;"requestVideoFrameCallback"in e===!1&&e.readyState>=e.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}dispose(){this._requestVideoFrameCallbackId!==0&&(this.source.data.cancelVideoFrameCallback(this._requestVideoFrameCallbackId),this._requestVideoFrameCallbackId=0),super.dispose()}}class tV extends r6{constructor(e,t,i,r,a,s,o,l){super({},e,t,i,r,a,s,o,l),this.isVideoFrameTexture=!0}update(){}clone(){return new this.constructor().copy(this)}setFrame(e){this.image=e,this.needsUpdate=!0}}class nV extends Nn{constructor(e,t){super({width:e,height:t}),this.isFramebufferTexture=!0,this.magFilter=Vn,this.minFilter=Vn,this.generateMipmaps=!1,this.needsUpdate=!0}}class Q1 extends Nn{constructor(e,t,i,r,a,s,o,l,h,f,d,p){super(null,s,o,l,h,f,r,a,d,p),this.isCompressedTexture=!0,this.image={width:t,height:i},this.mipmaps=e,this.flipY=!1,this.generateMipmaps=!1}}class iV extends Q1{constructor(e,t,i,r,a,s){super(e,t,i,a,s),this.isCompressedArrayTexture=!0,this.image.depth=r,this.wrapR=Ui,this.layerUpdates=new Set}addLayerUpdate(e){this.layerUpdates.add(e)}clearLayerUpdates(){this.layerUpdates.clear()}}class rV extends Q1{constructor(e,t,i){super(void 0,e[0].width,e[0].height,t,i,ol),this.isCompressedCubeTexture=!0,this.isCubeTexture=!0,this.image=e}}class aV extends Nn{constructor(e,t,i,r,a,s,o,l,h){super(e,t,i,r,a,s,o,l,h),this.isCanvasTexture=!0,this.needsUpdate=!0}}class V0 extends Nn{constructor(e,t,i=Os,r,a,s,o=Vn,l=Vn,h,f=Ed,d=1){if(f!==Ed&&f!==Qu)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");const p={width:e,height:t,depth:d};super(p,r,a,s,o,l,f,i,h),this.isDepthTexture=!0,this.flipY=!1,this.generateMipmaps=!1,this.compareFunction=null}copy(e){return super.copy(e),this.source=new ec(Object.assign({},e.image)),this.compareFunction=e.compareFunction,this}toJSON(e){const t=super.toJSON(e);return this.compareFunction!==null&&(t.compareFunction=this.compareFunction),t}}class Bb extends Nn{constructor(e=null){super(),this.sourceTexture=e,this.isExternalTexture=!0}copy(e){return super.copy(e),this.sourceTexture=e.sourceTexture,this}}class J1 extends Ct{constructor(e=1,t=1,i=4,r=8,a=1){super(),this.type="CapsuleGeometry",this.parameters={radius:e,height:t,capSegments:i,radialSegments:r,heightSegments:a},t=Math.max(0,t),i=Math.max(1,Math.floor(i)),r=Math.max(3,Math.floor(r)),a=Math.max(1,Math.floor(a));const s=[],o=[],l=[],h=[],f=t/2,d=Math.PI/2*e,p=t,g=2*d+p,_=i*2+a,T=r+1,y=new L,v=new L;for(let S=0;S<=_;S++){let E=0,b=0,N=0,R=0;if(S<=i){const O=S/i,w=O*Math.PI/2;b=-f-e*Math.cos(w),N=e*Math.sin(w),R=-e*Math.cos(w),E=O*d}else if(S<=i+a){const O=(S-i)/a;b=-f+O*t,N=e,R=0,E=d+O*p}else{const O=(S-i-a)/i,w=O*Math.PI/2;b=f+e*Math.sin(w),N=e*Math.cos(w),R=e*Math.sin(w),E=d+p+O*d}const I=Math.max(0,Math.min(1,E/g));let U=0;S===0?U=.5/r:S===_&&(U=-.5/r);for(let O=0;O<=r;O++){const w=O/r,B=w*Math.PI*2,j=Math.sin(B),ee=Math.cos(B);v.x=-N*ee,v.y=b,v.z=N*j,o.push(v.x,v.y,v.z),y.set(-N*ee,R,N*j),y.normalize(),l.push(y.x,y.y,y.z),h.push(w+U,I)}if(S>0){const O=(S-1)*T;for(let w=0;w0&&E(!0),t>0&&E(!1)),this.setIndex(f),this.setAttribute("position",new yt(d,3)),this.setAttribute("normal",new yt(p,3)),this.setAttribute("uv",new yt(g,2));function S(){const b=new L,N=new L;let R=0;const I=(t-e)/i;for(let U=0;U<=a;U++){const O=[],w=U/a,B=w*(t-e)+e;for(let j=0;j<=r;j++){const ee=j/r,se=ee*l+o,ae=Math.sin(se),W=Math.cos(se);N.x=B*ae,N.y=-w*i+y,N.z=B*W,d.push(N.x,N.y,N.z),b.set(ae,I,W).normalize(),p.push(b.x,b.y,b.z),g.push(ee,1-w),O.push(_++)}T.push(O)}for(let U=0;U0||O!==0)&&(f.push(w,B,ee),R+=3),(t>0||O!==a-1)&&(f.push(B,j,ee),R+=3)}h.addGroup(v,R,0),v+=R}function E(b){const N=_,R=new de,I=new L;let U=0;const O=b===!0?e:t,w=b===!0?1:-1;for(let j=1;j<=r;j++)d.push(0,y*w,0),p.push(0,w,0),g.push(.5,.5),_++;const B=_;for(let j=0;j<=r;j++){const se=j/r*l+o,ae=Math.cos(se),W=Math.sin(se);I.x=O*W,I.y=y*w,I.z=O*ae,d.push(I.x,I.y,I.z),p.push(0,w,0),R.x=ae*.5+.5,R.y=W*.5*w+.5,g.push(R.x,R.y),_++}for(let j=0;j.9&&I<.1&&(E<.2&&(s[S+0]+=1),b<.2&&(s[S+2]+=1),N<.2&&(s[S+4]+=1))}}function p(S){a.push(S.x,S.y,S.z)}function g(S,E){const b=S*3;E.x=e[b+0],E.y=e[b+1],E.z=e[b+2]}function _(){const S=new L,E=new L,b=new L,N=new L,R=new de,I=new de,U=new de;for(let O=0,w=0;O0)l=r-1;else{l=r;break}if(r=l,i[r]===s)return r/(a-1);const f=i[r],p=i[r+1]-f,g=(s-f)/p;return(r+g)/(a-1)}getTangent(e,t){let r=e-1e-4,a=e+1e-4;r<0&&(r=0),a>1&&(a=1);const s=this.getPoint(r),o=this.getPoint(a),l=t||(s.isVector2?new de:new L);return l.copy(o).sub(s).normalize(),l}getTangentAt(e,t){const i=this.getUtoTmapping(e);return this.getTangent(i,t)}computeFrenetFrames(e,t=!1){const i=new L,r=[],a=[],s=[],o=new L,l=new Ve;for(let g=0;g<=e;g++){const _=g/e;r[g]=this.getTangentAt(_,new L)}a[0]=new L,s[0]=new L;let h=Number.MAX_VALUE;const f=Math.abs(r[0].x),d=Math.abs(r[0].y),p=Math.abs(r[0].z);f<=h&&(h=f,i.set(1,0,0)),d<=h&&(h=d,i.set(0,1,0)),p<=h&&i.set(0,0,1),o.crossVectors(r[0],i).normalize(),a[0].crossVectors(r[0],o),s[0].crossVectors(r[0],a[0]);for(let g=1;g<=e;g++){if(a[g]=a[g-1].clone(),s[g]=s[g-1].clone(),o.crossVectors(r[g-1],r[g]),o.length()>Number.EPSILON){o.normalize();const _=Math.acos(Lt(r[g-1].dot(r[g]),-1,1));a[g].applyMatrix4(l.makeRotationAxis(o,_))}s[g].crossVectors(r[g],a[g])}if(t===!0){let g=Math.acos(Lt(a[0].dot(a[e]),-1,1));g/=e,r[0].dot(o.crossVectors(a[0],a[e]))>0&&(g=-g);for(let _=1;_<=e;_++)a[_].applyMatrix4(l.makeRotationAxis(r[_],g*_)),s[_].crossVectors(r[_],a[_])}return{tangents:r,normals:a,binormals:s}}clone(){return new this.constructor().copy(this)}copy(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}toJSON(){const e={metadata:{version:4.7,type:"Curve",generator:"Curve.toJSON"}};return e.arcLengthDivisions=this.arcLengthDivisions,e.type=this.type,e}fromJSON(e){return this.arcLengthDivisions=e.arcLengthDivisions,this}}class ty extends Is{constructor(e=0,t=0,i=1,r=1,a=0,s=Math.PI*2,o=!1,l=0){super(),this.isEllipseCurve=!0,this.type="EllipseCurve",this.aX=e,this.aY=t,this.xRadius=i,this.yRadius=r,this.aStartAngle=a,this.aEndAngle=s,this.aClockwise=o,this.aRotation=l}getPoint(e,t=new de){const i=t,r=Math.PI*2;let a=this.aEndAngle-this.aStartAngle;const s=Math.abs(a)r;)a-=r;a0?0:(Math.floor(Math.abs(o)/a)+1)*a:l===0&&o===a-1&&(o=a-2,l=1);let h,f;this.closed||o>0?h=r[(o-1)%a]:(Cv.subVectors(r[0],r[1]).add(r[0]),h=Cv);const d=r[o%a],p=r[(o+1)%a];if(this.closed||o+2r.length-2?r.length-1:s+1],d=r[s>r.length-3?r.length-1:s+2];return i.set(nD(o,l.x,h.x,f.x,d.x),nD(o,l.y,h.y,f.y,d.y)),i}copy(e){super.copy(e),this.points=[];for(let t=0,i=e.points.length;t=i){const s=r[a]-i,o=this.curves[a],l=o.getLength(),h=l===0?0:1-s/l;return o.getPointAt(h,t)}a++}return null}getLength(){const e=this.getCurveLengths();return e[e.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const e=[];let t=0;for(let i=0,r=this.curves.length;i1&&!t[t.length-1].equals(t[0])&&t.push(t[0]),t}copy(e){super.copy(e),this.curves=[];for(let t=0,i=e.curves.length;t0){const d=h.getPoint(0);d.equals(this.currentPoint)||this.lineTo(d.x,d.y)}this.curves.push(h);const f=h.getPoint(1);return this.currentPoint.copy(f),this}copy(e){return super.copy(e),this.currentPoint.copy(e.currentPoint),this}toJSON(){const e=super.toJSON();return e.currentPoint=this.currentPoint.toArray(),e}fromJSON(e){return super.fromJSON(e),this.currentPoint.fromArray(e.currentPoint),this}}class Hu extends qx{constructor(e){super(e),this.uuid=Oa(),this.type="Shape",this.holes=[]}getPointsHoles(e){const t=[];for(let i=0,r=this.holes.length;i80*t){o=n[0],l=n[1];let f=o,d=l;for(let 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i=t.prev,r=t.next.next;!Od(i,r)&&d6(i,t,t.next,r)&&x0(i,r)&&x0(r,i)&&(e.push(i.i,t.i,r.i),y0(t),y0(t.next),t=n=r),t=t.next}while(t!==n);return $u(t)}function vV(n,e,t,i,r,a){let s=n;do{let o=s.next.next;for(;o!==s.prev;){if(s.i!==o.i&&AV(s,o)){let l=p6(s,o);s=$u(s,s.next),l=$u(l,l.next),_0(s,e,t,i,r,a,0),_0(l,e,t,i,r,a,0);return}o=o.next}s=s.next}while(s!==n)}function _V(n,e,t,i){const r=[];for(let a=0,s=e.length;a=t.next.y&&t.next.y!==t.y){const d=t.x+(r-t.y)*(t.next.x-t.x)/(t.next.y-t.y);if(d<=i&&d>a&&(a=d,s=t.x=t.x&&t.x>=l&&i!==t.x&&f6(rs.x||t.x===s.x&&TV(s,t)))&&(s=t,f=d)}t=t.next}while(t!==o);return s}function TV(n,e){return fi(n.prev,n,e.prev)<0&&fi(e.next,n,n.next)<0}function EV(n,e,t,i){let r=n;do r.z===0&&(r.z=_E(r.x,r.y,e,t,i)),r.prevZ=r.prev,r.nextZ=r.next,r=r.next;while(r!==n);r.prevZ.nextZ=null,r.prevZ=null,MV(r)}function MV(n){let e,t=1;do{let i=n,r;n=null;let a=null;for(e=0;i;){e++;let s=i,o=0;for(let 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r=Nv(fi(n,e,t)),a=Nv(fi(n,e,i)),s=Nv(fi(t,i,n)),o=Nv(fi(t,i,e));return!!(r!==a&&s!==o||r===0&&Dv(n,t,e)||a===0&&Dv(n,i,e)||s===0&&Dv(t,n,i)||o===0&&Dv(t,e,i))}function Dv(n,e,t){return e.x<=Math.max(n.x,t.x)&&e.x>=Math.min(n.x,t.x)&&e.y<=Math.max(n.y,t.y)&&e.y>=Math.min(n.y,t.y)}function Nv(n){return n>0?1:n<0?-1:0}function wV(n,e){let t=n;do{if(t.i!==n.i&&t.next.i!==n.i&&t.i!==e.i&&t.next.i!==e.i&&d6(t,t.next,n,e))return!0;t=t.next}while(t!==n);return!1}function x0(n,e){return fi(n.prev,n,n.next)<0?fi(n,e,n.next)>=0&&fi(n,n.prev,e)>=0:fi(n,e,n.prev)<0||fi(n,n.next,e)<0}function RV(n,e){let t=n,i=!1;const r=(n.x+e.x)/2,a=(n.y+e.y)/2;do t.y>a!=t.next.y>a&&t.next.y!==t.y&&r<(t.next.x-t.x)*(a-t.y)/(t.next.y-t.y)+t.x&&(i=!i),t=t.next;while(t!==n);return i}function p6(n,e){const t=xE(n.i,n.x,n.y),i=xE(e.i,e.x,e.y),r=n.next,a=e.prev;return n.next=e,e.prev=n,t.next=r,r.prev=t,i.next=t,t.prev=i,a.next=i,i.prev=a,i}function iD(n,e,t,i){const r=xE(n,e,t);return i?(r.next=i.next,r.prev=i,i.next.prev=r,i.next=r):(r.prev=r,r.next=r),r}function y0(n){n.next.prev=n.prev,n.prev.next=n.next,n.prevZ&&(n.prevZ.nextZ=n.nextZ),n.nextZ&&(n.nextZ.prevZ=n.prevZ)}function xE(n,e,t){return{i:n,x:e,y:t,prev:null,next:null,z:0,prevZ:null,nextZ:null,steiner:!1}}function CV(n,e,t,i){let r=0;for(let a=e,s=t-i;a2&&n[e-1].equals(n[0])&&n.pop()}function aD(n,e){for(let t=0;tNumber.EPSILON){const Ee=Math.sqrt(P),Le=Math.sqrt(ct*ct+k*k),ye=G.x-Je/Ee,vt=G.y+$e/Ee,je=be.x-k/Le,xt=be.y+ct/Le,pt=((je-ye)*k-(xt-vt)*ct)/($e*k-Je*ct);Ne=ye+$e*pt-Te.x,Fe=vt+Je*pt-Te.y;const Ie=Ne*Ne+Fe*Fe;if(Ie<=2)return new de(Ne,Fe);Be=Math.sqrt(Ie/2)}else{let Ee=!1;$e>Number.EPSILON?ct>Number.EPSILON&&(Ee=!0):$e<-Number.EPSILON?ct<-Number.EPSILON&&(Ee=!0):Math.sign(Je)===Math.sign(k)&&(Ee=!0),Ee?(Ne=-Je,Fe=$e,Be=Math.sqrt(P)):(Ne=$e,Fe=Je,Be=Math.sqrt(P/2))}return new de(Ne/Be,Fe/Be)}const oe=[];for(let Te=0,G=ae.length,be=G-1,Ne=Te+1;Te=0;Te--){const G=Te/y,be=g*Math.cos(G*Math.PI/2),Ne=_*Math.sin(G*Math.PI/2)+T;for(let Fe=0,Be=ae.length;Fe=0;){const Ne=be;let Fe=be-1;Fe<0&&(Fe=Te.length-1);for(let Be=0,$e=f+y*2;Be<$e;Be++){const Je=te*Be,ct=te*(Be+1),k=G+Ne+Je,P=G+Fe+Je,ce=G+Fe+ct,Ee=G+Ne+ct;bt(k,P,ce,Ee)}}}function ue(Te,G,be){l.push(Te),l.push(G),l.push(be)}function it(Te,G,be){ot(Te),ot(G),ot(be);const Ne=r.length/3,Fe=S.generateTopUV(i,r,Ne-3,Ne-2,Ne-1);Ke(Fe[0]),Ke(Fe[1]),Ke(Fe[2])}function bt(Te,G,be,Ne){ot(Te),ot(G),ot(Ne),ot(G),ot(be),ot(Ne);const Fe=r.length/3,Be=S.generateSideWallUV(i,r,Fe-6,Fe-3,Fe-2,Fe-1);Ke(Be[0]),Ke(Be[1]),Ke(Be[3]),Ke(Be[1]),Ke(Be[2]),Ke(Be[3])}function ot(Te){r.push(l[Te*3+0]),r.push(l[Te*3+1]),r.push(l[Te*3+2])}function Ke(Te){a.push(Te.x),a.push(Te.y)}}}copy(e){return super.copy(e),this.parameters=Object.assign({},e.parameters),this}toJSON(){const e=super.toJSON(),t=this.parameters.shapes,i=this.parameters.options;return OV(t,i,e)}static fromJSON(e,t){const i=[];for(let a=0,s=e.shapes.length;a0)&&g.push(E,b,R),(v!==i-1||l0!=e>0&&this.version++,this._anisotropy=e}get clearcoat(){return this._clearcoat}set clearcoat(e){this._clearcoat>0!=e>0&&this.version++,this._clearcoat=e}get iridescence(){return this._iridescence}set iridescence(e){this._iridescence>0!=e>0&&this.version++,this._iridescence=e}get dispersion(){return this._dispersion}set dispersion(e){this._dispersion>0!=e>0&&this.version++,this._dispersion=e}get sheen(){return this._sheen}set sheen(e){this._sheen>0!=e>0&&this.version++,this._sheen=e}get transmission(){return this._transmission}set transmission(e){this._transmission>0!=e>0&&this.version++,this._transmission=e}copy(e){return super.copy(e),this.defines={STANDARD:"",PHYSICAL:""},this.anisotropy=e.anisotropy,this.anisotropyRotation=e.anisotropyRotation,this.anisotropyMap=e.anisotropyMap,this.clearcoat=e.clearcoat,this.clearcoatMap=e.clearcoatMap,this.clearcoatRoughness=e.clearcoatRoughness,this.clearcoatRoughnessMap=e.clearcoatRoughnessMap,this.clearcoatNormalMap=e.clearcoatNormalMap,this.clearcoatNormalScale.copy(e.clearcoatNormalScale),this.dispersion=e.dispersion,this.ior=e.ior,this.iridescence=e.iridescence,this.iridescenceMap=e.iridescenceMap,this.iridescenceIOR=e.iridescenceIOR,this.iridescenceThicknessRange=[...e.iridescenceThicknessRange],this.iridescenceThicknessMap=e.iridescenceThicknessMap,this.sheen=e.sheen,this.sheenColor.copy(e.sheenColor),this.sheenColorMap=e.sheenColorMap,this.sheenRoughness=e.sheenRoughness,this.sheenRoughnessMap=e.sheenRoughnessMap,this.transmission=e.transmission,this.transmissionMap=e.transmissionMap,this.thickness=e.thickness,this.thicknessMap=e.thicknessMap,this.attenuationDistance=e.attenuationDistance,this.attenuationColor.copy(e.attenuationColor),this.specularIntensity=e.specularIntensity,this.specularIntensityMap=e.specularIntensityMap,this.specularColor.copy(e.specularColor),this.specularColorMap=e.specularColorMap,this}}class v6 extends jn{constructor(e){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new qe(16777215),this.specular=new qe(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new qe(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=hl,this.normalScale=new de(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new zi,this.combine=B0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.specular.copy(e.specular),this.shininess=e.shininess,this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}}class _6 extends jn{constructor(e){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new qe(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new qe(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=hl,this.normalScale=new de(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.gradientMap=e.gradientMap,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.fog=e.fog,this}}class Xb extends jn{constructor(e){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=hl,this.normalScale=new de(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(e)}copy(e){return super.copy(e),this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.flatShading=e.flatShading,this}}class x6 extends jn{constructor(e){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new qe(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new qe(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=hl,this.normalScale=new de(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.envMapRotation=new zi,this.combine=B0,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.color.copy(e.color),this.map=e.map,this.lightMap=e.lightMap,this.lightMapIntensity=e.lightMapIntensity,this.aoMap=e.aoMap,this.aoMapIntensity=e.aoMapIntensity,this.emissive.copy(e.emissive),this.emissiveMap=e.emissiveMap,this.emissiveIntensity=e.emissiveIntensity,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.specularMap=e.specularMap,this.alphaMap=e.alphaMap,this.envMap=e.envMap,this.envMapRotation.copy(e.envMapRotation),this.combine=e.combine,this.reflectivity=e.reflectivity,this.refractionRatio=e.refractionRatio,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.wireframeLinecap=e.wireframeLinecap,this.wireframeLinejoin=e.wireframeLinejoin,this.flatShading=e.flatShading,this.fog=e.fog,this}}class Yb extends jn{constructor(e){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=bc,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(e)}copy(e){return super.copy(e),this.depthPacking=e.depthPacking,this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this}}class qb extends jn{constructor(e){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(e)}copy(e){return super.copy(e),this.map=e.map,this.alphaMap=e.alphaMap,this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this}}class y6 extends jn{constructor(e){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new qe(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=hl,this.normalScale=new de(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.fog=!0,this.setValues(e)}copy(e){return super.copy(e),this.defines={MATCAP:""},this.color.copy(e.color),this.matcap=e.matcap,this.map=e.map,this.bumpMap=e.bumpMap,this.bumpScale=e.bumpScale,this.normalMap=e.normalMap,this.normalMapType=e.normalMapType,this.normalScale.copy(e.normalScale),this.displacementMap=e.displacementMap,this.displacementScale=e.displacementScale,this.displacementBias=e.displacementBias,this.alphaMap=e.alphaMap,this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.flatShading=e.flatShading,this.fog=e.fog,this}}class S6 extends Bi{constructor(e){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(e)}copy(e){return super.copy(e),this.scale=e.scale,this.dashSize=e.dashSize,this.gapSize=e.gapSize,this}}function Ru(n,e){return!n||n.constructor===e?n:typeof e.BYTES_PER_ELEMENT=="number"?new e(n):Array.prototype.slice.call(n)}function T6(n){return ArrayBuffer.isView(n)&&!(n instanceof DataView)}function E6(n){function e(r,a){return n[r]-n[a]}const t=n.length,i=new Array(t);for(let r=0;r!==t;++r)i[r]=r;return i.sort(e),i}function yE(n,e,t){const i=n.length,r=new n.constructor(i);for(let a=0,s=0;s!==i;++a){const o=t[a]*e;for(let l=0;l!==e;++l)r[s++]=n[o+l]}return r}function jb(n,e,t,i){let r=1,a=n[0];for(;a!==void 0&&a[i]===void 0;)a=n[r++];if(a===void 0)return;let s=a[i];if(s!==void 0)if(Array.isArray(s))do s=a[i],s!==void 0&&(e.push(a.time),t.push(...s)),a=n[r++];while(a!==void 0);else if(s.toArray!==void 0)do s=a[i],s!==void 0&&(e.push(a.time),s.toArray(t,t.length)),a=n[r++];while(a!==void 0);else do s=a[i],s!==void 0&&(e.push(a.time),t.push(s)),a=n[r++];while(a!==void 0)}function IV(n,e,t,i,r=30){const a=n.clone();a.name=e;const s=[];for(let l=0;l=i)){d.push(h.times[g]);for(let T=0;Ta.tracks[l].times[0]&&(o=a.tracks[l].times[0]);for(let l=0;l=o.times[_]){const v=_*d+f,S=v+d-f;T=o.values.slice(v,S)}else{const v=o.createInterpolant(),S=f,E=d-f;v.evaluate(a),T=v.resultBuffer.slice(S,E)}l==="quaternion"&&new _t().fromArray(T).normalize().conjugate().toArray(T);const y=h.times.length;for(let v=0;v=a)){const o=t[1];e=a)break t}s=i,i=0;break n}break e}for(;i>>1;et;)--s;if(++s,a!==0||s!==r){a>=s&&(s=Math.max(s,1),a=s-1);const o=this.getValueSize();this.times=i.slice(a,s),this.values=this.values.slice(a*o,s*o)}return this}validate(){let e=!0;const t=this.getValueSize();t-Math.floor(t)!==0&&(Bt("KeyframeTrack: Invalid value size in track.",this),e=!1);const i=this.times,r=this.values,a=i.length;a===0&&(Bt("KeyframeTrack: Track is empty.",this),e=!1);let s=null;for(let o=0;o!==a;o++){const l=i[o];if(typeof l=="number"&&isNaN(l)){Bt("KeyframeTrack: Time is not a valid number.",this,o,l),e=!1;break}if(s!==null&&s>l){Bt("KeyframeTrack: Out of order keys.",this,o,l,s),e=!1;break}s=l}if(r!==void 0&&T6(r))for(let o=0,l=r.length;o!==l;++o){const h=r[o];if(isNaN(h)){Bt("KeyframeTrack: Value is not a valid number.",this,o,h),e=!1;break}}return e}optimize(){const e=this.times.slice(),t=this.values.slice(),i=this.getValueSize(),r=this.getInterpolation()===T_,a=e.length-1;let s=1;for(let o=1;o0){e[s]=e[a];for(let o=a*i,l=s*i,h=0;h!==i;++h)t[l+h]=t[o+h];++s}return s!==e.length?(this.times=e.slice(0,s),this.values=t.slice(0,s*i)):(this.times=e,this.values=t),this}clone(){const e=this.times.slice(),t=this.values.slice(),i=this.constructor,r=new i(this.name,e,t);return r.createInterpolant=this.createInterpolant,r}}us.prototype.ValueTypeName="";us.prototype.TimeBufferType=Float32Array;us.prototype.ValueBufferType=Float32Array;us.prototype.DefaultInterpolation=bd;class mh extends us{constructor(e,t,i){super(e,t,i)}}mh.prototype.ValueTypeName="bool";mh.prototype.ValueBufferType=Array;mh.prototype.DefaultInterpolation=Md;mh.prototype.InterpolantFactoryMethodLinear=void 0;mh.prototype.InterpolantFactoryMethodSmooth=void 0;class Kb extends us{constructor(e,t,i,r){super(e,t,i,r)}}Kb.prototype.ValueTypeName="color";class yc extends us{constructor(e,t,i,r){super(e,t,i,r)}}yc.prototype.ValueTypeName="number";class A6 extends Qd{constructor(e,t,i,r){super(e,t,i,r)}interpolate_(e,t,i,r){const a=this.resultBuffer,s=this.sampleValues,o=this.valueSize,l=(i-t)/(r-t);let h=e*o;for(let f=h+o;h!==f;h+=4)_t.slerpFlat(a,0,s,h-o,s,h,l);return a}}class Sc extends us{constructor(e,t,i,r){super(e,t,i,r)}InterpolantFactoryMethodLinear(e){return new A6(this.times,this.values,this.getValueSize(),e)}}Sc.prototype.ValueTypeName="quaternion";Sc.prototype.InterpolantFactoryMethodSmooth=void 0;class gh extends us{constructor(e,t,i){super(e,t,i)}}gh.prototype.ValueTypeName="string";gh.prototype.ValueBufferType=Array;gh.prototype.DefaultInterpolation=Md;gh.prototype.InterpolantFactoryMethodLinear=void 0;gh.prototype.InterpolantFactoryMethodSmooth=void 0;class eh extends us{constructor(e,t,i,r){super(e,t,i,r)}}eh.prototype.ValueTypeName="vector";class th{constructor(e="",t=-1,i=[],r=k1){this.name=e,this.tracks=i,this.duration=t,this.blendMode=r,this.uuid=Oa(),this.userData={},this.duration<0&&this.resetDuration()}static parse(e){const t=[],i=e.tracks,r=1/(e.fps||1);for(let s=0,o=i.length;s!==o;++s)t.push(BV(i[s]).scale(r));const a=new this(e.name,e.duration,t,e.blendMode);return a.uuid=e.uuid,a.userData=JSON.parse(e.userData||"{}"),a}static toJSON(e){const t=[],i=e.tracks,r={name:e.name,duration:e.duration,tracks:t,uuid:e.uuid,blendMode:e.blendMode,userData:JSON.stringify(e.userData)};for(let a=0,s=i.length;a!==s;++a)t.push(us.toJSON(i[a]));return r}static CreateFromMorphTargetSequence(e,t,i,r){const a=t.length,s=[];for(let o=0;o1){const d=f[1];let p=r[d];p||(r[d]=p=[]),p.push(h)}}const s=[];for(const o in r)s.push(this.CreateFromMorphTargetSequence(o,r[o],t,i));return s}static parseAnimation(e,t){if(ut("AnimationClip: parseAnimation() is deprecated and will be removed with r185"),!e)return Bt("AnimationClip: No animation in JSONLoader data."),null;const i=function(d,p,g,_,T){if(g.length!==0){const y=[],v=[];jb(g,y,v,_),y.length!==0&&T.push(new d(p,y,v))}},r=[],a=e.name||"default",s=e.fps||30,o=e.blendMode;let l=e.length||-1;const h=e.hierarchy||[];for(let d=0;d{t&&t(a),this.manager.itemEnd(e)},0),a;if(Io[e]!==void 0){Io[e].push({onLoad:t,onProgress:i,onError:r});return}Io[e]=[],Io[e].push({onLoad:t,onProgress:i,onError:r});const s=new Request(e,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin",signal:typeof AbortSignal.any=="function"?AbortSignal.any([this._abortController.signal,this.manager.abortController.signal]):this._abortController.signal}),o=this.mimeType,l=this.responseType;fetch(s).then(h=>{if(h.status===200||h.status===0){if(h.status===0&&ut("FileLoader: HTTP Status 0 received."),typeof ReadableStream>"u"||h.body===void 0||h.body.getReader===void 0)return h;const f=Io[e],d=h.body.getReader(),p=h.headers.get("X-File-Size")||h.headers.get("Content-Length"),g=p?parseInt(p):0,_=g!==0;let T=0;const y=new ReadableStream({start(v){S();function S(){d.read().then(({done:E,value:b})=>{if(E)v.close();else{T+=b.byteLength;const N=new ProgressEvent("progress",{lengthComputable:_,loaded:T,total:g});for(let R=0,I=f.length;R{v.error(E)})}}});return new Response(y)}else throw new HV(`fetch for "${h.url}" responded with ${h.status}: ${h.statusText}`,h)}).then(h=>{switch(l){case"arraybuffer":return h.arrayBuffer();case"blob":return h.blob();case"document":return h.text().then(f=>new DOMParser().parseFromString(f,o));case"json":return h.json();default:if(o==="")return h.text();{const d=/charset="?([^;"\s]*)"?/i.exec(o),p=d&&d[1]?d[1].toLowerCase():void 0,g=new TextDecoder(p);return h.arrayBuffer().then(_=>g.decode(_))}}}).then(h=>{io.add(`file:${e}`,h);const f=Io[e];delete Io[e];for(let d=0,p=f.length;d{const f=Io[e];if(f===void 0)throw this.manager.itemError(e),h;delete Io[e];for(let d=0,p=f.length;d{this.manager.itemEnd(e)}),this.manager.itemStart(e)}setResponseType(e){return this.responseType=e,this}setMimeType(e){return this.mimeType=e,this}abort(){return this._abortController.abort(),this._abortController=new AbortController,this}}class FV extends yi{constructor(e){super(e)}load(e,t,i,r){const a=this,s=new na(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(e,function(o){try{t(a.parse(JSON.parse(o)))}catch(l){r?r(l):Bt(l),a.manager.itemError(e)}},i,r)}parse(e){const t=[];for(let i=0;i0:r.vertexColors=e.vertexColors),e.uniforms!==void 0)for(const a in e.uniforms){const s=e.uniforms[a];switch(r.uniforms[a]={},s.type){case"t":r.uniforms[a].value=i(s.value);break;case"c":r.uniforms[a].value=new qe().setHex(s.value);break;case"v2":r.uniforms[a].value=new de().fromArray(s.value);break;case"v3":r.uniforms[a].value=new L().fromArray(s.value);break;case"v4":r.uniforms[a].value=new zt().fromArray(s.value);break;case"m3":r.uniforms[a].value=new Et().fromArray(s.value);break;case"m4":r.uniforms[a].value=new Ve().fromArray(s.value);break;default:r.uniforms[a].value=s.value}}if(e.defines!==void 0&&(r.defines=e.defines),e.vertexShader!==void 0&&(r.vertexShader=e.vertexShader),e.fragmentShader!==void 0&&(r.fragmentShader=e.fragmentShader),e.glslVersion!==void 0&&(r.glslVersion=e.glslVersion),e.extensions!==void 0)for(const a in e.extensions)r.extensions[a]=e.extensions[a];if(e.lights!==void 0&&(r.lights=e.lights),e.clipping!==void 0&&(r.clipping=e.clipping),e.size!==void 0&&(r.size=e.size),e.sizeAttenuation!==void 0&&(r.sizeAttenuation=e.sizeAttenuation),e.map!==void 0&&(r.map=i(e.map)),e.matcap!==void 0&&(r.matcap=i(e.matcap)),e.alphaMap!==void 0&&(r.alphaMap=i(e.alphaMap)),e.bumpMap!==void 0&&(r.bumpMap=i(e.bumpMap)),e.bumpScale!==void 0&&(r.bumpScale=e.bumpScale),e.normalMap!==void 0&&(r.normalMap=i(e.normalMap)),e.normalMapType!==void 0&&(r.normalMapType=e.normalMapType),e.normalScale!==void 0){let a=e.normalScale;Array.isArray(a)===!1&&(a=[a,a]),r.normalScale=new de().fromArray(a)}return e.displacementMap!==void 0&&(r.displacementMap=i(e.displacementMap)),e.displacementScale!==void 0&&(r.displacementScale=e.displacementScale),e.displacementBias!==void 0&&(r.displacementBias=e.displacementBias),e.roughnessMap!==void 0&&(r.roughnessMap=i(e.roughnessMap)),e.metalnessMap!==void 0&&(r.metalnessMap=i(e.metalnessMap)),e.emissiveMap!==void 0&&(r.emissiveMap=i(e.emissiveMap)),e.emissiveIntensity!==void 0&&(r.emissiveIntensity=e.emissiveIntensity),e.specularMap!==void 0&&(r.specularMap=i(e.specularMap)),e.specularIntensityMap!==void 0&&(r.specularIntensityMap=i(e.specularIntensityMap)),e.specularColorMap!==void 0&&(r.specularColorMap=i(e.specularColorMap)),e.envMap!==void 0&&(r.envMap=i(e.envMap)),e.envMapRotation!==void 0&&r.envMapRotation.fromArray(e.envMapRotation),e.envMapIntensity!==void 0&&(r.envMapIntensity=e.envMapIntensity),e.reflectivity!==void 0&&(r.reflectivity=e.reflectivity),e.refractionRatio!==void 0&&(r.refractionRatio=e.refractionRatio),e.lightMap!==void 0&&(r.lightMap=i(e.lightMap)),e.lightMapIntensity!==void 0&&(r.lightMapIntensity=e.lightMapIntensity),e.aoMap!==void 0&&(r.aoMap=i(e.aoMap)),e.aoMapIntensity!==void 0&&(r.aoMapIntensity=e.aoMapIntensity),e.gradientMap!==void 0&&(r.gradientMap=i(e.gradientMap)),e.clearcoatMap!==void 0&&(r.clearcoatMap=i(e.clearcoatMap)),e.clearcoatRoughnessMap!==void 0&&(r.clearcoatRoughnessMap=i(e.clearcoatRoughnessMap)),e.clearcoatNormalMap!==void 0&&(r.clearcoatNormalMap=i(e.clearcoatNormalMap)),e.clearcoatNormalScale!==void 0&&(r.clearcoatNormalScale=new de().fromArray(e.clearcoatNormalScale)),e.iridescenceMap!==void 0&&(r.iridescenceMap=i(e.iridescenceMap)),e.iridescenceThicknessMap!==void 0&&(r.iridescenceThicknessMap=i(e.iridescenceThicknessMap)),e.transmissionMap!==void 0&&(r.transmissionMap=i(e.transmissionMap)),e.thicknessMap!==void 0&&(r.thicknessMap=i(e.thicknessMap)),e.anisotropyMap!==void 0&&(r.anisotropyMap=i(e.anisotropyMap)),e.sheenColorMap!==void 0&&(r.sheenColorMap=i(e.sheenColorMap)),e.sheenRoughnessMap!==void 0&&(r.sheenRoughnessMap=i(e.sheenRoughnessMap)),r}setTextures(e){return this.textures=e,this}createMaterialFromType(e){return hy.createMaterialFromType(e)}static createMaterialFromType(e){const t={ShadowMaterial:g6,SpriteMaterial:Ib,RawShaderMaterial:ph,ShaderMaterial:Vi,PointsMaterial:K1,MeshPhysicalMaterial:cs,MeshStandardMaterial:q0,MeshPhongMaterial:v6,MeshToonMaterial:_6,MeshNormalMaterial:Xb,MeshLambertMaterial:x6,MeshDepthMaterial:Yb,MeshDistanceMaterial:qb,MeshBasicMaterial:Ur,MeshMatcapMaterial:y6,LineDashedMaterial:S6,LineBasicMaterial:Bi,Material:jn};return new t[e]}}class fc{static extractUrlBase(e){const t=e.lastIndexOf("/");return t===-1?"./":e.slice(0,t+1)}static resolveURL(e,t){return typeof e!="string"||e===""?"":(/^https?:\/\//i.test(t)&&/^\//.test(e)&&(t=t.replace(/(^https?:\/\/[^\/]+).*/i,"$1")),/^(https?:)?\/\//i.test(e)||/^data:.*,.*$/i.test(e)||/^blob:.*$/i.test(e)?e:t+e)}}class I6 extends Ct{constructor(){super(),this.isInstancedBufferGeometry=!0,this.type="InstancedBufferGeometry",this.instanceCount=1/0}copy(e){return super.copy(e),this.instanceCount=e.instanceCount,this}toJSON(){const e=super.toJSON();return e.instanceCount=this.instanceCount,e.isInstancedBufferGeometry=!0,e}}class U6 extends yi{constructor(e){super(e)}load(e,t,i,r){const a=this,s=new na(a.manager);s.setPath(a.path),s.setRequestHeader(a.requestHeader),s.setWithCredentials(a.withCredentials),s.load(e,function(o){try{t(a.parse(JSON.parse(o)))}catch(l){r?r(l):Bt(l),a.manager.itemError(e)}},i,r)}parse(e){const t={},i={};function r(g,_){if(t[_]!==void 0)return t[_];const y=g.interleavedBuffers[_],v=a(g,y.buffer),S=qf(y.type,v),E=new Zd(S,y.stride);return E.uuid=y.uuid,t[_]=E,E}function a(g,_){if(i[_]!==void 0)return i[_];const y=g.arrayBuffers[_],v=new Uint32Array(y).buffer;return i[_]=v,v}const s=e.isInstancedBufferGeometry?new I6:new Ct,o=e.data.index;if(o!==void 0){const g=qf(o.type,o.array);s.setIndex(new Ot(g,1))}const l=e.data.attributes;for(const g in l){const _=l[g];let T;if(_.isInterleavedBufferAttribute){const y=r(e.data,_.data);T=new ll(y,_.itemSize,_.offset,_.normalized)}else{const y=qf(_.type,_.array),v=_.isInstancedBufferAttribute?Ju:Ot;T=new v(y,_.itemSize,_.normalized)}_.name!==void 0&&(T.name=_.name),_.usage!==void 0&&T.setUsage(_.usage),s.setAttribute(g,T)}const h=e.data.morphAttributes;if(h)for(const g in h){const _=h[g],T=[];for(let y=0,v=_.length;y0){const l=new Qb(t);a=new Ld(l),a.setCrossOrigin(this.crossOrigin);for(let h=0,f=e.length;h0){r=new Ld(this.manager),r.setCrossOrigin(this.crossOrigin);for(let s=0,o=e.length;s{let y=null,v=null;return T.boundingBox!==void 0&&(y=new tr().fromJSON(T.boundingBox)),T.boundingSphere!==void 0&&(v=new nr().fromJSON(T.boundingSphere)),{...T,boundingBox:y,boundingSphere:v}}),s._instanceInfo=e.instanceInfo,s._availableInstanceIds=e._availableInstanceIds,s._availableGeometryIds=e._availableGeometryIds,s._nextIndexStart=e.nextIndexStart,s._nextVertexStart=e.nextVertexStart,s._geometryCount=e.geometryCount,s._maxInstanceCount=e.maxInstanceCount,s._maxVertexCount=e.maxVertexCount,s._maxIndexCount=e.maxIndexCount,s._geometryInitialized=e.geometryInitialized,s._matricesTexture=h(e.matricesTexture.uuid),s._indirectTexture=h(e.indirectTexture.uuid),e.colorsTexture!==void 0&&(s._colorsTexture=h(e.colorsTexture.uuid)),e.boundingSphere!==void 0&&(s.boundingSphere=new nr().fromJSON(e.boundingSphere)),e.boundingBox!==void 0&&(s.boundingBox=new tr().fromJSON(e.boundingBox));break;case"LOD":s=new n6;break;case"Line":s=new oo(o(e.geometry),l(e.material));break;case"LineLoop":s=new Pb(o(e.geometry),l(e.material));break;case"LineSegments":s=new aa(o(e.geometry),l(e.material));break;case"PointCloud":case"Points":s=new zb(o(e.geometry),l(e.material));break;case"Sprite":s=new t6(l(e.material));break;case"Group":s=new Pr;break;case"Bone":s=new j1;break;default:s=new Wt}if(s.uuid=e.uuid,e.name!==void 0&&(s.name=e.name),e.matrix!==void 0?(s.matrix.fromArray(e.matrix),e.matrixAutoUpdate!==void 0&&(s.matrixAutoUpdate=e.matrixAutoUpdate),s.matrixAutoUpdate&&s.matrix.decompose(s.position,s.quaternion,s.scale)):(e.position!==void 0&&s.position.fromArray(e.position),e.rotation!==void 0&&s.rotation.fromArray(e.rotation),e.quaternion!==void 0&&s.quaternion.fromArray(e.quaternion),e.scale!==void 0&&s.scale.fromArray(e.scale)),e.up!==void 0&&s.up.fromArray(e.up),e.castShadow!==void 0&&(s.castShadow=e.castShadow),e.receiveShadow!==void 0&&(s.receiveShadow=e.receiveShadow),e.shadow&&(e.shadow.intensity!==void 0&&(s.shadow.intensity=e.shadow.intensity),e.shadow.bias!==void 0&&(s.shadow.bias=e.shadow.bias),e.shadow.normalBias!==void 0&&(s.shadow.normalBias=e.shadow.normalBias),e.shadow.radius!==void 0&&(s.shadow.radius=e.shadow.radius),e.shadow.mapSize!==void 0&&s.shadow.mapSize.fromArray(e.shadow.mapSize),e.shadow.camera!==void 0&&(s.shadow.camera=this.parseObject(e.shadow.camera))),e.visible!==void 0&&(s.visible=e.visible),e.frustumCulled!==void 0&&(s.frustumCulled=e.frustumCulled),e.renderOrder!==void 0&&(s.renderOrder=e.renderOrder),e.userData!==void 0&&(s.userData=e.userData),e.layers!==void 0&&(s.layers.mask=e.layers),e.children!==void 0){const p=e.children;for(let g=0;g"u"&&ut("ImageBitmapLoader: createImageBitmap() not supported."),typeof fetch>"u"&&ut("ImageBitmapLoader: fetch() not supported."),this.options={premultiplyAlpha:"none"},this._abortController=new AbortController}setOptions(e){return this.options=e,this}load(e,t,i,r){e===void 0&&(e=""),this.path!==void 0&&(e=this.path+e),e=this.manager.resolveURL(e);const a=this,s=io.get(`image-bitmap:${e}`);if(s!==void 0){if(a.manager.itemStart(e),s.then){s.then(h=>{if(f2.has(s)===!0)r&&r(f2.get(s)),a.manager.itemError(e),a.manager.itemEnd(e);else return t&&t(h),a.manager.itemEnd(e),h});return}return setTimeout(function(){t&&t(s),a.manager.itemEnd(e)},0),s}const o={};o.credentials=this.crossOrigin==="anonymous"?"same-origin":"include",o.headers=this.requestHeader,o.signal=typeof AbortSignal.any=="function"?AbortSignal.any([this._abortController.signal,this.manager.abortController.signal]):this._abortController.signal;const l=fetch(e,o).then(function(h){return h.blob()}).then(function(h){return createImageBitmap(h,Object.assign(a.options,{colorSpaceConversion:"none"}))}).then(function(h){return io.add(`image-bitmap:${e}`,h),t&&t(h),a.manager.itemEnd(e),h}).catch(function(h){r&&r(h),f2.set(l,h),io.remove(`image-bitmap:${e}`),a.manager.itemError(e),a.manager.itemEnd(e)});io.add(`image-bitmap:${e}`,l),a.manager.itemStart(e)}abort(){return this._abortController.abort(),this._abortController=new AbortController,this}}let Ov;class iA{static getContext(){return Ov===void 0&&(Ov=new(window.AudioContext||window.webkitAudioContext)),Ov}static setContext(e){Ov=e}}class jV extends yi{constructor(e){super(e)}load(e,t,i,r){const a=this,s=new na(this.manager);s.setResponseType("arraybuffer"),s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(e,function(l){try{const h=l.slice(0);iA.getContext().decodeAudioData(h,function(d){t(d)}).catch(o)}catch(h){o(h)}},i,r);function o(l){r?r(l):Bt(l),a.manager.itemError(e)}}}const dD=new Ve,pD=new Ve,nu=new Ve;class ZV{constructor(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new hi,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new hi,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}update(e){const t=this._cache;if(t.focus!==e.focus||t.fov!==e.fov||t.aspect!==e.aspect*this.aspect||t.near!==e.near||t.far!==e.far||t.zoom!==e.zoom||t.eyeSep!==this.eyeSep){t.focus=e.focus,t.fov=e.fov,t.aspect=e.aspect*this.aspect,t.near=e.near,t.far=e.far,t.zoom=e.zoom,t.eyeSep=this.eyeSep,nu.copy(e.projectionMatrix);const r=t.eyeSep/2,a=r*t.near/t.focus,s=t.near*Math.tan(Bu*t.fov*.5)/t.zoom;let o,l;pD.elements[12]=-r,dD.elements[12]=r,o=-s*t.aspect+a,l=s*t.aspect+a,nu.elements[0]=2*t.near/(l-o),nu.elements[8]=(l+o)/(l-o),this.cameraL.projectionMatrix.copy(nu),o=-s*t.aspect-a,l=s*t.aspect-a,nu.elements[0]=2*t.near/(l-o),nu.elements[8]=(l+o)/(l-o),this.cameraR.projectionMatrix.copy(nu)}this.cameraL.matrixWorld.copy(e.matrixWorld).multiply(pD),this.cameraR.matrixWorld.copy(e.matrixWorld).multiply(dD)}}class z6 extends hi{constructor(e=[]){super(),this.isArrayCamera=!0,this.isMultiViewCamera=!1,this.cameras=e}}class rA{constructor(e=!0){this.autoStart=e,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}start(){this.startTime=performance.now(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0}stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1}getElapsedTime(){return this.getDelta(),this.elapsedTime}getDelta(){let e=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){const t=performance.now();e=(t-this.oldTime)/1e3,this.oldTime=t,this.elapsedTime+=e}return e}}const iu=new L,d2=new _t,KV=new L,ru=new L,au=new L;class QV extends Wt{constructor(){super(),this.type="AudioListener",this.context=iA.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new rA}getInput(){return this.gain}removeFilter(){return this.filter!==null&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this}getFilter(){return this.filter}setFilter(e){return this.filter!==null?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination),this.filter=e,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(e){return this.gain.gain.setTargetAtTime(e,this.context.currentTime,.01),this}updateMatrixWorld(e){super.updateMatrixWorld(e);const t=this.context.listener;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(iu,d2,KV),ru.set(0,0,-1).applyQuaternion(d2),au.set(0,1,0).applyQuaternion(d2),t.positionX){const i=this.context.currentTime+this.timeDelta;t.positionX.linearRampToValueAtTime(iu.x,i),t.positionY.linearRampToValueAtTime(iu.y,i),t.positionZ.linearRampToValueAtTime(iu.z,i),t.forwardX.linearRampToValueAtTime(ru.x,i),t.forwardY.linearRampToValueAtTime(ru.y,i),t.forwardZ.linearRampToValueAtTime(ru.z,i),t.upX.linearRampToValueAtTime(au.x,i),t.upY.linearRampToValueAtTime(au.y,i),t.upZ.linearRampToValueAtTime(au.z,i)}else t.setPosition(iu.x,iu.y,iu.z),t.setOrientation(ru.x,ru.y,ru.z,au.x,au.y,au.z)}}class B6 extends Wt{constructor(e){super(),this.type="Audio",this.listener=e,this.context=e.context,this.gain=this.context.createGain(),this.gain.connect(e.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.source=null,this.sourceType="empty",this._startedAt=0,this._progress=0,this._connected=!1,this.filters=[]}getOutput(){return this.gain}setNodeSource(e){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=e,this.connect(),this}setMediaElementSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(e),this.connect(),this}setMediaStreamSource(e){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(e),this.connect(),this}setBuffer(e){return this.buffer=e,this.sourceType="buffer",this.autoplay&&this.play(),this}play(e=0){if(this.isPlaying===!0){ut("Audio: Audio is already playing.");return}if(this.hasPlaybackControl===!1){ut("Audio: this Audio has no playback control.");return}this._startedAt=this.context.currentTime+e;const t=this.context.createBufferSource();return t.buffer=this.buffer,t.loop=this.loop,t.loopStart=this.loopStart,t.loopEnd=this.loopEnd,t.onended=this.onEnded.bind(this),t.start(this._startedAt,this._progress+this.offset,this.duration),this.isPlaying=!0,this.source=t,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()}pause(){if(this.hasPlaybackControl===!1){ut("Audio: this Audio has no playback control.");return}return this.isPlaying===!0&&(this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate,this.loop===!0&&(this._progress=this._progress%(this.duration||this.buffer.duration)),this.source.stop(),this.source.onended=null,this.isPlaying=!1),this}stop(e=0){if(this.hasPlaybackControl===!1){ut("Audio: this Audio has no playback control.");return}return this._progress=0,this.source!==null&&(this.source.stop(this.context.currentTime+e),this.source.onended=null),this.isPlaying=!1,this}connect(){if(this.filters.length>0){this.source.connect(this.filters[0]);for(let e=1,t=this.filters.length;e0){this.source.disconnect(this.filters[0]);for(let e=1,t=this.filters.length;e0&&this._mixBufferRegionAdditive(i,r,this._addIndex*t,1,t);for(let l=t,h=t+t;l!==h;++l)if(i[l]!==i[l+t]){o.setValue(i,r);break}}saveOriginalState(){const e=this.binding,t=this.buffer,i=this.valueSize,r=i*this._origIndex;e.getValue(t,r);for(let a=i,s=r;a!==s;++a)t[a]=t[r+a%i];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const e=this.valueSize*3;this.binding.setValue(this.buffer,e)}_setAdditiveIdentityNumeric(){const e=this._addIndex*this.valueSize,t=e+this.valueSize;for(let i=e;i=.5)for(let s=0;s!==a;++s)e[t+s]=e[i+s]}_slerp(e,t,i,r){_t.slerpFlat(e,t,e,t,e,i,r)}_slerpAdditive(e,t,i,r,a){const s=this._workIndex*a;_t.multiplyQuaternionsFlat(e,s,e,t,e,i),_t.slerpFlat(e,t,e,t,e,s,r)}_lerp(e,t,i,r,a){const s=1-r;for(let o=0;o!==a;++o){const l=t+o;e[l]=e[l]*s+e[i+o]*r}}_lerpAdditive(e,t,i,r,a){for(let s=0;s!==a;++s){const o=t+s;e[o]=e[o]+e[i+s]*r}}}const aA="\\[\\]\\.:\\/",tk=new RegExp("["+aA+"]","g"),sA="[^"+aA+"]",nk="[^"+aA.replace("\\.","")+"]",ik=/((?:WC+[\/:])*)/.source.replace("WC",sA),rk=/(WCOD+)?/.source.replace("WCOD",nk),ak=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",sA),sk=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",sA),ok=new RegExp("^"+ik+rk+ak+sk+"$"),lk=["material","materials","bones","map"];class ck{constructor(e,t,i){const r=i||fn.parseTrackName(t);this._targetGroup=e,this._bindings=e.subscribe_(t,r)}getValue(e,t){this.bind();const i=this._targetGroup.nCachedObjects_,r=this._bindings[i];r!==void 0&&r.getValue(e,t)}setValue(e,t){const i=this._bindings;for(let r=this._targetGroup.nCachedObjects_,a=i.length;r!==a;++r)i[r].setValue(e,t)}bind(){const e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,i=e.length;t!==i;++t)e[t].bind()}unbind(){const e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,i=e.length;t!==i;++t)e[t].unbind()}}class fn{constructor(e,t,i){this.path=t,this.parsedPath=i||fn.parseTrackName(t),this.node=fn.findNode(e,this.parsedPath.nodeName),this.rootNode=e,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(e,t,i){return e&&e.isAnimationObjectGroup?new fn.Composite(e,t,i):new fn(e,t,i)}static sanitizeNodeName(e){return e.replace(/\s/g,"_").replace(tk,"")}static parseTrackName(e){const t=ok.exec(e);if(t===null)throw new Error("PropertyBinding: Cannot parse trackName: "+e);const i={nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],propertyIndex:t[6]},r=i.nodeName&&i.nodeName.lastIndexOf(".");if(r!==void 0&&r!==-1){const a=i.nodeName.substring(r+1);lk.indexOf(a)!==-1&&(i.nodeName=i.nodeName.substring(0,r),i.objectName=a)}if(i.propertyName===null||i.propertyName.length===0)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+e);return i}static findNode(e,t){if(t===void 0||t===""||t==="."||t===-1||t===e.name||t===e.uuid)return e;if(e.skeleton){const i=e.skeleton.getBoneByName(t);if(i!==void 0)return i}if(e.children){const i=function(a){for(let s=0;s=a){const d=a++,p=e[d];t[p.uuid]=f,e[f]=p,t[h]=d,e[d]=l;for(let g=0,_=r;g!==_;++g){const T=i[g],y=T[d],v=T[f];T[f]=y,T[d]=v}}}this.nCachedObjects_=a}uncache(){const e=this._objects,t=this._indicesByUUID,i=this._bindings,r=i.length;let a=this.nCachedObjects_,s=e.length;for(let o=0,l=arguments.length;o!==l;++o){const h=arguments[o],f=h.uuid,d=t[f];if(d!==void 0)if(delete t[f],d0&&(t[g.uuid]=d),e[d]=g,e.pop();for(let _=0,T=r;_!==T;++_){const y=i[_];y[d]=y[p],y.pop()}}}this.nCachedObjects_=a}subscribe_(e,t){const i=this._bindingsIndicesByPath;let r=i[e];const a=this._bindings;if(r!==void 0)return a[r];const s=this._paths,o=this._parsedPaths,l=this._objects,h=l.length,f=this.nCachedObjects_,d=new Array(h);r=a.length,i[e]=r,s.push(e),o.push(t),a.push(d);for(let p=f,g=l.length;p!==g;++p){const _=l[p];d[p]=new fn(_,e,t)}return d}unsubscribe_(e){const t=this._bindingsIndicesByPath,i=t[e];if(i!==void 0){const r=this._paths,a=this._parsedPaths,s=this._bindings,o=s.length-1,l=s[o],h=e[o];t[h]=i,s[i]=l,s.pop(),a[i]=a[o],a.pop(),r[i]=r[o],r.pop()}}}class F6{constructor(e,t,i=null,r=t.blendMode){this._mixer=e,this._clip=t,this._localRoot=i,this.blendMode=r;const a=t.tracks,s=a.length,o=new Array(s),l={endingStart:Au,endingEnd:Au};for(let h=0;h!==s;++h){const f=a[h].createInterpolant(null);o[h]=f,f.settings=l}this._interpolantSettings=l,this._interpolants=o,this._propertyBindings=new Array(s),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=OU,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&this.timeScale!==0&&this._startTime===null&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(e){return this._startTime=e,this}setLoop(e,t){return this.loop=e,this.repetitions=t,this}setEffectiveWeight(e){return this.weight=e,this._effectiveWeight=this.enabled?e:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(e){return this._scheduleFading(e,0,1)}fadeOut(e){return this._scheduleFading(e,1,0)}crossFadeFrom(e,t,i=!1){if(e.fadeOut(t),this.fadeIn(t),i===!0){const r=this._clip.duration,a=e._clip.duration,s=a/r,o=r/a;e.warp(1,s,t),this.warp(o,1,t)}return this}crossFadeTo(e,t,i=!1){return e.crossFadeFrom(this,t,i)}stopFading(){const e=this._weightInterpolant;return e!==null&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(e)),this}setEffectiveTimeScale(e){return this.timeScale=e,this._effectiveTimeScale=this.paused?0:e,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(e){return this.timeScale=this._clip.duration/e,this.stopWarping()}syncWith(e){return this.time=e.time,this.timeScale=e.timeScale,this.stopWarping()}halt(e){return this.warp(this._effectiveTimeScale,0,e)}warp(e,t,i){const r=this._mixer,a=r.time,s=this.timeScale;let o=this._timeScaleInterpolant;o===null&&(o=r._lendControlInterpolant(),this._timeScaleInterpolant=o);const l=o.parameterPositions,h=o.sampleValues;return l[0]=a,l[1]=a+i,h[0]=e/s,h[1]=t/s,this}stopWarping(){const e=this._timeScaleInterpolant;return e!==null&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(e)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(e,t,i,r){if(!this.enabled){this._updateWeight(e);return}const a=this._startTime;if(a!==null){const l=(e-a)*i;l<0||i===0?t=0:(this._startTime=null,t=i*l)}t*=this._updateTimeScale(e);const s=this._updateTime(t),o=this._updateWeight(e);if(o>0){const l=this._interpolants,h=this._propertyBindings;switch(this.blendMode){case Ab:for(let f=0,d=l.length;f!==d;++f)l[f].evaluate(s),h[f].accumulateAdditive(o);break;case k1:default:for(let f=0,d=l.length;f!==d;++f)l[f].evaluate(s),h[f].accumulate(r,o)}}}_updateWeight(e){let t=0;if(this.enabled){t=this.weight;const i=this._weightInterpolant;if(i!==null){const r=i.evaluate(e)[0];t*=r,e>i.parameterPositions[1]&&(this.stopFading(),r===0&&(this.enabled=!1))}}return this._effectiveWeight=t,t}_updateTimeScale(e){let t=0;if(!this.paused){t=this.timeScale;const i=this._timeScaleInterpolant;if(i!==null){const r=i.evaluate(e)[0];t*=r,e>i.parameterPositions[1]&&(this.stopWarping(),t===0?this.paused=!0:this.timeScale=t)}}return this._effectiveTimeScale=t,t}_updateTime(e){const t=this._clip.duration,i=this.loop;let r=this.time+e,a=this._loopCount;const s=i===LU;if(e===0)return a===-1?r:s&&(a&1)===1?t-r:r;if(i===bb){a===-1&&(this._loopCount=0,this._setEndings(!0,!0,!1));e:{if(r>=t)r=t;else if(r<0)r=0;else{this.time=r;break e}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=r,this._mixer.dispatchEvent({type:"finished",action:this,direction:e<0?-1:1})}}else{if(a===-1&&(e>=0?(a=0,this._setEndings(!0,this.repetitions===0,s)):this._setEndings(this.repetitions===0,!0,s)),r>=t||r<0){const o=Math.floor(r/t);r-=t*o,a+=Math.abs(o);const l=this.repetitions-a;if(l<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,r=e>0?t:0,this.time=r,this._mixer.dispatchEvent({type:"finished",action:this,direction:e>0?1:-1});else{if(l===1){const h=e<0;this._setEndings(h,!h,s)}else this._setEndings(!1,!1,s);this._loopCount=a,this.time=r,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:o})}}else this.time=r;if(s&&(a&1)===1)return t-r}return r}_setEndings(e,t,i){const r=this._interpolantSettings;i?(r.endingStart=wu,r.endingEnd=wu):(e?r.endingStart=this.zeroSlopeAtStart?wu:Au:r.endingStart=d0,t?r.endingEnd=this.zeroSlopeAtEnd?wu:Au:r.endingEnd=d0)}_scheduleFading(e,t,i){const r=this._mixer,a=r.time;let s=this._weightInterpolant;s===null&&(s=r._lendControlInterpolant(),this._weightInterpolant=s);const o=s.parameterPositions,l=s.sampleValues;return o[0]=a,l[0]=t,o[1]=a+e,l[1]=i,this}}const hk=new Float32Array(1);class G6 extends ra{constructor(e){super(),this._root=e,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(e,t){const i=e._localRoot||this._root,r=e._clip.tracks,a=r.length,s=e._propertyBindings,o=e._interpolants,l=i.uuid,h=this._bindingsByRootAndName;let f=h[l];f===void 0&&(f={},h[l]=f);for(let d=0;d!==a;++d){const p=r[d],g=p.name;let _=f[g];if(_!==void 0)++_.referenceCount,s[d]=_;else{if(_=s[d],_!==void 0){_._cacheIndex===null&&(++_.referenceCount,this._addInactiveBinding(_,l,g));continue}const T=t&&t._propertyBindings[d].binding.parsedPath;_=new H6(fn.create(i,g,T),p.ValueTypeName,p.getValueSize()),++_.referenceCount,this._addInactiveBinding(_,l,g),s[d]=_}o[d].resultBuffer=_.buffer}}_activateAction(e){if(!this._isActiveAction(e)){if(e._cacheIndex===null){const i=(e._localRoot||this._root).uuid,r=e._clip.uuid,a=this._actionsByClip[r];this._bindAction(e,a&&a.knownActions[0]),this._addInactiveAction(e,r,i)}const t=e._propertyBindings;for(let i=0,r=t.length;i!==r;++i){const a=t[i];a.useCount++===0&&(this._lendBinding(a),a.saveOriginalState())}this._lendAction(e)}}_deactivateAction(e){if(this._isActiveAction(e)){const t=e._propertyBindings;for(let i=0,r=t.length;i!==r;++i){const a=t[i];--a.useCount===0&&(a.restoreOriginalState(),this._takeBackBinding(a))}this._takeBackAction(e)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}}_isActiveAction(e){const t=e._cacheIndex;return t!==null&&t=0;--i)e[i].stop();return this}update(e){e*=this.timeScale;const t=this._actions,i=this._nActiveActions,r=this.time+=e,a=Math.sign(e),s=this._accuIndex^=1;for(let h=0;h!==i;++h)t[h]._update(r,e,a,s);const o=this._bindings,l=this._nActiveBindings;for(let h=0;h!==l;++h)o[h].apply(s);return this}setTime(e){this.time=0;for(let t=0;t=this.min.x&&e.x<=this.max.x&&e.y>=this.min.y&&e.y<=this.max.y}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(e){return e.max.x>=this.min.x&&e.min.x<=this.max.x&&e.max.y>=this.min.y&&e.min.y<=this.max.y}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){return this.clampPoint(e,_D).distanceTo(e)}intersect(e){return this.min.max(e.min),this.max.min(e.max),this.isEmpty()&&this.makeEmpty(),this}union(e){return this.min.min(e.min),this.max.max(e.max),this}translate(e){return this.min.add(e),this.max.add(e),this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}}const xD=new L,Lv=new L,df=new L,pf=new L,p2=new L,yk=new L,Sk=new L;class Tk{constructor(e=new L,t=new L){this.start=e,this.end=t}set(e,t){return this.start.copy(e),this.end.copy(t),this}copy(e){return this.start.copy(e.start),this.end.copy(e.end),this}getCenter(e){return e.addVectors(this.start,this.end).multiplyScalar(.5)}delta(e){return e.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(e,t){return this.delta(t).multiplyScalar(e).add(this.start)}closestPointToPointParameter(e,t){xD.subVectors(e,this.start),Lv.subVectors(this.end,this.start);const i=Lv.dot(Lv);let a=Lv.dot(xD)/i;return t&&(a=Lt(a,0,1)),a}closestPointToPoint(e,t,i){const r=this.closestPointToPointParameter(e,t);return this.delta(i).multiplyScalar(r).add(this.start)}distanceSqToLine3(e,t=yk,i=Sk){const r=10000000000000001e-32;let a,s;const o=this.start,l=e.start,h=this.end,f=e.end;df.subVectors(h,o),pf.subVectors(f,l),p2.subVectors(o,l);const d=df.dot(df),p=pf.dot(pf),g=pf.dot(p2);if(d<=r&&p<=r)return t.copy(o),i.copy(l),t.sub(i),t.dot(t);if(d<=r)a=0,s=g/p,s=Lt(s,0,1);else{const _=df.dot(p2);if(p<=r)s=0,a=Lt(-_/d,0,1);else{const T=df.dot(pf),y=d*p-T*T;y!==0?a=Lt((T*g-_*p)/y,0,1):a=0,s=(T*a+g)/p,s<0?(s=0,a=Lt(-_/d,0,1)):s>1&&(s=1,a=Lt((T-_)/d,0,1))}}return t.copy(o).add(df.multiplyScalar(a)),i.copy(l).add(pf.multiplyScalar(s)),t.sub(i),t.dot(t)}applyMatrix4(e){return this.start.applyMatrix4(e),this.end.applyMatrix4(e),this}equals(e){return e.start.equals(this.start)&&e.end.equals(this.end)}clone(){return new this.constructor().copy(this)}}const yD=new L;class Ek extends Wt{constructor(e,t){super(),this.light=e,this.matrixAutoUpdate=!1,this.color=t,this.type="SpotLightHelper";const i=new Ct,r=[0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,-1,0,1,0,0,0,0,1,1,0,0,0,0,-1,1];for(let s=0,o=1,l=32;s1)for(let d=0;d.99999)this.quaternion.set(0,0,0,1);else if(e.y<-.99999)this.quaternion.set(1,0,0,0);else{bD.set(e.z,0,-e.x).normalize();const t=Math.acos(e.y);this.quaternion.setFromAxisAngle(bD,t)}}setLength(e,t=e*.2,i=t*.2){this.line.scale.set(1,Math.max(1e-4,e-t),1),this.line.updateMatrix(),this.cone.scale.set(i,t,i),this.cone.position.y=e,this.cone.updateMatrix()}setColor(e){this.line.material.color.set(e),this.cone.material.color.set(e)}copy(e){return super.copy(e,!1),this.line.copy(e.line),this.cone.copy(e.cone),this}dispose(){this.line.geometry.dispose(),this.line.material.dispose(),this.cone.geometry.dispose(),this.cone.material.dispose()}}class W6 extends aa{constructor(e=1){const t=[0,0,0,e,0,0,0,0,0,0,e,0,0,0,0,0,0,e],i=[1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1],r=new Ct;r.setAttribute("position",new yt(t,3)),r.setAttribute("color",new yt(i,3));const a=new Bi({vertexColors:!0,toneMapped:!1});super(r,a),this.type="AxesHelper"}setColors(e,t,i){const r=new qe,a=this.geometry.attributes.color.array;return r.set(e),r.toArray(a,0),r.toArray(a,3),r.set(t),r.toArray(a,6),r.toArray(a,9),r.set(i),r.toArray(a,12),r.toArray(a,15),this.geometry.attributes.color.needsUpdate=!0,this}dispose(){this.geometry.dispose(),this.material.dispose()}}class Pk{constructor(){this.type="ShapePath",this.color=new qe,this.subPaths=[],this.currentPath=null}moveTo(e,t){return this.currentPath=new qx,this.subPaths.push(this.currentPath),this.currentPath.moveTo(e,t),this}lineTo(e,t){return this.currentPath.lineTo(e,t),this}quadraticCurveTo(e,t,i,r){return this.currentPath.quadraticCurveTo(e,t,i,r),this}bezierCurveTo(e,t,i,r,a,s){return this.currentPath.bezierCurveTo(e,t,i,r,a,s),this}splineThru(e){return this.currentPath.splineThru(e),this}toShapes(e){function t(v){const S=[];for(let E=0,b=v.length;ENumber.EPSILON){if(w<0&&(I=S[R],O=-O,U=S[N],w=-w),v.yU.y)continue;if(v.y===I.y){if(v.x===I.x)return!0}else{const B=w*(v.x-I.x)-O*(v.y-I.y);if(B===0)return!0;if(B<0)continue;b=!b}}else{if(v.y!==I.y)continue;if(U.x<=v.x&&v.x<=I.x||I.x<=v.x&&v.x<=U.x)return!0}}return b}const r=Rs.isClockWise,a=this.subPaths;if(a.length===0)return[];let s,o,l;const h=[];if(a.length===1)return o=a[0],l=new Hu,l.curves=o.curves,h.push(l),h;let f=!r(a[0].getPoints());f=e?!f:f;const d=[],p=[];let g=[],_=0,T;p[_]=void 0,g[_]=[];for(let v=0,S=a.length;v1){let v=!1,S=0;for(let E=0,b=p.length;E0&&v===!1&&(g=d)}let y;for(let v=0,S=p.length;ve?(n.repeat.x=1,n.repeat.y=t/e,n.offset.x=0,n.offset.y=(1-n.repeat.y)/2):(n.repeat.x=e/t,n.repeat.y=1,n.offset.x=(1-n.repeat.x)/2,n.offset.y=0),n}function Hk(n,e){const t=n.image&&n.image.width?n.image.width/n.image.height:1;return t>e?(n.repeat.x=e/t,n.repeat.y=1,n.offset.x=(1-n.repeat.x)/2,n.offset.y=0):(n.repeat.x=1,n.repeat.y=t/e,n.offset.x=0,n.offset.y=(1-n.repeat.y)/2),n}function Fk(n){return n.repeat.x=1,n.repeat.y=1,n.offset.x=0,n.offset.y=0,n}function ME(n,e,t,i){const r=Gk(i);switch(t){case Eb:return n*e;case ws:return n*e/r.components*r.byteLength;case F0:return n*e/r.components*r.byteLength;case Xo:return n*e*2/r.components*r.byteLength;case G1:return n*e*2/r.components*r.byteLength;case Mb:return n*e*3/r.components*r.byteLength;case $n:return n*e*4/r.components*r.byteLength;case V1:return n*e*4/r.components*r.byteLength;case zm:case Bm:return Math.floor((n+3)/4)*Math.floor((e+3)/4)*8;case Hm:case Fm:return Math.floor((n+3)/4)*Math.floor((e+3)/4)*16;case gx:case _x:return Math.max(n,16)*Math.max(e,8)/4;case mx:case vx:return Math.max(n,8)*Math.max(e,8)/2;case xx:case yx:return Math.floor((n+3)/4)*Math.floor((e+3)/4)*8;case Sx:return Math.floor((n+3)/4)*Math.floor((e+3)/4)*16;case Tx:return Math.floor((n+3)/4)*Math.floor((e+3)/4)*16;case Ex:return Math.floor((n+4)/5)*Math.floor((e+3)/4)*16;case Mx:return Math.floor((n+4)/5)*Math.floor((e+4)/5)*16;case bx:return Math.floor((n+5)/6)*Math.floor((e+4)/5)*16;case Ax:return Math.floor((n+5)/6)*Math.floor((e+5)/6)*16;case wx:return Math.floor((n+7)/8)*Math.floor((e+4)/5)*16;case Rx:return Math.floor((n+7)/8)*Math.floor((e+5)/6)*16;case Cx:return Math.floor((n+7)/8)*Math.floor((e+7)/8)*16;case Dx:return Math.floor((n+9)/10)*Math.floor((e+4)/5)*16;case Nx:return Math.floor((n+9)/10)*Math.floor((e+5)/6)*16;case Ox:return Math.floor((n+9)/10)*Math.floor((e+7)/8)*16;case Lx:return Math.floor((n+9)/10)*Math.floor((e+9)/10)*16;case Ix:return Math.floor((n+11)/12)*Math.floor((e+9)/10)*16;case Ux:return Math.floor((n+11)/12)*Math.floor((e+11)/12)*16;case Px:case zx:case Bx:return Math.ceil(n/4)*Math.ceil(e/4)*16;case Hx:case Fx:return Math.ceil(n/4)*Math.ceil(e/4)*8;case Gx:case Vx:return Math.ceil(n/4)*Math.ceil(e/4)*16}throw new Error(`Unable to determine texture byte length for ${t} format.`)}function Gk(n){switch(n){case Pi:case z1:return{byteLength:1,components:1};case Zu:case B1:case Yn:return{byteLength:2,components:1};case H1:case F1:return{byteLength:2,components:4};case Os:case H0:case si:return{byteLength:4,components:1};case Sb:case Tb:return{byteLength:4,components:3}}throw new Error(`Unknown texture type ${n}.`)}class Vk{static contain(e,t){return Bk(e,t)}static cover(e,t){return Hk(e,t)}static fill(e){return Fk(e)}static getByteLength(e,t,i,r){return ME(e,t,i,r)}}typeof __THREE_DEVTOOLS__<"u"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register",{detail:{revision:Ds}}));typeof window<"u"&&(window.__THREE__?ut("WARNING: Multiple instances of Three.js being imported."):window.__THREE__=Ds);/** + * @license + * Copyright 2010-2025 Three.js Authors + * SPDX-License-Identifier: MIT + */function X6(){let n=null,e=!1,t=null,i=null;function r(a,s){t(a,s),i=n.requestAnimationFrame(r)}return{start:function(){e!==!0&&t!==null&&(i=n.requestAnimationFrame(r),e=!0)},stop:function(){n.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(a){t=a},setContext:function(a){n=a}}}function kk(n){const e=new WeakMap;function t(o,l){const h=o.array,f=o.usage,d=h.byteLength,p=n.createBuffer();n.bindBuffer(l,p),n.bufferData(l,h,f),o.onUploadCallback();let g;if(h instanceof Float32Array)g=n.FLOAT;else if(typeof Float16Array<"u"&&h instanceof Float16Array)g=n.HALF_FLOAT;else if(h instanceof Uint16Array)o.isFloat16BufferAttribute?g=n.HALF_FLOAT:g=n.UNSIGNED_SHORT;else if(h instanceof Int16Array)g=n.SHORT;else if(h instanceof Uint32Array)g=n.UNSIGNED_INT;else if(h instanceof Int32Array)g=n.INT;else if(h instanceof Int8Array)g=n.BYTE;else if(h instanceof Uint8Array)g=n.UNSIGNED_BYTE;else if(h instanceof Uint8ClampedArray)g=n.UNSIGNED_BYTE;else throw new Error("THREE.WebGLAttributes: Unsupported buffer data format: "+h);return{buffer:p,type:g,bytesPerElement:h.BYTES_PER_ELEMENT,version:o.version,size:d}}function i(o,l,h){const f=l.array,d=l.updateRanges;if(n.bindBuffer(h,o),d.length===0)n.bufferSubData(h,0,f);else{d.sort((g,_)=>g.start-_.start);let p=0;for(let g=1;g 0 + vec4 plane; + #ifdef ALPHA_TO_COVERAGE + float distanceToPlane, distanceGradient; + float clipOpacity = 1.0; + #pragma unroll_loop_start + for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) { + plane = clippingPlanes[ i ]; + distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w; + distanceGradient = fwidth( distanceToPlane ) / 2.0; + clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane ); + if ( clipOpacity == 0.0 ) discard; + } + #pragma unroll_loop_end + #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES + float unionClipOpacity = 1.0; + #pragma unroll_loop_start + for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) { + plane = clippingPlanes[ i ]; + distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w; + distanceGradient = fwidth( distanceToPlane ) / 2.0; + unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane ); + } + #pragma unroll_loop_end + clipOpacity *= 1.0 - unionClipOpacity; + #endif + diffuseColor.a *= clipOpacity; + if ( diffuseColor.a == 0.0 ) discard; + #else + #pragma unroll_loop_start + for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) { + plane = clippingPlanes[ i ]; + if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard; + } + #pragma unroll_loop_end + #if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES + bool clipped = true; + #pragma unroll_loop_start + for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) { + plane = clippingPlanes[ i ]; + clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped; + } + #pragma unroll_loop_end + if ( clipped ) discard; + #endif + #endif +#endif`,sW=`#if NUM_CLIPPING_PLANES > 0 + varying vec3 vClipPosition; + uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ]; +#endif`,oW=`#if NUM_CLIPPING_PLANES > 0 + varying vec3 vClipPosition; +#endif`,lW=`#if NUM_CLIPPING_PLANES > 0 + vClipPosition = - mvPosition.xyz; +#endif`,cW=`#if defined( USE_COLOR_ALPHA ) + diffuseColor *= vColor; +#elif defined( USE_COLOR ) + diffuseColor.rgb *= vColor; +#endif`,uW=`#if defined( USE_COLOR_ALPHA ) + varying vec4 vColor; +#elif defined( USE_COLOR ) + varying vec3 vColor; +#endif`,hW=`#if defined( USE_COLOR_ALPHA ) + varying vec4 vColor; +#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR ) + varying vec3 vColor; +#endif`,fW=`#if defined( USE_COLOR_ALPHA ) + vColor = vec4( 1.0 ); +#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR ) + vColor = vec3( 1.0 ); +#endif +#ifdef USE_COLOR + vColor *= color; +#endif +#ifdef USE_INSTANCING_COLOR + vColor.xyz *= instanceColor.xyz; +#endif +#ifdef USE_BATCHING_COLOR + vec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) ); + vColor.xyz *= batchingColor.xyz; +#endif`,dW=`#define PI 3.141592653589793 +#define PI2 6.283185307179586 +#define PI_HALF 1.5707963267948966 +#define RECIPROCAL_PI 0.3183098861837907 +#define RECIPROCAL_PI2 0.15915494309189535 +#define EPSILON 1e-6 +#ifndef saturate +#define saturate( a ) clamp( a, 0.0, 1.0 ) +#endif +#define whiteComplement( a ) ( 1.0 - saturate( a ) ) +float pow2( const in float x ) { return x*x; } +vec3 pow2( const in vec3 x ) { return x*x; } +float pow3( const in float x ) { return x*x*x; } +float pow4( const in float x ) { float x2 = x*x; return x2*x2; } +float max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); } +float average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); } +highp float rand( const in vec2 uv ) { + const highp float a = 12.9898, b = 78.233, c = 43758.5453; + highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); + return fract( sin( sn ) * c ); +} +#ifdef HIGH_PRECISION + float precisionSafeLength( vec3 v ) { return length( v ); } +#else + float precisionSafeLength( vec3 v ) { + float maxComponent = max3( abs( v ) ); + return length( v / maxComponent ) * maxComponent; + } +#endif +struct IncidentLight { + vec3 color; + vec3 direction; + bool visible; +}; +struct ReflectedLight { + vec3 directDiffuse; + vec3 directSpecular; + vec3 indirectDiffuse; + vec3 indirectSpecular; +}; +#ifdef USE_ALPHAHASH + varying vec3 vPosition; +#endif +vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); +} +vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { + return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); +} +bool isPerspectiveMatrix( mat4 m ) { + return m[ 2 ][ 3 ] == - 1.0; +} +vec2 equirectUv( in vec3 dir ) { + float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5; + float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; + return vec2( u, v ); +} +vec3 BRDF_Lambert( const in vec3 diffuseColor ) { + return RECIPROCAL_PI * diffuseColor; +} +vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) { + float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH ); + return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel ); +} +float F_Schlick( const in float f0, const in float f90, const in float dotVH ) { + float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH ); + return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel ); +} // validated`,pW=`#ifdef ENVMAP_TYPE_CUBE_UV + #define cubeUV_minMipLevel 4.0 + #define cubeUV_minTileSize 16.0 + float getFace( vec3 direction ) { + vec3 absDirection = abs( direction ); + float face = - 1.0; + if ( absDirection.x > absDirection.z ) { + if ( absDirection.x > absDirection.y ) + face = direction.x > 0.0 ? 0.0 : 3.0; + else + face = direction.y > 0.0 ? 1.0 : 4.0; + } else { + if ( absDirection.z > absDirection.y ) + face = direction.z > 0.0 ? 2.0 : 5.0; + else + face = direction.y > 0.0 ? 1.0 : 4.0; + } + return face; + } + vec2 getUV( vec3 direction, float face ) { + vec2 uv; + if ( face == 0.0 ) { + uv = vec2( direction.z, direction.y ) / abs( direction.x ); + } else if ( face == 1.0 ) { + uv = vec2( - direction.x, - direction.z ) / abs( direction.y ); + } else if ( face == 2.0 ) { + uv = vec2( - direction.x, direction.y ) / abs( direction.z ); + } else if ( face == 3.0 ) { + uv = vec2( - direction.z, direction.y ) / abs( direction.x ); + } else if ( face == 4.0 ) { + uv = vec2( - direction.x, direction.z ) / abs( direction.y ); + } else { + uv = vec2( direction.x, direction.y ) / abs( direction.z ); + } + return 0.5 * ( uv + 1.0 ); + } + vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) { + float face = getFace( direction ); + float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 ); + mipInt = max( mipInt, cubeUV_minMipLevel ); + float faceSize = exp2( mipInt ); + highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0; + if ( face > 2.0 ) { + uv.y += faceSize; + face -= 3.0; + } + uv.x += face * faceSize; + uv.x += filterInt * 3.0 * cubeUV_minTileSize; + uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize ); + uv.x *= CUBEUV_TEXEL_WIDTH; + uv.y *= CUBEUV_TEXEL_HEIGHT; + #ifdef texture2DGradEXT + return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb; + #else + return texture2D( envMap, uv ).rgb; + #endif + } + #define cubeUV_r0 1.0 + #define cubeUV_m0 - 2.0 + #define cubeUV_r1 0.8 + #define cubeUV_m1 - 1.0 + #define cubeUV_r4 0.4 + #define cubeUV_m4 2.0 + #define cubeUV_r5 0.305 + #define cubeUV_m5 3.0 + #define cubeUV_r6 0.21 + #define cubeUV_m6 4.0 + float roughnessToMip( float roughness ) { + float mip = 0.0; + if ( roughness >= cubeUV_r1 ) { + mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0; + } else if ( roughness >= cubeUV_r4 ) { + mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1; + } else if ( roughness >= cubeUV_r5 ) { + mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4; + } else if ( roughness >= cubeUV_r6 ) { + mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5; + } else { + mip = - 2.0 * log2( 1.16 * roughness ); } + return mip; + } + vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) { + float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP ); + float mipF = fract( mip ); + float mipInt = floor( mip ); + vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt ); + if ( mipF == 0.0 ) { + return vec4( color0, 1.0 ); + } else { + vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 ); + return vec4( mix( color0, color1, mipF ), 1.0 ); + } + } +#endif`,mW=`vec3 transformedNormal = objectNormal; +#ifdef USE_TANGENT + vec3 transformedTangent = objectTangent; +#endif +#ifdef USE_BATCHING + mat3 bm = mat3( batchingMatrix ); + transformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) ); + transformedNormal = bm * transformedNormal; + #ifdef USE_TANGENT + transformedTangent = bm * transformedTangent; + #endif +#endif +#ifdef USE_INSTANCING + mat3 im = mat3( instanceMatrix ); + transformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) ); + transformedNormal = im * transformedNormal; + #ifdef USE_TANGENT + transformedTangent = im * transformedTangent; + #endif +#endif +transformedNormal = normalMatrix * transformedNormal; +#ifdef FLIP_SIDED + transformedNormal = - transformedNormal; +#endif +#ifdef USE_TANGENT + transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz; + #ifdef FLIP_SIDED + transformedTangent = - transformedTangent; + #endif +#endif`,gW=`#ifdef USE_DISPLACEMENTMAP + uniform sampler2D displacementMap; + uniform float displacementScale; + uniform float displacementBias; +#endif`,vW=`#ifdef USE_DISPLACEMENTMAP + transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias ); +#endif`,_W=`#ifdef USE_EMISSIVEMAP + vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv ); + #ifdef DECODE_VIDEO_TEXTURE_EMISSIVE + emissiveColor = sRGBTransferEOTF( emissiveColor ); + #endif + totalEmissiveRadiance *= emissiveColor.rgb; +#endif`,xW=`#ifdef USE_EMISSIVEMAP + uniform sampler2D emissiveMap; +#endif`,yW="gl_FragColor = linearToOutputTexel( gl_FragColor );",SW=`vec4 LinearTransferOETF( in vec4 value ) { + return value; +} +vec4 sRGBTransferEOTF( in vec4 value ) { + return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a ); +} +vec4 sRGBTransferOETF( in vec4 value ) { + return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a ); +}`,TW=`#ifdef USE_ENVMAP + #ifdef ENV_WORLDPOS + vec3 cameraToFrag; + if ( isOrthographic ) { + cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) ); + } else { + cameraToFrag = normalize( vWorldPosition - cameraPosition ); + } + vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); + #ifdef ENVMAP_MODE_REFLECTION + vec3 reflectVec = reflect( cameraToFrag, worldNormal ); + #else + vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio ); + #endif + #else + vec3 reflectVec = vReflect; + #endif + #ifdef ENVMAP_TYPE_CUBE + vec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) ); + #else + vec4 envColor = vec4( 0.0 ); + #endif + #ifdef ENVMAP_BLENDING_MULTIPLY + outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity ); + #elif defined( ENVMAP_BLENDING_MIX ) + outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity ); + #elif defined( ENVMAP_BLENDING_ADD ) + outgoingLight += envColor.xyz * specularStrength * reflectivity; + #endif +#endif`,EW=`#ifdef USE_ENVMAP + uniform float envMapIntensity; + uniform float flipEnvMap; + uniform mat3 envMapRotation; + #ifdef ENVMAP_TYPE_CUBE + uniform samplerCube envMap; + #else + uniform sampler2D envMap; + #endif +#endif`,MW=`#ifdef USE_ENVMAP + uniform float reflectivity; + #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT ) + #define ENV_WORLDPOS + #endif + #ifdef ENV_WORLDPOS + varying vec3 vWorldPosition; + uniform float refractionRatio; + #else + varying vec3 vReflect; + #endif +#endif`,bW=`#ifdef USE_ENVMAP + #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT ) + #define ENV_WORLDPOS + #endif + #ifdef ENV_WORLDPOS + + varying vec3 vWorldPosition; + #else + varying vec3 vReflect; + uniform float refractionRatio; + #endif +#endif`,AW=`#ifdef USE_ENVMAP + #ifdef ENV_WORLDPOS + vWorldPosition = worldPosition.xyz; + #else + vec3 cameraToVertex; + if ( isOrthographic ) { + cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) ); + } else { + cameraToVertex = normalize( worldPosition.xyz - cameraPosition ); + } + vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix ); + #ifdef ENVMAP_MODE_REFLECTION + vReflect = reflect( cameraToVertex, worldNormal ); + #else + vReflect = refract( cameraToVertex, worldNormal, refractionRatio ); + #endif + #endif +#endif`,wW=`#ifdef USE_FOG + vFogDepth = - mvPosition.z; +#endif`,RW=`#ifdef USE_FOG + varying float vFogDepth; +#endif`,CW=`#ifdef USE_FOG + #ifdef FOG_EXP2 + float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth ); + #else + float fogFactor = smoothstep( fogNear, fogFar, vFogDepth ); + #endif + gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor ); +#endif`,DW=`#ifdef USE_FOG + uniform vec3 fogColor; + varying float vFogDepth; + #ifdef FOG_EXP2 + uniform float fogDensity; + #else + uniform float fogNear; + uniform float fogFar; + #endif +#endif`,NW=`#ifdef USE_GRADIENTMAP + uniform sampler2D gradientMap; +#endif +vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) { + float dotNL = dot( normal, lightDirection ); + vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 ); + #ifdef USE_GRADIENTMAP + return vec3( texture2D( gradientMap, coord ).r ); + #else + vec2 fw = fwidth( coord ) * 0.5; + return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) ); + #endif +}`,OW=`#ifdef USE_LIGHTMAP + uniform sampler2D lightMap; + uniform float lightMapIntensity; +#endif`,LW=`LambertMaterial material; +material.diffuseColor = diffuseColor.rgb; +material.specularStrength = specularStrength;`,IW=`varying vec3 vViewPosition; +struct LambertMaterial { + vec3 diffuseColor; + float specularStrength; +}; +void RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) { + float dotNL = saturate( dot( geometryNormal, directLight.direction ) ); + vec3 irradiance = dotNL * directLight.color; + reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); +} +void RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) { + reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); +} +#define RE_Direct RE_Direct_Lambert +#define RE_IndirectDiffuse RE_IndirectDiffuse_Lambert`,UW=`uniform bool receiveShadow; +uniform vec3 ambientLightColor; +#if defined( USE_LIGHT_PROBES ) + uniform vec3 lightProbe[ 9 ]; +#endif +vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) { + float x = normal.x, y = normal.y, z = normal.z; + vec3 result = shCoefficients[ 0 ] * 0.886227; + result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y; + result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z; + result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x; + result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y; + result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z; + result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 ); + result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z; + result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y ); + return result; +} +vec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) { + vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); + vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe ); + return irradiance; +} +vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) { + vec3 irradiance = ambientLightColor; + return irradiance; +} +float getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) { + float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 ); + if ( cutoffDistance > 0.0 ) { + distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) ); + } + return distanceFalloff; +} +float getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) { + return smoothstep( coneCosine, penumbraCosine, angleCosine ); +} +#if NUM_DIR_LIGHTS > 0 + struct DirectionalLight { + vec3 direction; + vec3 color; + }; + uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ]; + void getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) { + light.color = directionalLight.color; + light.direction = directionalLight.direction; + light.visible = true; + } +#endif +#if NUM_POINT_LIGHTS > 0 + struct PointLight { + vec3 position; + vec3 color; + float distance; + float decay; + }; + uniform PointLight pointLights[ NUM_POINT_LIGHTS ]; + void getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) { + vec3 lVector = pointLight.position - geometryPosition; + light.direction = normalize( lVector ); + float lightDistance = length( lVector ); + light.color = pointLight.color; + light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay ); + light.visible = ( light.color != vec3( 0.0 ) ); + } +#endif +#if NUM_SPOT_LIGHTS > 0 + struct SpotLight { + vec3 position; + vec3 direction; + vec3 color; + float distance; + float decay; + float coneCos; + float penumbraCos; + }; + uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ]; + void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) { + vec3 lVector = spotLight.position - geometryPosition; + light.direction = normalize( lVector ); + float angleCos = dot( light.direction, spotLight.direction ); + float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos ); + if ( spotAttenuation > 0.0 ) { + float lightDistance = length( lVector ); + light.color = spotLight.color * spotAttenuation; + light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay ); + light.visible = ( light.color != vec3( 0.0 ) ); + } else { + light.color = vec3( 0.0 ); + light.visible = false; + } + } +#endif +#if NUM_RECT_AREA_LIGHTS > 0 + struct RectAreaLight { + vec3 color; + vec3 position; + vec3 halfWidth; + vec3 halfHeight; + }; + uniform sampler2D ltc_1; uniform sampler2D ltc_2; + uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ]; +#endif +#if NUM_HEMI_LIGHTS > 0 + struct HemisphereLight { + vec3 direction; + vec3 skyColor; + vec3 groundColor; + }; + uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ]; + vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) { + float dotNL = dot( normal, hemiLight.direction ); + float hemiDiffuseWeight = 0.5 * dotNL + 0.5; + vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight ); + return irradiance; + } +#endif`,PW=`#ifdef USE_ENVMAP + vec3 getIBLIrradiance( const in vec3 normal ) { + #ifdef ENVMAP_TYPE_CUBE_UV + vec3 worldNormal = inverseTransformDirection( normal, viewMatrix ); + vec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 ); + return PI * envMapColor.rgb * envMapIntensity; + #else + return vec3( 0.0 ); + #endif + } + vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) { + #ifdef ENVMAP_TYPE_CUBE_UV + vec3 reflectVec = reflect( - viewDir, normal ); + reflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) ); + reflectVec = inverseTransformDirection( reflectVec, viewMatrix ); + vec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness ); + return envMapColor.rgb * envMapIntensity; + #else + return vec3( 0.0 ); + #endif + } + #ifdef USE_ANISOTROPY + vec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) { + #ifdef ENVMAP_TYPE_CUBE_UV + vec3 bentNormal = cross( bitangent, viewDir ); + bentNormal = normalize( cross( bentNormal, bitangent ) ); + bentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) ); + return getIBLRadiance( viewDir, bentNormal, roughness ); + #else + return vec3( 0.0 ); + #endif + } + #endif +#endif`,zW=`ToonMaterial material; +material.diffuseColor = diffuseColor.rgb;`,BW=`varying vec3 vViewPosition; +struct ToonMaterial { + vec3 diffuseColor; +}; +void RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { + vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color; + reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); +} +void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { + reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); +} +#define RE_Direct RE_Direct_Toon +#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon`,HW=`BlinnPhongMaterial material; +material.diffuseColor = diffuseColor.rgb; +material.specularColor = specular; +material.specularShininess = shininess; +material.specularStrength = specularStrength;`,FW=`varying vec3 vViewPosition; +struct BlinnPhongMaterial { + vec3 diffuseColor; + vec3 specularColor; + float specularShininess; + float specularStrength; +}; +void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { + float dotNL = saturate( dot( geometryNormal, directLight.direction ) ); + vec3 irradiance = dotNL * directLight.color; + reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); + reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength; +} +void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { + reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); +} +#define RE_Direct RE_Direct_BlinnPhong +#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong`,GW=`PhysicalMaterial material; +material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); +vec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) ); +float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z ); +material.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness; +material.roughness = min( material.roughness, 1.0 ); +#ifdef IOR + material.ior = ior; + #ifdef USE_SPECULAR + float specularIntensityFactor = specularIntensity; + vec3 specularColorFactor = specularColor; + #ifdef USE_SPECULAR_COLORMAP + specularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb; + #endif + #ifdef USE_SPECULAR_INTENSITYMAP + specularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a; + #endif + material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor ); + #else + float specularIntensityFactor = 1.0; + vec3 specularColorFactor = vec3( 1.0 ); + material.specularF90 = 1.0; + #endif + material.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor ); +#else + material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor ); + material.specularF90 = 1.0; +#endif +#ifdef USE_CLEARCOAT + material.clearcoat = clearcoat; + material.clearcoatRoughness = clearcoatRoughness; + material.clearcoatF0 = vec3( 0.04 ); + material.clearcoatF90 = 1.0; + #ifdef USE_CLEARCOATMAP + material.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x; + #endif + #ifdef USE_CLEARCOAT_ROUGHNESSMAP + material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y; + #endif + material.clearcoat = saturate( material.clearcoat ); material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 ); + material.clearcoatRoughness += geometryRoughness; + material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 ); +#endif +#ifdef USE_DISPERSION + material.dispersion = dispersion; +#endif +#ifdef USE_IRIDESCENCE + material.iridescence = iridescence; + material.iridescenceIOR = iridescenceIOR; + #ifdef USE_IRIDESCENCEMAP + material.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r; + #endif + #ifdef USE_IRIDESCENCE_THICKNESSMAP + material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum; + #else + material.iridescenceThickness = iridescenceThicknessMaximum; + #endif +#endif +#ifdef USE_SHEEN + material.sheenColor = sheenColor; + #ifdef USE_SHEEN_COLORMAP + material.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb; + #endif + material.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 ); + #ifdef USE_SHEEN_ROUGHNESSMAP + material.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a; + #endif +#endif +#ifdef USE_ANISOTROPY + #ifdef USE_ANISOTROPYMAP + mat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x ); + vec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb; + vec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b; + #else + vec2 anisotropyV = anisotropyVector; + #endif + material.anisotropy = length( anisotropyV ); + if( material.anisotropy == 0.0 ) { + anisotropyV = vec2( 1.0, 0.0 ); + } else { + anisotropyV /= material.anisotropy; + material.anisotropy = saturate( material.anisotropy ); + } + material.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) ); + material.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y; + material.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y; +#endif`,VW=`uniform sampler2D dfgLUT; +struct PhysicalMaterial { + vec3 diffuseColor; + float roughness; + vec3 specularColor; + float specularF90; + float dispersion; + #ifdef USE_CLEARCOAT + float clearcoat; + float clearcoatRoughness; + vec3 clearcoatF0; + float clearcoatF90; + #endif + #ifdef USE_IRIDESCENCE + float iridescence; + float iridescenceIOR; + float iridescenceThickness; + vec3 iridescenceFresnel; + vec3 iridescenceF0; + #endif + #ifdef USE_SHEEN + vec3 sheenColor; + float sheenRoughness; + #endif + #ifdef IOR + float ior; + #endif + #ifdef USE_TRANSMISSION + float transmission; + float transmissionAlpha; + float thickness; + float attenuationDistance; + vec3 attenuationColor; + #endif + #ifdef USE_ANISOTROPY + float anisotropy; + float alphaT; + vec3 anisotropyT; + vec3 anisotropyB; + #endif +}; +vec3 clearcoatSpecularDirect = vec3( 0.0 ); +vec3 clearcoatSpecularIndirect = vec3( 0.0 ); +vec3 sheenSpecularDirect = vec3( 0.0 ); +vec3 sheenSpecularIndirect = vec3(0.0 ); +vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) { + float x = clamp( 1.0 - dotVH, 0.0, 1.0 ); + float x2 = x * x; + float x5 = clamp( x * x2 * x2, 0.0, 0.9999 ); + return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 ); +} +float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) { + float a2 = pow2( alpha ); + float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) ); + float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) ); + return 0.5 / max( gv + gl, EPSILON ); +} +float D_GGX( const in float alpha, const in float dotNH ) { + float a2 = pow2( alpha ); + float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; + return RECIPROCAL_PI * a2 / pow2( denom ); +} +#ifdef USE_ANISOTROPY + float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) { + float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) ); + float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) ); + float v = 0.5 / ( gv + gl ); + return saturate(v); + } + float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) { + float a2 = alphaT * alphaB; + highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH ); + highp float v2 = dot( v, v ); + float w2 = a2 / v2; + return RECIPROCAL_PI * a2 * pow2 ( w2 ); + } +#endif +#ifdef USE_CLEARCOAT + vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) { + vec3 f0 = material.clearcoatF0; + float f90 = material.clearcoatF90; + float roughness = material.clearcoatRoughness; + float alpha = pow2( roughness ); + vec3 halfDir = normalize( lightDir + viewDir ); + float dotNL = saturate( dot( normal, lightDir ) ); + float dotNV = saturate( dot( normal, viewDir ) ); + float dotNH = saturate( dot( normal, halfDir ) ); + float dotVH = saturate( dot( viewDir, halfDir ) ); + vec3 F = F_Schlick( f0, f90, dotVH ); + float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV ); + float D = D_GGX( alpha, dotNH ); + return F * ( V * D ); + } +#endif +vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) { + vec3 f0 = material.specularColor; + float f90 = material.specularF90; + float roughness = material.roughness; + float alpha = pow2( roughness ); + vec3 halfDir = normalize( lightDir + viewDir ); + float dotNL = saturate( dot( normal, lightDir ) ); + float dotNV = saturate( dot( normal, viewDir ) ); + float dotNH = saturate( dot( normal, halfDir ) ); + float dotVH = saturate( dot( viewDir, halfDir ) ); + vec3 F = F_Schlick( f0, f90, dotVH ); + #ifdef USE_IRIDESCENCE + F = mix( F, material.iridescenceFresnel, material.iridescence ); + #endif + #ifdef USE_ANISOTROPY + float dotTL = dot( material.anisotropyT, lightDir ); + float dotTV = dot( material.anisotropyT, viewDir ); + float dotTH = dot( material.anisotropyT, halfDir ); + float dotBL = dot( material.anisotropyB, lightDir ); + float dotBV = dot( material.anisotropyB, viewDir ); + float dotBH = dot( material.anisotropyB, halfDir ); + float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL ); + float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH ); + #else + float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV ); + float D = D_GGX( alpha, dotNH ); + #endif + return F * ( V * D ); +} +vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) { + const float LUT_SIZE = 64.0; + const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE; + const float LUT_BIAS = 0.5 / LUT_SIZE; + float dotNV = saturate( dot( N, V ) ); + vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) ); + uv = uv * LUT_SCALE + LUT_BIAS; + return uv; +} +float LTC_ClippedSphereFormFactor( const in vec3 f ) { + float l = length( f ); + return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 ); +} +vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) { + float x = dot( v1, v2 ); + float y = abs( x ); + float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y; + float b = 3.4175940 + ( 4.1616724 + y ) * y; + float v = a / b; + float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v; + return cross( v1, v2 ) * theta_sintheta; +} +vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) { + vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ]; + vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ]; + vec3 lightNormal = cross( v1, v2 ); + if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 ); + vec3 T1, T2; + T1 = normalize( V - N * dot( V, N ) ); + T2 = - cross( N, T1 ); + mat3 mat = mInv * transpose( mat3( T1, T2, N ) ); + vec3 coords[ 4 ]; + coords[ 0 ] = mat * ( rectCoords[ 0 ] - P ); + coords[ 1 ] = mat * ( rectCoords[ 1 ] - P ); + coords[ 2 ] = mat * ( rectCoords[ 2 ] - P ); + coords[ 3 ] = mat * ( rectCoords[ 3 ] - P ); + coords[ 0 ] = normalize( coords[ 0 ] ); + coords[ 1 ] = normalize( coords[ 1 ] ); + coords[ 2 ] = normalize( coords[ 2 ] ); + coords[ 3 ] = normalize( coords[ 3 ] ); + vec3 vectorFormFactor = vec3( 0.0 ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] ); + vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] ); + float result = LTC_ClippedSphereFormFactor( vectorFormFactor ); + return vec3( result ); +} +#if defined( USE_SHEEN ) +float D_Charlie( float roughness, float dotNH ) { + float alpha = pow2( roughness ); + float invAlpha = 1.0 / alpha; + float cos2h = dotNH * dotNH; + float sin2h = max( 1.0 - cos2h, 0.0078125 ); + return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI ); +} +float V_Neubelt( float dotNV, float dotNL ) { + return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) ); +} +vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) { + vec3 halfDir = normalize( lightDir + viewDir ); + float dotNL = saturate( dot( normal, lightDir ) ); + float dotNV = saturate( dot( normal, viewDir ) ); + float dotNH = saturate( dot( normal, halfDir ) ); + float D = D_Charlie( sheenRoughness, dotNH ); + float V = V_Neubelt( dotNV, dotNL ); + return sheenColor * ( D * V ); +} +#endif +float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) { + float dotNV = saturate( dot( normal, viewDir ) ); + float r2 = roughness * roughness; + float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95; + float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72; + float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) ); + return saturate( DG * RECIPROCAL_PI ); +} +vec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) { + float dotNV = saturate( dot( normal, viewDir ) ); + vec2 uv = vec2( roughness, dotNV ); + return texture2D( dfgLUT, uv ).rg; +} +vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) { + vec2 fab = DFGApprox( normal, viewDir, roughness ); + return specularColor * fab.x + specularF90 * fab.y; +} +#ifdef USE_IRIDESCENCE +void computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) { +#else +void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) { +#endif + vec2 fab = DFGApprox( normal, viewDir, roughness ); + #ifdef USE_IRIDESCENCE + vec3 Fr = mix( specularColor, iridescenceF0, iridescence ); + #else + vec3 Fr = specularColor; + #endif + vec3 FssEss = Fr * fab.x + specularF90 * fab.y; + float Ess = fab.x + fab.y; + float Ems = 1.0 - Ess; + vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg ); + singleScatter += FssEss; + multiScatter += Fms * Ems; +} +vec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) { + vec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material ); + float dotNL = saturate( dot( normal, lightDir ) ); + float dotNV = saturate( dot( normal, viewDir ) ); + vec2 dfgV = DFGApprox( vec3(0.0, 0.0, 1.0), vec3(sqrt(1.0 - dotNV * dotNV), 0.0, dotNV), material.roughness ); + vec2 dfgL = DFGApprox( vec3(0.0, 0.0, 1.0), vec3(sqrt(1.0 - dotNL * dotNL), 0.0, dotNL), material.roughness ); + vec3 FssEss_V = material.specularColor * dfgV.x + material.specularF90 * dfgV.y; + vec3 FssEss_L = material.specularColor * dfgL.x + material.specularF90 * dfgL.y; + float Ess_V = dfgV.x + dfgV.y; + float Ess_L = dfgL.x + dfgL.y; + float Ems_V = 1.0 - Ess_V; + float Ems_L = 1.0 - Ess_L; + vec3 Favg = material.specularColor + ( 1.0 - material.specularColor ) * 0.047619; + vec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg * Favg + EPSILON ); + float compensationFactor = Ems_V * Ems_L; + vec3 multiScatter = Fms * compensationFactor; + return singleScatter + multiScatter; +} +#if NUM_RECT_AREA_LIGHTS > 0 + void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + vec3 normal = geometryNormal; + vec3 viewDir = geometryViewDir; + vec3 position = geometryPosition; + vec3 lightPos = rectAreaLight.position; + vec3 halfWidth = rectAreaLight.halfWidth; + vec3 halfHeight = rectAreaLight.halfHeight; + vec3 lightColor = rectAreaLight.color; + float roughness = material.roughness; + vec3 rectCoords[ 4 ]; + rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; rectCoords[ 1 ] = lightPos - halfWidth - halfHeight; + rectCoords[ 2 ] = lightPos - halfWidth + halfHeight; + rectCoords[ 3 ] = lightPos + halfWidth + halfHeight; + vec2 uv = LTC_Uv( normal, viewDir, roughness ); + vec4 t1 = texture2D( ltc_1, uv ); + vec4 t2 = texture2D( ltc_2, uv ); + mat3 mInv = mat3( + vec3( t1.x, 0, t1.y ), + vec3( 0, 1, 0 ), + vec3( t1.z, 0, t1.w ) + ); + vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y ); + reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords ); + reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords ); + } +#endif +void RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + float dotNL = saturate( dot( geometryNormal, directLight.direction ) ); + vec3 irradiance = dotNL * directLight.color; + #ifdef USE_CLEARCOAT + float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) ); + vec3 ccIrradiance = dotNLcc * directLight.color; + clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material ); + #endif + #ifdef USE_SHEEN + sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness ); + #endif + reflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material ); + reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); +} +void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); +} +void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) { + #ifdef USE_CLEARCOAT + clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness ); + #endif + #ifdef USE_SHEEN + sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ); + #endif + vec3 singleScattering = vec3( 0.0 ); + vec3 multiScattering = vec3( 0.0 ); + vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI; + #ifdef USE_IRIDESCENCE + computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering ); + #else + computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering ); + #endif + vec3 totalScattering = singleScattering + multiScattering; + vec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) ); + reflectedLight.indirectSpecular += radiance * singleScattering; + reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance; + reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance; +} +#define RE_Direct RE_Direct_Physical +#define RE_Direct_RectArea RE_Direct_RectArea_Physical +#define RE_IndirectDiffuse RE_IndirectDiffuse_Physical +#define RE_IndirectSpecular RE_IndirectSpecular_Physical +float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) { + return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion ); +}`,kW=` +vec3 geometryPosition = - vViewPosition; +vec3 geometryNormal = normal; +vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); +vec3 geometryClearcoatNormal = vec3( 0.0 ); +#ifdef USE_CLEARCOAT + geometryClearcoatNormal = clearcoatNormal; +#endif +#ifdef USE_IRIDESCENCE + float dotNVi = saturate( dot( normal, geometryViewDir ) ); + if ( material.iridescenceThickness == 0.0 ) { + material.iridescence = 0.0; + } else { + material.iridescence = saturate( material.iridescence ); + } + if ( material.iridescence > 0.0 ) { + material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor ); + material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi ); + } +#endif +IncidentLight directLight; +#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct ) + PointLight pointLight; + #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0 + PointLightShadow pointLightShadow; + #endif + #pragma unroll_loop_start + for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { + pointLight = pointLights[ i ]; + getPointLightInfo( pointLight, geometryPosition, directLight ); + #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) + pointLightShadow = pointLightShadows[ i ]; + directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0; + #endif + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); + } + #pragma unroll_loop_end +#endif +#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct ) + SpotLight spotLight; + vec4 spotColor; + vec3 spotLightCoord; + bool inSpotLightMap; + #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0 + SpotLightShadow spotLightShadow; + #endif + #pragma unroll_loop_start + for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { + spotLight = spotLights[ i ]; + getSpotLightInfo( spotLight, geometryPosition, directLight ); + #if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS ) + #define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX + #elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) + #define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS + #else + #define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS ) + #endif + #if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS ) + spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w; + inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) ); + spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy ); + directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color; + #endif + #undef SPOT_LIGHT_MAP_INDEX + #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) + spotLightShadow = spotLightShadows[ i ]; + directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0; + #endif + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); + } + #pragma unroll_loop_end +#endif +#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) + DirectionalLight directionalLight; + #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0 + DirectionalLightShadow directionalLightShadow; + #endif + #pragma unroll_loop_start + for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { + directionalLight = directionalLights[ i ]; + getDirectionalLightInfo( directionalLight, directLight ); + #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) + directionalLightShadow = directionalLightShadows[ i ]; + directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; + #endif + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); + } + #pragma unroll_loop_end +#endif +#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea ) + RectAreaLight rectAreaLight; + #pragma unroll_loop_start + for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) { + rectAreaLight = rectAreaLights[ i ]; + RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); + } + #pragma unroll_loop_end +#endif +#if defined( RE_IndirectDiffuse ) + vec3 iblIrradiance = vec3( 0.0 ); + vec3 irradiance = getAmbientLightIrradiance( ambientLightColor ); + #if defined( USE_LIGHT_PROBES ) + irradiance += getLightProbeIrradiance( lightProbe, geometryNormal ); + #endif + #if ( NUM_HEMI_LIGHTS > 0 ) + #pragma unroll_loop_start + for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { + irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal ); + } + #pragma unroll_loop_end + #endif +#endif +#if defined( RE_IndirectSpecular ) + vec3 radiance = vec3( 0.0 ); + vec3 clearcoatRadiance = vec3( 0.0 ); +#endif`,WW=`#if defined( RE_IndirectDiffuse ) + #ifdef USE_LIGHTMAP + vec4 lightMapTexel = texture2D( lightMap, vLightMapUv ); + vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity; + irradiance += lightMapIrradiance; + #endif + #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV ) + iblIrradiance += getIBLIrradiance( geometryNormal ); + #endif +#endif +#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular ) + #ifdef USE_ANISOTROPY + radiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy ); + #else + radiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness ); + #endif + #ifdef USE_CLEARCOAT + clearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness ); + #endif +#endif`,XW=`#if defined( RE_IndirectDiffuse ) + RE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); +#endif +#if defined( RE_IndirectSpecular ) + RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); +#endif`,YW=`#if defined( USE_LOGARITHMIC_DEPTH_BUFFER ) + gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5; +#endif`,qW=`#if defined( USE_LOGARITHMIC_DEPTH_BUFFER ) + uniform float logDepthBufFC; + varying float vFragDepth; + varying float vIsPerspective; +#endif`,jW=`#ifdef USE_LOGARITHMIC_DEPTH_BUFFER + varying float vFragDepth; + varying float vIsPerspective; +#endif`,ZW=`#ifdef USE_LOGARITHMIC_DEPTH_BUFFER + vFragDepth = 1.0 + gl_Position.w; + vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) ); +#endif`,KW=`#ifdef USE_MAP + vec4 sampledDiffuseColor = texture2D( map, vMapUv ); + #ifdef DECODE_VIDEO_TEXTURE + sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor ); + #endif + diffuseColor *= sampledDiffuseColor; +#endif`,QW=`#ifdef USE_MAP + uniform sampler2D map; +#endif`,JW=`#if defined( USE_MAP ) || defined( USE_ALPHAMAP ) + #if defined( USE_POINTS_UV ) + vec2 uv = vUv; + #else + vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy; + #endif +#endif +#ifdef USE_MAP + diffuseColor *= texture2D( map, uv ); +#endif +#ifdef USE_ALPHAMAP + diffuseColor.a *= texture2D( alphaMap, uv ).g; +#endif`,$W=`#if defined( USE_POINTS_UV ) + varying vec2 vUv; +#else + #if defined( USE_MAP ) || defined( USE_ALPHAMAP ) + uniform mat3 uvTransform; + #endif +#endif +#ifdef USE_MAP + uniform sampler2D map; +#endif +#ifdef USE_ALPHAMAP + uniform sampler2D alphaMap; +#endif`,eX=`float metalnessFactor = metalness; +#ifdef USE_METALNESSMAP + vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv ); + metalnessFactor *= texelMetalness.b; +#endif`,tX=`#ifdef USE_METALNESSMAP + uniform sampler2D metalnessMap; +#endif`,nX=`#ifdef USE_INSTANCING_MORPH + float morphTargetInfluences[ MORPHTARGETS_COUNT ]; + float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r; + for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { + morphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r; + } +#endif`,iX=`#if defined( USE_MORPHCOLORS ) + vColor *= morphTargetBaseInfluence; + for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { + #if defined( USE_COLOR_ALPHA ) + if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ]; + #elif defined( USE_COLOR ) + if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ]; + #endif + } +#endif`,rX=`#ifdef USE_MORPHNORMALS + objectNormal *= morphTargetBaseInfluence; + for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { + if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ]; + } +#endif`,aX=`#ifdef USE_MORPHTARGETS + #ifndef USE_INSTANCING_MORPH + uniform float morphTargetBaseInfluence; + uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ]; + #endif + uniform sampler2DArray morphTargetsTexture; + uniform ivec2 morphTargetsTextureSize; + vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) { + int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset; + int y = texelIndex / morphTargetsTextureSize.x; + int x = texelIndex - y * morphTargetsTextureSize.x; + ivec3 morphUV = ivec3( x, y, morphTargetIndex ); + return texelFetch( morphTargetsTexture, morphUV, 0 ); + } +#endif`,sX=`#ifdef USE_MORPHTARGETS + transformed *= morphTargetBaseInfluence; + for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) { + if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ]; + } +#endif`,oX=`float faceDirection = gl_FrontFacing ? 1.0 : - 1.0; +#ifdef FLAT_SHADED + vec3 fdx = dFdx( vViewPosition ); + vec3 fdy = dFdy( vViewPosition ); + vec3 normal = normalize( cross( fdx, fdy ) ); +#else + vec3 normal = normalize( vNormal ); + #ifdef DOUBLE_SIDED + normal *= faceDirection; + #endif +#endif +#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) + #ifdef USE_TANGENT + mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal ); + #else + mat3 tbn = getTangentFrame( - vViewPosition, normal, + #if defined( USE_NORMALMAP ) + vNormalMapUv + #elif defined( USE_CLEARCOAT_NORMALMAP ) + vClearcoatNormalMapUv + #else + vUv + #endif + ); + #endif + #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED ) + tbn[0] *= faceDirection; + tbn[1] *= faceDirection; + #endif +#endif +#ifdef USE_CLEARCOAT_NORMALMAP + #ifdef USE_TANGENT + mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal ); + #else + mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv ); + #endif + #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED ) + tbn2[0] *= faceDirection; + tbn2[1] *= faceDirection; + #endif +#endif +vec3 nonPerturbedNormal = normal;`,lX=`#ifdef USE_NORMALMAP_OBJECTSPACE + normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0; + #ifdef FLIP_SIDED + normal = - normal; + #endif + #ifdef DOUBLE_SIDED + normal = normal * faceDirection; + #endif + normal = normalize( normalMatrix * normal ); +#elif defined( USE_NORMALMAP_TANGENTSPACE ) + vec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0; + mapN.xy *= normalScale; + normal = normalize( tbn * mapN ); +#elif defined( USE_BUMPMAP ) + normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection ); +#endif`,cX=`#ifndef FLAT_SHADED + varying vec3 vNormal; + #ifdef USE_TANGENT + varying vec3 vTangent; + varying vec3 vBitangent; + #endif +#endif`,uX=`#ifndef FLAT_SHADED + varying vec3 vNormal; + #ifdef USE_TANGENT + varying vec3 vTangent; + varying vec3 vBitangent; + #endif +#endif`,hX=`#ifndef FLAT_SHADED + vNormal = normalize( transformedNormal ); + #ifdef USE_TANGENT + vTangent = normalize( transformedTangent ); + vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w ); + #endif +#endif`,fX=`#ifdef USE_NORMALMAP + uniform sampler2D normalMap; + uniform vec2 normalScale; +#endif +#ifdef USE_NORMALMAP_OBJECTSPACE + uniform mat3 normalMatrix; +#endif +#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) ) + mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) { + vec3 q0 = dFdx( eye_pos.xyz ); + vec3 q1 = dFdy( eye_pos.xyz ); + vec2 st0 = dFdx( uv.st ); + vec2 st1 = dFdy( uv.st ); + vec3 N = surf_norm; + vec3 q1perp = cross( q1, N ); + vec3 q0perp = cross( N, q0 ); + vec3 T = q1perp * st0.x + q0perp * st1.x; + vec3 B = q1perp * st0.y + q0perp * st1.y; + float det = max( dot( T, T ), dot( B, B ) ); + float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det ); + return mat3( T * scale, B * scale, N ); + } +#endif`,dX=`#ifdef USE_CLEARCOAT + vec3 clearcoatNormal = nonPerturbedNormal; +#endif`,pX=`#ifdef USE_CLEARCOAT_NORMALMAP + vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0; + clearcoatMapN.xy *= clearcoatNormalScale; + clearcoatNormal = normalize( tbn2 * clearcoatMapN ); +#endif`,mX=`#ifdef USE_CLEARCOATMAP + uniform sampler2D clearcoatMap; +#endif +#ifdef USE_CLEARCOAT_NORMALMAP + uniform sampler2D clearcoatNormalMap; + uniform vec2 clearcoatNormalScale; +#endif +#ifdef USE_CLEARCOAT_ROUGHNESSMAP + uniform sampler2D clearcoatRoughnessMap; +#endif`,gX=`#ifdef USE_IRIDESCENCEMAP + uniform sampler2D iridescenceMap; +#endif +#ifdef USE_IRIDESCENCE_THICKNESSMAP + uniform sampler2D iridescenceThicknessMap; +#endif`,vX=`#ifdef OPAQUE +diffuseColor.a = 1.0; +#endif +#ifdef USE_TRANSMISSION +diffuseColor.a *= material.transmissionAlpha; +#endif +gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,_X=`vec3 packNormalToRGB( const in vec3 normal ) { + return normalize( normal ) * 0.5 + 0.5; +} +vec3 unpackRGBToNormal( const in vec3 rgb ) { + return 2.0 * rgb.xyz - 1.0; +} +const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.; +const float Inv255 = 1. / 255.; +const vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 ); +const vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g ); +const vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b ); +const vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a ); +vec4 packDepthToRGBA( const in float v ) { + if( v <= 0.0 ) + return vec4( 0., 0., 0., 0. ); + if( v >= 1.0 ) + return vec4( 1., 1., 1., 1. ); + float vuf; + float af = modf( v * PackFactors.a, vuf ); + float bf = modf( vuf * ShiftRight8, vuf ); + float gf = modf( vuf * ShiftRight8, vuf ); + return vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af ); +} +vec3 packDepthToRGB( const in float v ) { + if( v <= 0.0 ) + return vec3( 0., 0., 0. ); + if( v >= 1.0 ) + return vec3( 1., 1., 1. ); + float vuf; + float bf = modf( v * PackFactors.b, vuf ); + float gf = modf( vuf * ShiftRight8, vuf ); + return vec3( vuf * Inv255, gf * PackUpscale, bf ); +} +vec2 packDepthToRG( const in float v ) { + if( v <= 0.0 ) + return vec2( 0., 0. ); + if( v >= 1.0 ) + return vec2( 1., 1. ); + float vuf; + float gf = modf( v * 256., vuf ); + return vec2( vuf * Inv255, gf ); +} +float unpackRGBAToDepth( const in vec4 v ) { + return dot( v, UnpackFactors4 ); +} +float unpackRGBToDepth( const in vec3 v ) { + return dot( v, UnpackFactors3 ); +} +float unpackRGToDepth( const in vec2 v ) { + return v.r * UnpackFactors2.r + v.g * UnpackFactors2.g; +} +vec4 pack2HalfToRGBA( const in 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( const in vec4 v ) { + return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) ); +} +float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) { + return ( viewZ + near ) / ( near - far ); +} +float orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) { + return depth * ( near - far ) - near; +} +float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) { + return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ ); +} +float perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) { + return ( near * far ) / ( ( far - near ) * depth - far ); +}`,xX=`#ifdef PREMULTIPLIED_ALPHA + gl_FragColor.rgb *= gl_FragColor.a; +#endif`,yX=`vec4 mvPosition = vec4( transformed, 1.0 ); +#ifdef USE_BATCHING + mvPosition = batchingMatrix * mvPosition; +#endif +#ifdef USE_INSTANCING + mvPosition = instanceMatrix * mvPosition; +#endif +mvPosition = modelViewMatrix * mvPosition; +gl_Position = projectionMatrix * mvPosition;`,SX=`#ifdef DITHERING + gl_FragColor.rgb = dithering( gl_FragColor.rgb ); +#endif`,TX=`#ifdef DITHERING + vec3 dithering( vec3 color ) { + float grid_position = rand( gl_FragCoord.xy ); + vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 ); + dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position ); + return color + dither_shift_RGB; + } +#endif`,EX=`float roughnessFactor = roughness; +#ifdef USE_ROUGHNESSMAP + vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv ); + roughnessFactor *= texelRoughness.g; +#endif`,MX=`#ifdef USE_ROUGHNESSMAP + uniform sampler2D roughnessMap; +#endif`,bX=`#if NUM_SPOT_LIGHT_COORDS > 0 + varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ]; +#endif +#if NUM_SPOT_LIGHT_MAPS > 0 + uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ]; +#endif +#ifdef USE_SHADOWMAP + #if NUM_DIR_LIGHT_SHADOWS > 0 + uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ]; + varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ]; + struct DirectionalLightShadow { + float shadowIntensity; + float shadowBias; + float shadowNormalBias; + float shadowRadius; + vec2 shadowMapSize; + }; + uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ]; + #endif + #if NUM_SPOT_LIGHT_SHADOWS > 0 + uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ]; + struct SpotLightShadow { + float shadowIntensity; + 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 shadowIntensity; + 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 ) { + float depth = unpackRGBAToDepth( texture2D( depths, uv ) ); + #ifdef USE_REVERSED_DEPTH_BUFFER + return step( depth, compare ); + #else + return step( compare, depth ); + #endif + } + 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 ); + #ifdef USE_REVERSED_DEPTH_BUFFER + float hard_shadow = step( distribution.x, compare ); + #else + float hard_shadow = step( compare, distribution.x ); + #endif + if ( hard_shadow != 1.0 ) { + float distance = compare - distribution.x; + float variance = max( 0.00000, distribution.y * distribution.y ); + float softness_probability = variance / (variance + distance * distance ); softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 ); + } + return occlusion; + } + float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) { + float shadow = 1.0; + shadowCoord.xyz /= shadowCoord.w; + shadowCoord.z += shadowBias; + bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0; + bool frustumTest = inFrustum && shadowCoord.z <= 1.0; + if ( frustumTest ) { + #if defined( SHADOWMAP_TYPE_PCF ) + vec2 texelSize = vec2( 1.0 ) / shadowMapSize; + float dx0 = - texelSize.x * shadowRadius; + float dy0 = - texelSize.y * shadowRadius; + float dx1 = + texelSize.x * shadowRadius; + float dy1 = + texelSize.y * shadowRadius; + float dx2 = dx0 / 2.0; + float dy2 = dy0 / 2.0; + float dx3 = dx1 / 2.0; + float dy3 = dy1 / 2.0; + shadow = ( + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) + + texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z ) + ) * ( 1.0 / 17.0 ); + #elif defined( SHADOWMAP_TYPE_PCF_SOFT ) + vec2 texelSize = vec2( 1.0 ) / shadowMapSize; + float dx = texelSize.x; + float dy = texelSize.y; + vec2 uv = shadowCoord.xy; + vec2 f = fract( uv * shadowMapSize + 0.5 ); + uv -= f * texelSize; + shadow = ( + texture2DCompare( shadowMap, uv, shadowCoord.z ) + + texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) + + texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) + + texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) + + mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ), + f.x ) + + mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ), + f.x ) + + mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ), + f.y ) + + mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ), + f.y ) + + mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ), + f.x ), + mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), + texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ), + f.x ), + f.y ) + ) * ( 1.0 / 9.0 ); + #elif defined( SHADOWMAP_TYPE_VSM ) + shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z ); + #else + shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ); + #endif + } + return mix( 1.0, shadow, shadowIntensity ); + } + 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 shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) { + float shadow = 1.0; + vec3 lightToPosition = shadowCoord.xyz; + + float lightToPositionLength = length( lightToPosition ); + if ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) { + float dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias; + vec3 bd3D = normalize( lightToPosition ); + vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) ); + #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM ) + vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y; + shadow = ( + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) + + texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp ) + ) * ( 1.0 / 9.0 ); + #else + shadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ); + #endif + } + return mix( 1.0, shadow, shadowIntensity ); + } +#endif`,AX=`#if NUM_SPOT_LIGHT_COORDS > 0 + uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ]; + varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ]; +#endif +#ifdef USE_SHADOWMAP + #if NUM_DIR_LIGHT_SHADOWS > 0 + uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ]; + varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ]; + struct DirectionalLightShadow { + float shadowIntensity; + float shadowBias; + float shadowNormalBias; + float shadowRadius; + vec2 shadowMapSize; + }; + uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ]; + #endif + #if NUM_SPOT_LIGHT_SHADOWS > 0 + struct SpotLightShadow { + float shadowIntensity; + 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 shadowIntensity; + float shadowBias; + float shadowNormalBias; + float shadowRadius; + vec2 shadowMapSize; + float shadowCameraNear; + float shadowCameraFar; + }; + uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ]; + #endif +#endif`,wX=`#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 ) + vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix ); + vec4 shadowWorldPosition; +#endif +#if defined( USE_SHADOWMAP ) + #if NUM_DIR_LIGHT_SHADOWS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) { + shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 ); + vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition; + } + #pragma unroll_loop_end + #endif + #if NUM_POINT_LIGHT_SHADOWS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) { + shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 ); + vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition; + } + #pragma unroll_loop_end + #endif +#endif +#if NUM_SPOT_LIGHT_COORDS > 0 + #pragma unroll_loop_start + for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) { + shadowWorldPosition = worldPosition; + #if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) + shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias; + #endif + vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition; + } + #pragma unroll_loop_end +#endif`,RX=`float getShadowMask() { + float shadow = 1.0; + #ifdef USE_SHADOWMAP + #if NUM_DIR_LIGHT_SHADOWS > 0 + DirectionalLightShadow directionalLight; + #pragma unroll_loop_start + for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) { + directionalLight = directionalLightShadows[ i ]; + shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, 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.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0; + } + #pragma unroll_loop_end + #endif + #if NUM_POINT_LIGHT_SHADOWS > 0 + PointLightShadow pointLight; + #pragma unroll_loop_start + for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) { + pointLight = pointLightShadows[ i ]; + shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0; + } + #pragma unroll_loop_end + #endif + #endif + return shadow; +}`,CX=`#ifdef USE_SKINNING + mat4 boneMatX = getBoneMatrix( skinIndex.x ); + mat4 boneMatY = getBoneMatrix( skinIndex.y ); + mat4 boneMatZ = getBoneMatrix( skinIndex.z ); + mat4 boneMatW = getBoneMatrix( skinIndex.w ); +#endif`,DX=`#ifdef USE_SKINNING + uniform mat4 bindMatrix; + uniform mat4 bindMatrixInverse; + uniform highp sampler2D boneTexture; + mat4 getBoneMatrix( const in float i ) { + int size = textureSize( boneTexture, 0 ).x; + int j = int( i ) * 4; + int x = j % size; + int y = j / size; + vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 ); + vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 ); + vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 ); + vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 ); + return mat4( v1, v2, v3, v4 ); + } +#endif`,NX=`#ifdef USE_SKINNING + vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 ); + vec4 skinned = vec4( 0.0 ); + skinned += boneMatX * skinVertex * skinWeight.x; + skinned += boneMatY * skinVertex * skinWeight.y; + skinned += boneMatZ * skinVertex * skinWeight.z; + skinned += boneMatW * skinVertex * skinWeight.w; + transformed = ( bindMatrixInverse * skinned ).xyz; +#endif`,OX=`#ifdef USE_SKINNING + mat4 skinMatrix = mat4( 0.0 ); + skinMatrix += skinWeight.x * boneMatX; + skinMatrix += skinWeight.y * boneMatY; + skinMatrix += skinWeight.z * boneMatZ; + skinMatrix += skinWeight.w * boneMatW; + skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix; + objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz; + #ifdef USE_TANGENT + objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz; + #endif +#endif`,LX=`float specularStrength; +#ifdef USE_SPECULARMAP + vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv ); + specularStrength = texelSpecular.r; +#else + specularStrength = 1.0; +#endif`,IX=`#ifdef USE_SPECULARMAP + uniform sampler2D specularMap; +#endif`,UX=`#if defined( TONE_MAPPING ) + gl_FragColor.rgb = toneMapping( gl_FragColor.rgb ); +#endif`,PX=`#ifndef saturate +#define saturate( a ) clamp( a, 0.0, 1.0 ) +#endif +uniform float toneMappingExposure; +vec3 LinearToneMapping( vec3 color ) { + return saturate( toneMappingExposure * color ); +} +vec3 ReinhardToneMapping( vec3 color ) { + color *= toneMappingExposure; + return saturate( color / ( vec3( 1.0 ) + color ) ); +} +vec3 CineonToneMapping( vec3 color ) { + color *= toneMappingExposure; + color = max( vec3( 0.0 ), color - 0.004 ); + return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) ); +} +vec3 RRTAndODTFit( vec3 v ) { + vec3 a = v * ( v + 0.0245786 ) - 0.000090537; + vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081; + return a / b; +} +vec3 ACESFilmicToneMapping( vec3 color ) { + const mat3 ACESInputMat = mat3( + vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ), + vec3( 0.04823, 0.01566, 0.83777 ) + ); + const mat3 ACESOutputMat = mat3( + vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ), + vec3( -0.07367, -0.00605, 1.07602 ) + ); + color *= toneMappingExposure / 0.6; + color = ACESInputMat * color; + color = RRTAndODTFit( color ); + color = ACESOutputMat * color; + return saturate( color ); +} +const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3( + vec3( 1.6605, - 0.1246, - 0.0182 ), + vec3( - 0.5876, 1.1329, - 0.1006 ), + vec3( - 0.0728, - 0.0083, 1.1187 ) +); +const mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3( + vec3( 0.6274, 0.0691, 0.0164 ), + vec3( 0.3293, 0.9195, 0.0880 ), + vec3( 0.0433, 0.0113, 0.8956 ) +); +vec3 agxDefaultContrastApprox( vec3 x ) { + vec3 x2 = x * x; + vec3 x4 = x2 * x2; + return + 15.5 * x4 * x2 + - 40.14 * x4 * x + + 31.96 * x4 + - 6.868 * x2 * x + + 0.4298 * x2 + + 0.1191 * x + - 0.00232; +} +vec3 AgXToneMapping( vec3 color ) { + const mat3 AgXInsetMatrix = mat3( + vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ), + vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ), + vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 ) + ); + const mat3 AgXOutsetMatrix = mat3( + vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ), + vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ), + vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 ) + ); + const float AgxMinEv = - 12.47393; const float AgxMaxEv = 4.026069; + color *= toneMappingExposure; + color = LINEAR_SRGB_TO_LINEAR_REC2020 * color; + color = AgXInsetMatrix * color; + color = max( color, 1e-10 ); color = log2( color ); + color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv ); + color = clamp( color, 0.0, 1.0 ); + color = agxDefaultContrastApprox( color ); + color = AgXOutsetMatrix * color; + color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) ); + color = LINEAR_REC2020_TO_LINEAR_SRGB * color; + color = clamp( color, 0.0, 1.0 ); + return color; +} +vec3 NeutralToneMapping( vec3 color ) { + const float StartCompression = 0.8 - 0.04; + const float Desaturation = 0.15; + color *= toneMappingExposure; + float x = min( color.r, min( color.g, color.b ) ); + float offset = x < 0.08 ? x - 6.25 * x * x : 0.04; + color -= offset; + float peak = max( color.r, max( color.g, color.b ) ); + if ( peak < StartCompression ) return color; + float d = 1. - StartCompression; + float newPeak = 1. - d * d / ( peak + d - StartCompression ); + color *= newPeak / peak; + float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. ); + return mix( color, vec3( newPeak ), g ); +} +vec3 CustomToneMapping( vec3 color ) { return color; }`,zX=`#ifdef USE_TRANSMISSION + material.transmission = transmission; + material.transmissionAlpha = 1.0; + material.thickness = thickness; + material.attenuationDistance = attenuationDistance; + material.attenuationColor = attenuationColor; + #ifdef USE_TRANSMISSIONMAP + material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r; + #endif + #ifdef USE_THICKNESSMAP + material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g; + #endif + vec3 pos = vWorldPosition; + vec3 v = normalize( cameraPosition - pos ); + vec3 n = inverseTransformDirection( normal, viewMatrix ); + vec4 transmitted = getIBLVolumeRefraction( + n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90, + pos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness, + material.attenuationColor, material.attenuationDistance ); + material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission ); + totalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission ); +#endif`,BX=`#ifdef USE_TRANSMISSION + uniform float transmission; + uniform float thickness; + uniform float attenuationDistance; + uniform vec3 attenuationColor; + #ifdef USE_TRANSMISSIONMAP + uniform sampler2D transmissionMap; + #endif + #ifdef USE_THICKNESSMAP + uniform sampler2D thicknessMap; + #endif + uniform vec2 transmissionSamplerSize; + uniform sampler2D transmissionSamplerMap; + uniform mat4 modelMatrix; + uniform mat4 projectionMatrix; + varying vec3 vWorldPosition; + float w0( float a ) { + return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 ); + } + float w1( float a ) { + return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 ); + } + float w2( float a ){ + return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 ); + } + float w3( float a ) { + return ( 1.0 / 6.0 ) * ( a * a * a ); + } + float g0( float a ) { + return w0( a ) + w1( a ); + } + float g1( float a ) { + return w2( a ) + w3( a ); + } + float h0( float a ) { + return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) ); + } + float h1( float a ) { + return 1.0 + w3( a ) / ( w2( a ) + w3( a ) ); + } + vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) { + uv = uv * texelSize.zw + 0.5; + vec2 iuv = floor( uv ); + vec2 fuv = fract( uv ); + float g0x = g0( fuv.x ); + float g1x = g1( fuv.x ); + float h0x = h0( fuv.x ); + float h1x = h1( fuv.x ); + float h0y = h0( fuv.y ); + float h1y = h1( fuv.y ); + vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy; + vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy; + vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy; + vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy; + return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) + + g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) ); + } + vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) { + vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) ); + vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) ); + vec2 fLodSizeInv = 1.0 / fLodSize; + vec2 cLodSizeInv = 1.0 / cLodSize; + vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) ); + vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) ); + return mix( fSample, cSample, fract( lod ) ); + } + vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) { + vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior ); + vec3 modelScale; + modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) ); + modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) ); + modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) ); + return normalize( refractionVector ) * thickness * modelScale; + } + float applyIorToRoughness( const in float roughness, const in float ior ) { + return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 ); + } + vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) { + float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior ); + return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod ); + } + vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) { + if ( isinf( attenuationDistance ) ) { + return vec3( 1.0 ); + } else { + vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance; + vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance; + } + } + vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor, + const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix, + const in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness, + const in vec3 attenuationColor, const in float attenuationDistance ) { + vec4 transmittedLight; + vec3 transmittance; + #ifdef USE_DISPERSION + float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion; + vec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread ); + for ( int i = 0; i < 3; i ++ ) { + vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix ); + vec3 refractedRayExit = position + transmissionRay; + vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 ); + vec2 refractionCoords = ndcPos.xy / ndcPos.w; + refractionCoords += 1.0; + refractionCoords /= 2.0; + vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] ); + transmittedLight[ i ] = transmissionSample[ i ]; + transmittedLight.a += transmissionSample.a; + transmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ]; + } + transmittedLight.a /= 3.0; + #else + vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix ); + vec3 refractedRayExit = position + transmissionRay; + vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 ); + vec2 refractionCoords = ndcPos.xy / ndcPos.w; + refractionCoords += 1.0; + refractionCoords /= 2.0; + transmittedLight = getTransmissionSample( refractionCoords, roughness, ior ); + transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance ); + #endif + vec3 attenuatedColor = transmittance * transmittedLight.rgb; + vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness ); + float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0; + return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor ); + } +#endif`,HX=`#if defined( USE_UV ) || defined( USE_ANISOTROPY ) + varying vec2 vUv; +#endif +#ifdef USE_MAP + varying vec2 vMapUv; +#endif +#ifdef USE_ALPHAMAP + varying vec2 vAlphaMapUv; +#endif +#ifdef USE_LIGHTMAP + varying vec2 vLightMapUv; +#endif +#ifdef USE_AOMAP + varying vec2 vAoMapUv; +#endif +#ifdef USE_BUMPMAP + varying vec2 vBumpMapUv; +#endif +#ifdef USE_NORMALMAP + varying vec2 vNormalMapUv; +#endif +#ifdef USE_EMISSIVEMAP + varying vec2 vEmissiveMapUv; +#endif +#ifdef USE_METALNESSMAP + varying vec2 vMetalnessMapUv; +#endif +#ifdef USE_ROUGHNESSMAP + varying vec2 vRoughnessMapUv; +#endif +#ifdef USE_ANISOTROPYMAP + varying vec2 vAnisotropyMapUv; +#endif +#ifdef USE_CLEARCOATMAP + varying vec2 vClearcoatMapUv; +#endif +#ifdef USE_CLEARCOAT_NORMALMAP + varying vec2 vClearcoatNormalMapUv; +#endif +#ifdef USE_CLEARCOAT_ROUGHNESSMAP + varying vec2 vClearcoatRoughnessMapUv; +#endif +#ifdef USE_IRIDESCENCEMAP + varying vec2 vIridescenceMapUv; +#endif +#ifdef USE_IRIDESCENCE_THICKNESSMAP + varying vec2 vIridescenceThicknessMapUv; +#endif +#ifdef USE_SHEEN_COLORMAP + varying vec2 vSheenColorMapUv; +#endif +#ifdef USE_SHEEN_ROUGHNESSMAP + varying vec2 vSheenRoughnessMapUv; +#endif +#ifdef USE_SPECULARMAP + varying vec2 vSpecularMapUv; +#endif +#ifdef USE_SPECULAR_COLORMAP + varying vec2 vSpecularColorMapUv; +#endif +#ifdef USE_SPECULAR_INTENSITYMAP + varying vec2 vSpecularIntensityMapUv; +#endif +#ifdef USE_TRANSMISSIONMAP + uniform mat3 transmissionMapTransform; + varying vec2 vTransmissionMapUv; +#endif +#ifdef USE_THICKNESSMAP + uniform mat3 thicknessMapTransform; + varying vec2 vThicknessMapUv; +#endif`,FX=`#if defined( USE_UV ) || defined( USE_ANISOTROPY ) + varying vec2 vUv; +#endif +#ifdef USE_MAP + uniform mat3 mapTransform; + varying vec2 vMapUv; +#endif +#ifdef USE_ALPHAMAP + uniform mat3 alphaMapTransform; + varying vec2 vAlphaMapUv; +#endif +#ifdef USE_LIGHTMAP + uniform mat3 lightMapTransform; + varying vec2 vLightMapUv; +#endif +#ifdef USE_AOMAP + uniform mat3 aoMapTransform; + varying vec2 vAoMapUv; +#endif +#ifdef USE_BUMPMAP + uniform mat3 bumpMapTransform; + varying vec2 vBumpMapUv; +#endif +#ifdef USE_NORMALMAP + uniform mat3 normalMapTransform; + varying vec2 vNormalMapUv; +#endif +#ifdef USE_DISPLACEMENTMAP + uniform mat3 displacementMapTransform; + varying vec2 vDisplacementMapUv; +#endif +#ifdef USE_EMISSIVEMAP + uniform mat3 emissiveMapTransform; + varying vec2 vEmissiveMapUv; +#endif +#ifdef USE_METALNESSMAP + uniform mat3 metalnessMapTransform; + varying vec2 vMetalnessMapUv; +#endif +#ifdef USE_ROUGHNESSMAP + uniform mat3 roughnessMapTransform; + varying vec2 vRoughnessMapUv; +#endif +#ifdef USE_ANISOTROPYMAP + uniform mat3 anisotropyMapTransform; + varying vec2 vAnisotropyMapUv; +#endif +#ifdef USE_CLEARCOATMAP + uniform mat3 clearcoatMapTransform; + varying vec2 vClearcoatMapUv; +#endif +#ifdef USE_CLEARCOAT_NORMALMAP + uniform mat3 clearcoatNormalMapTransform; + varying vec2 vClearcoatNormalMapUv; +#endif +#ifdef USE_CLEARCOAT_ROUGHNESSMAP + uniform mat3 clearcoatRoughnessMapTransform; + varying vec2 vClearcoatRoughnessMapUv; +#endif +#ifdef USE_SHEEN_COLORMAP + uniform mat3 sheenColorMapTransform; + varying vec2 vSheenColorMapUv; +#endif +#ifdef USE_SHEEN_ROUGHNESSMAP + uniform mat3 sheenRoughnessMapTransform; + varying vec2 vSheenRoughnessMapUv; +#endif +#ifdef USE_IRIDESCENCEMAP + uniform mat3 iridescenceMapTransform; + varying vec2 vIridescenceMapUv; +#endif +#ifdef USE_IRIDESCENCE_THICKNESSMAP + uniform mat3 iridescenceThicknessMapTransform; + varying vec2 vIridescenceThicknessMapUv; +#endif +#ifdef USE_SPECULARMAP + uniform mat3 specularMapTransform; + varying vec2 vSpecularMapUv; +#endif +#ifdef USE_SPECULAR_COLORMAP + uniform mat3 specularColorMapTransform; + varying vec2 vSpecularColorMapUv; +#endif +#ifdef USE_SPECULAR_INTENSITYMAP + uniform mat3 specularIntensityMapTransform; + varying vec2 vSpecularIntensityMapUv; +#endif +#ifdef USE_TRANSMISSIONMAP + uniform mat3 transmissionMapTransform; + varying vec2 vTransmissionMapUv; +#endif +#ifdef USE_THICKNESSMAP + uniform mat3 thicknessMapTransform; + varying vec2 vThicknessMapUv; +#endif`,GX=`#if defined( USE_UV ) || defined( USE_ANISOTROPY ) + vUv = vec3( uv, 1 ).xy; +#endif +#ifdef USE_MAP + vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy; +#endif +#ifdef USE_ALPHAMAP + vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_LIGHTMAP + vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_AOMAP + vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_BUMPMAP + vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_NORMALMAP + vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_DISPLACEMENTMAP + vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_EMISSIVEMAP + vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_METALNESSMAP + vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_ROUGHNESSMAP + vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_ANISOTROPYMAP + vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_CLEARCOATMAP + vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_CLEARCOAT_NORMALMAP + vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_CLEARCOAT_ROUGHNESSMAP + vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_IRIDESCENCEMAP + vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_IRIDESCENCE_THICKNESSMAP + vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_SHEEN_COLORMAP + vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_SHEEN_ROUGHNESSMAP + vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_SPECULARMAP + vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_SPECULAR_COLORMAP + vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_SPECULAR_INTENSITYMAP + vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_TRANSMISSIONMAP + vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy; +#endif +#ifdef USE_THICKNESSMAP + vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy; +#endif`,VX=`#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0 + vec4 worldPosition = vec4( transformed, 1.0 ); + #ifdef USE_BATCHING + worldPosition = batchingMatrix * worldPosition; + #endif + #ifdef USE_INSTANCING + worldPosition = instanceMatrix * worldPosition; + #endif + worldPosition = modelMatrix * worldPosition; +#endif`;const kX=`varying vec2 vUv; +uniform mat3 uvTransform; +void main() { + vUv = ( uvTransform * vec3( uv, 1 ) ).xy; + gl_Position = vec4( position.xy, 1.0, 1.0 ); +}`,WX=`uniform sampler2D t2D; +uniform float backgroundIntensity; +varying vec2 vUv; +void main() { + vec4 texColor = texture2D( t2D, vUv ); + #ifdef DECODE_VIDEO_TEXTURE + texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w ); + #endif + texColor.rgb *= backgroundIntensity; + gl_FragColor = texColor; + #include + #include +}`,XX=`varying vec3 vWorldDirection; +#include +void main() { + vWorldDirection = transformDirection( position, modelMatrix ); + #include + #include + gl_Position.z = gl_Position.w; +}`,YX=`#ifdef ENVMAP_TYPE_CUBE + uniform samplerCube envMap; +#elif defined( ENVMAP_TYPE_CUBE_UV ) + uniform sampler2D envMap; +#endif +uniform float flipEnvMap; +uniform float backgroundBlurriness; +uniform float backgroundIntensity; +uniform mat3 backgroundRotation; +varying vec3 vWorldDirection; +#include +void main() { + #ifdef ENVMAP_TYPE_CUBE + vec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) ); + #elif defined( ENVMAP_TYPE_CUBE_UV ) + vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness ); + #else + vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + #endif + texColor.rgb *= backgroundIntensity; + gl_FragColor = texColor; + #include + #include +}`,qX=`varying vec3 vWorldDirection; +#include +void main() { + vWorldDirection = transformDirection( position, modelMatrix ); + #include + #include + gl_Position.z = gl_Position.w; +}`,jX=`uniform samplerCube tCube; +uniform float tFlip; +uniform float opacity; +varying vec3 vWorldDirection; +void main() { + vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) ); + gl_FragColor = texColor; + gl_FragColor.a *= opacity; + #include + #include +}`,ZX=`#include +#include +#include +#include +#include +#include +#include +#include +varying vec2 vHighPrecisionZW; +void main() { + #include + #include + #include + #include + #ifdef USE_DISPLACEMENTMAP + #include + #include + #include + #endif + #include + #include + #include + #include + #include + #include + #include + vHighPrecisionZW = gl_Position.zw; +}`,KX=`#if DEPTH_PACKING == 3200 + uniform float opacity; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +varying vec2 vHighPrecisionZW; +void main() { + vec4 diffuseColor = vec4( 1.0 ); + #include + #if DEPTH_PACKING == 3200 + diffuseColor.a = opacity; + #endif + #include + #include + #include + #include + #include + #ifdef USE_REVERSED_DEPTH_BUFFER + float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ]; + #else + float fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5; + #endif + #if DEPTH_PACKING == 3200 + gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity ); + #elif DEPTH_PACKING == 3201 + gl_FragColor = packDepthToRGBA( fragCoordZ ); + #elif DEPTH_PACKING == 3202 + gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 ); + #elif DEPTH_PACKING == 3203 + gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 ); + #endif +}`,QX=`#define DISTANCE +varying vec3 vWorldPosition; +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #ifdef USE_DISPLACEMENTMAP + #include + #include + #include + #endif + #include + #include + #include + #include + #include + #include + #include + vWorldPosition = worldPosition.xyz; +}`,JX=`#define DISTANCE +uniform vec3 referencePosition; +uniform float nearDistance; +uniform float farDistance; +varying vec3 vWorldPosition; +#include +#include +#include +#include +#include +#include +#include +#include +void main () { + vec4 diffuseColor = vec4( 1.0 ); + #include + #include + #include + #include + #include + float dist = length( vWorldPosition - referencePosition ); + dist = ( dist - nearDistance ) / ( farDistance - nearDistance ); + dist = saturate( dist ); + gl_FragColor = packDepthToRGBA( dist ); +}`,$X=`varying vec3 vWorldDirection; +#include +void main() { + vWorldDirection = transformDirection( position, modelMatrix ); + #include + #include +}`,eY=`uniform sampler2D tEquirect; +varying vec3 vWorldDirection; +#include +void main() { + vec3 direction = normalize( vWorldDirection ); + vec2 sampleUV = equirectUv( direction ); + gl_FragColor = texture2D( tEquirect, sampleUV ); + #include + #include +}`,tY=`uniform float scale; +attribute float lineDistance; +varying float vLineDistance; +#include +#include +#include +#include +#include +#include +#include +void main() { + vLineDistance = scale * lineDistance; + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include +}`,nY=`uniform vec3 diffuse; +uniform float opacity; +uniform float dashSize; +uniform float totalSize; +varying float vLineDistance; +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + if ( mod( vLineDistance, totalSize ) > dashSize ) { + discard; + } + vec3 outgoingLight = vec3( 0.0 ); + #include + #include + #include + outgoingLight = diffuseColor.rgb; + #include + #include + #include + #include + #include +}`,iY=`#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #if defined ( USE_ENVMAP ) || defined ( USE_SKINNING ) + #include + #include + #include + #include + #include + #endif + #include + #include + #include + #include + #include + #include + #include + #include + #include +}`,rY=`uniform vec3 diffuse; +uniform float opacity; +#ifndef FLAT_SHADED + varying vec3 vNormal; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + #include + #include + #include + #include + #include + #include + #include + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + #ifdef USE_LIGHTMAP + vec4 lightMapTexel = texture2D( lightMap, vLightMapUv ); + reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI; + #else + reflectedLight.indirectDiffuse += vec3( 1.0 ); + #endif + #include + reflectedLight.indirectDiffuse *= diffuseColor.rgb; + vec3 outgoingLight = reflectedLight.indirectDiffuse; + #include + #include + #include + #include + #include + #include + #include +}`,aY=`#define LAMBERT +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vViewPosition = - mvPosition.xyz; + #include + #include + #include + #include +}`,sY=`#define LAMBERT +uniform vec3 diffuse; +uniform vec3 emissive; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; + #include + #include + #include + #include + #include + #include + #include +}`,oY=`#define MATCAP +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vViewPosition = - mvPosition.xyz; +}`,lY=`#define MATCAP +uniform vec3 diffuse; +uniform float opacity; +uniform sampler2D matcap; +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + #include + #include + #include + #include + #include + #include + #include + #include + vec3 viewDir = normalize( vViewPosition ); + vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) ); + vec3 y = cross( viewDir, x ); + vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; + #ifdef USE_MATCAP + vec4 matcapColor = texture2D( matcap, uv ); + #else + vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 ); + #endif + vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb; + #include + #include + #include + #include + #include + #include +}`,cY=`#define NORMAL +#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE ) + varying vec3 vViewPosition; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include +#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE ) + vViewPosition = - mvPosition.xyz; +#endif +}`,uY=`#define NORMAL +uniform float opacity; +#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE ) + varying vec3 vViewPosition; +#endif +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity ); + #include + #include + #include + #include + gl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a ); + #ifdef OPAQUE + gl_FragColor.a = 1.0; + #endif +}`,hY=`#define PHONG +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vViewPosition = - mvPosition.xyz; + #include + #include + #include + #include +}`,fY=`#define PHONG +uniform vec3 diffuse; +uniform vec3 emissive; +uniform vec3 specular; +uniform float shininess; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance; + #include + #include + #include + #include + #include + #include + #include +}`,dY=`#define STANDARD +varying vec3 vViewPosition; +#ifdef USE_TRANSMISSION + varying vec3 vWorldPosition; +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vViewPosition = - mvPosition.xyz; + #include + #include + #include +#ifdef USE_TRANSMISSION + vWorldPosition = worldPosition.xyz; +#endif +}`,pY=`#define STANDARD +#ifdef PHYSICAL + #define IOR + #define USE_SPECULAR +#endif +uniform vec3 diffuse; +uniform vec3 emissive; +uniform float roughness; +uniform float metalness; +uniform float opacity; +#ifdef IOR + uniform float ior; +#endif +#ifdef USE_SPECULAR + uniform float specularIntensity; + uniform vec3 specularColor; + #ifdef USE_SPECULAR_COLORMAP + uniform sampler2D specularColorMap; + #endif + #ifdef USE_SPECULAR_INTENSITYMAP + uniform sampler2D specularIntensityMap; + #endif +#endif +#ifdef USE_CLEARCOAT + uniform float clearcoat; + uniform float clearcoatRoughness; +#endif +#ifdef USE_DISPERSION + uniform float dispersion; +#endif +#ifdef USE_IRIDESCENCE + uniform float iridescence; + uniform float iridescenceIOR; + uniform float iridescenceThicknessMinimum; + uniform float iridescenceThicknessMaximum; +#endif +#ifdef USE_SHEEN + uniform vec3 sheenColor; + uniform float sheenRoughness; + #ifdef USE_SHEEN_COLORMAP + uniform sampler2D sheenColorMap; + #endif + #ifdef USE_SHEEN_ROUGHNESSMAP + uniform sampler2D sheenRoughnessMap; + #endif +#endif +#ifdef USE_ANISOTROPY + uniform vec2 anisotropyVector; + #ifdef USE_ANISOTROPYMAP + uniform sampler2D anisotropyMap; + #endif +#endif +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse; + vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular; + #include + vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance; + #ifdef USE_SHEEN + float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor ); + outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect; + #endif + #ifdef USE_CLEARCOAT + float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) ); + vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc ); + outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat; + #endif + #include + #include + #include + #include + #include + #include +}`,mY=`#define TOON +varying vec3 vViewPosition; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vViewPosition = - mvPosition.xyz; + #include + #include + #include +}`,gY=`#define TOON +uniform vec3 diffuse; +uniform vec3 emissive; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive; + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; + #include + #include + #include + #include + #include + #include +}`,vY=`uniform float size; +uniform float scale; +#include +#include +#include +#include +#include +#include +#ifdef USE_POINTS_UV + varying vec2 vUv; + uniform mat3 uvTransform; +#endif +void main() { + #ifdef USE_POINTS_UV + vUv = ( uvTransform * vec3( uv, 1 ) ).xy; + #endif + #include + #include + #include + #include + #include + #include + gl_PointSize = size; + #ifdef USE_SIZEATTENUATION + bool isPerspective = isPerspectiveMatrix( projectionMatrix ); + if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z ); + #endif + #include + #include + #include + #include +}`,_Y=`uniform vec3 diffuse; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + vec3 outgoingLight = vec3( 0.0 ); + #include + #include + #include + #include + #include + outgoingLight = diffuseColor.rgb; + #include + #include + #include + #include + #include +}`,xY=`#include +#include +#include +#include +#include +#include +#include +void main() { + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include + #include +}`,yY=`uniform vec3 color; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + #include + gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) ); + #include + #include + #include +}`,SY=`uniform float rotation; +uniform vec2 center; +#include +#include +#include +#include +#include +void main() { + #include + vec4 mvPosition = modelViewMatrix[ 3 ]; + vec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) ); + #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 + #include + #include +}`,TY=`uniform vec3 diffuse; +uniform float opacity; +#include +#include +#include +#include +#include +#include +#include +#include +#include +void main() { + vec4 diffuseColor = vec4( diffuse, opacity ); + #include + vec3 outgoingLight = vec3( 0.0 ); + #include + #include + #include + #include + #include + outgoingLight = diffuseColor.rgb; + #include + #include + #include + #include 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h.fromEquirectangularTexture(n,s),e.set(s,h),s.addEventListener("dispose",r),t(h.texture,s.mapping)}else return null}}return s}function r(s){const o=s.target;o.removeEventListener("dispose",r);const l=e.get(o);l!==void 0&&(e.delete(o),l.dispose())}function a(){e=new WeakMap}return{get:i,dispose:a}}const tc=4,AD=[.125,.215,.35,.446,.526,.582],Eu=20,DY=256,Zp=new ao,wD=new qe;let v2=null,_2=0,x2=0,y2=!1;const NY=new L;class bE{constructor(e){this._renderer=e,this._pingPongRenderTarget=null,this._lodMax=0,this._cubeSize=0,this._sizeLods=[],this._sigmas=[],this._lodMeshes=[],this._backgroundBox=null,this._cubemapMaterial=null,this._equirectMaterial=null,this._blurMaterial=null,this._ggxMaterial=null}fromScene(e,t=0,i=.1,r=100,a={}){const{size:s=256,position:o=NY}=a;v2=this._renderer.getRenderTarget(),_2=this._renderer.getActiveCubeFace(),x2=this._renderer.getActiveMipmapLevel(),y2=this._renderer.xr.enabled,this._renderer.xr.enabled=!1,this._setSize(s);const l=this._allocateTargets();return l.depthBuffer=!0,this._sceneToCubeUV(e,i,r,l,o),t>0&&this._blur(l,0,0,t),this._applyPMREM(l),this._cleanup(l),l}fromEquirectangular(e,t=null){return this._fromTexture(e,t)}fromCubemap(e,t=null){return this._fromTexture(e,t)}compileCubemapShader(){this._cubemapMaterial===null&&(this._cubemapMaterial=DD(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){this._equirectMaterial===null&&(this._equirectMaterial=CD(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),this._cubemapMaterial!==null&&this._cubemapMaterial.dispose(),this._equirectMaterial!==null&&this._equirectMaterial.dispose(),this._backgroundBox!==null&&(this._backgroundBox.geometry.dispose(),this._backgroundBox.material.dispose())}_setSize(e){this._lodMax=Math.floor(Math.log2(e)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){this._blurMaterial!==null&&this._blurMaterial.dispose(),this._ggxMaterial!==null&&this._ggxMaterial.dispose(),this._pingPongRenderTarget!==null&&this._pingPongRenderTarget.dispose();for(let e=0;e2?N:0,N,N),d.setRenderTarget(r),v&&d.render(T,l),d.render(e,l)}d.toneMapping=g,d.autoClear=p,e.background=S}_textureToCubeUV(e,t){const i=this._renderer,r=e.mapping===ol||e.mapping===_c;r?(this._cubemapMaterial===null&&(this._cubemapMaterial=DD()),this._cubemapMaterial.uniforms.flipEnvMap.value=e.isRenderTargetTexture===!1?-1:1):this._equirectMaterial===null&&(this._equirectMaterial=CD());const a=r?this._cubemapMaterial:this._equirectMaterial,s=this._lodMeshes[0];s.material=a;const o=a.uniforms;o.envMap.value=e;const l=this._cubeSize;mf(t,0,0,3*l,2*l),i.setRenderTarget(t),i.render(s,Zp)}_applyPMREM(e){const t=this._renderer,i=t.autoClear;t.autoClear=!1;const r=this._lodMeshes.length;for(let a=1;a_-tc?i-_+tc:0),v=4*(this._cubeSize-T);l.envMap.value=e.texture,l.roughness.value=g,l.mipInt.value=_-t,mf(a,y,v,3*T,2*T),r.setRenderTarget(a),r.render(o,Zp),l.envMap.value=a.texture,l.roughness.value=0,l.mipInt.value=_-i,mf(e,y,v,3*T,2*T),r.setRenderTarget(e),r.render(o,Zp)}_blur(e,t,i,r,a){const s=this._pingPongRenderTarget;this._halfBlur(e,s,t,i,r,"latitudinal",a),this._halfBlur(s,e,i,i,r,"longitudinal",a)}_halfBlur(e,t,i,r,a,s,o){const l=this._renderer,h=this._blurMaterial;s!=="latitudinal"&&s!=="longitudinal"&&Bt("blur direction must be either latitudinal or longitudinal!");const f=3,d=this._lodMeshes[r];d.material=h;const p=h.uniforms,g=this._sizeLods[i]-1,_=isFinite(a)?Math.PI/(2*g):2*Math.PI/(2*Eu-1),T=a/_,y=isFinite(a)?1+Math.floor(f*T):Eu;y>Eu&&ut(`sigmaRadians, ${a}, is too large and will clip, as it requested ${y} samples when the maximum is set to ${Eu}`);const v=[];let S=0;for(let I=0;IE-tc?r-E+tc:0),R=4*(this._cubeSize-b);mf(t,N,R,3*b,2*b),l.setRenderTarget(t),l.render(d,Zp)}}function OY(n){const e=[],t=[],i=[];let r=n;const a=n-tc+1+AD.length;for(let s=0;sn-tc?l=AD[s-n+tc-1]:s===0&&(l=0),t.push(l);const h=1/(o-2),f=-h,d=1+h,p=[f,f,d,f,d,d,f,f,d,d,f,d],g=6,_=6,T=3,y=2,v=1,S=new Float32Array(T*_*g),E=new Float32Array(y*_*g),b=new Float32Array(v*_*g);for(let R=0;R2?0:-1,O=[I,U,0,I+2/3,U,0,I+2/3,U+1,0,I,U,0,I+2/3,U+1,0,I,U+1,0];S.set(O,T*_*R),E.set(p,y*_*R);const w=[R,R,R,R,R,R];b.set(w,v*_*R)}const N=new Ct;N.setAttribute("position",new Ot(S,T)),N.setAttribute("uv",new Ot(E,y)),N.setAttribute("faceIndex",new Ot(b,v)),i.push(new oi(N,null)),r>tc&&r--}return{lodMeshes:i,sizeLods:e,sigmas:t}}function RD(n,e,t){const i=new xi(n,e,t);return i.texture.mapping=jd,i.texture.name="PMREM.cubeUv",i.scissorTest=!0,i}function mf(n,e,t,i,r){n.viewport.set(e,t,i,r),n.scissor.set(e,t,i,r)}function LY(n,e,t){return new Vi({name:"PMREMGGXConvolution",defines:{GGX_SAMPLES:DY,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/t,CUBEUV_MAX_MIP:`${n}.0`},uniforms:{envMap:{value:null},roughness:{value:0},mipInt:{value:0}},vertexShader:fy(),fragmentShader:` + + precision highp float; + precision highp int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + uniform float roughness; + uniform float mipInt; + + #define ENVMAP_TYPE_CUBE_UV + #include + + #define PI 3.14159265359 + + // Van der Corput radical inverse + float radicalInverse_VdC(uint bits) { + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 + } + + // Hammersley sequence + vec2 hammersley(uint i, uint N) { + return vec2(float(i) / float(N), radicalInverse_VdC(i)); + } + + // GGX VNDF importance sampling (Eric Heitz 2018) + // "Sampling the GGX Distribution of Visible Normals" + // https://jcgt.org/published/0007/04/01/ + vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) { + float alpha = roughness * roughness; + + // Section 3.2: Transform view direction to hemisphere configuration + vec3 Vh = normalize(vec3(alpha * V.x, alpha * V.y, V.z)); + + // Section 4.1: Orthonormal basis + float lensq = Vh.x * Vh.x + Vh.y * Vh.y; + vec3 T1 = lensq > 0.0 ? vec3(-Vh.y, Vh.x, 0.0) / sqrt(lensq) : vec3(1.0, 0.0, 0.0); + vec3 T2 = cross(Vh, T1); + + // Section 4.2: Parameterization of projected area + float r = sqrt(Xi.x); + float phi = 2.0 * PI * Xi.y; + float t1 = r * cos(phi); + float t2 = r * sin(phi); + float s = 0.5 * (1.0 + Vh.z); + t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2; + + // Section 4.3: Reprojection onto hemisphere + vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * Vh; + + // Section 3.4: Transform back to ellipsoid configuration + return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z))); + } + + void main() { + vec3 N = normalize(vOutputDirection); + vec3 V = N; // Assume view direction equals normal for pre-filtering + + vec3 prefilteredColor = vec3(0.0); + float totalWeight = 0.0; + + // For very low roughness, just sample the environment directly + if (roughness < 0.001) { + gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0); + return; + } + + // Tangent space basis for VNDF sampling + vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangent = normalize(cross(up, N)); + vec3 bitangent = cross(N, tangent); + + for(uint i = 0u; i < uint(GGX_SAMPLES); i++) { + vec2 Xi = hammersley(i, uint(GGX_SAMPLES)); + + // For PMREM, V = N, so in tangent space V is always (0, 0, 1) + vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness); + + // Transform H back to world space + vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z); + vec3 L = normalize(2.0 * dot(V, H) * H - V); + + float NdotL = max(dot(N, L), 0.0); + + if(NdotL > 0.0) { + // Sample environment at fixed mip level + // VNDF importance sampling handles the distribution filtering + vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt); + + // Weight by NdotL for the split-sum approximation + // VNDF PDF naturally accounts for the visible microfacet distribution + prefilteredColor += sampleColor * NdotL; + totalWeight += NdotL; + } + } + + if (totalWeight > 0.0) { + prefilteredColor = prefilteredColor / totalWeight; + } + + gl_FragColor = vec4(prefilteredColor, 1.0); + } + `,blending:Er,depthTest:!1,depthWrite:!1})}function IY(n,e,t){const i=new Float32Array(Eu),r=new L(0,1,0);return new Vi({name:"SphericalGaussianBlur",defines:{n:Eu,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/t,CUBEUV_MAX_MIP:`${n}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:i},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:fy(),fragmentShader:` + + 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 + + vec3 getSample( float theta, vec3 axis ) { + + float cosTheta = cos( theta ); + // Rodrigues' axis-angle rotation + vec3 sampleDirection = vOutputDirection * cosTheta + + cross( axis, vOutputDirection ) * sin( theta ) + + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta ); + + return bilinearCubeUV( envMap, sampleDirection, mipInt ); + + } + + void main() { + + vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection ); + + if ( all( equal( axis, vec3( 0.0 ) ) ) ) { + + axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x ); + + } + + axis = normalize( axis ); + + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis ); + + for ( int i = 1; i < n; i++ ) { + + if ( i >= samples ) { + + break; + + } + + float theta = dTheta * float( i ); + gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis ); + gl_FragColor.rgb += weights[ i ] * getSample( theta, axis ); + + } + + } + `,blending:Er,depthTest:!1,depthWrite:!1})}function CD(){return new Vi({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:fy(),fragmentShader:` + + precision mediump float; + precision mediump int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + + #include + + void main() { + + vec3 outputDirection = normalize( vOutputDirection ); + vec2 uv = equirectUv( outputDirection ); + + gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 ); + + } + `,blending:Er,depthTest:!1,depthWrite:!1})}function DD(){return new Vi({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:fy(),fragmentShader:` + + precision mediump float; + precision mediump int; + + uniform float flipEnvMap; + + varying vec3 vOutputDirection; + + uniform samplerCube envMap; + + void main() { + + gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) ); + + } + `,blending:Er,depthTest:!1,depthWrite:!1})}function fy(){return` + + precision mediump float; + precision mediump int; + + attribute float faceIndex; + + varying vec3 vOutputDirection; + + // RH coordinate system; PMREM face-indexing convention + vec3 getDirection( vec2 uv, float face ) { + + uv = 2.0 * uv - 1.0; + + vec3 direction = vec3( uv, 1.0 ); + + if ( face == 0.0 ) { + + direction = direction.zyx; // ( 1, v, u ) pos x + + } else if ( face == 1.0 ) { + + direction = direction.xzy; + direction.xz *= -1.0; // ( -u, 1, -v ) pos y + + } else if ( face == 2.0 ) { + + direction.x *= -1.0; // ( -u, v, 1 ) pos z + + } else if ( face == 3.0 ) { + + direction = direction.zyx; + direction.xz *= -1.0; // ( -1, v, -u ) neg x + + } else if ( face == 4.0 ) { + + direction = direction.xzy; + direction.xy *= -1.0; // ( -u, -1, v ) neg y + + } else if ( face == 5.0 ) { + + direction.z *= -1.0; // ( u, v, -1 ) neg z + + } + + return direction; + + } + + void main() { + + vOutputDirection = getDirection( uv, faceIndex ); + gl_Position = vec4( position, 1.0 ); + + } + `}function UY(n){let e=new WeakMap,t=null;function i(o){if(o&&o.isTexture){const l=o.mapping,h=l===h0||l===f0,f=l===ol||l===_c;if(h||f){let d=e.get(o);const p=d!==void 0?d.texture.pmremVersion:0;if(o.isRenderTargetTexture&&o.pmremVersion!==p)return t===null&&(t=new bE(n)),d=h?t.fromEquirectangular(o,d):t.fromCubemap(o,d),d.texture.pmremVersion=o.pmremVersion,e.set(o,d),d.texture;if(d!==void 0)return d.texture;{const g=o.image;return h&&g&&g.height>0||f&&g&&r(g)?(t===null&&(t=new bE(n)),d=h?t.fromEquirectangular(o):t.fromCubemap(o),d.texture.pmremVersion=o.pmremVersion,e.set(o,d),o.addEventListener("dispose",a),d.texture):null}}}return o}function r(o){let l=0;const h=6;for(let f=0;fe.maxTextureSize&&(R=Math.ceil(N/e.maxTextureSize),N=e.maxTextureSize);const I=new Float32Array(N*R*4*d),U=new W1(I,N,R,d);U.type=si,U.needsUpdate=!0;const O=b*4;for(let B=0;B0)return n;const r=e*t;let a=OD[r];if(a===void 0&&(a=new 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MU:t="Linear";break;case bU:t="Reinhard";break;case AU:t="Cineon";break;case yb:t="ACESFilmic";break;case RU:t="AgX";break;case CU:t="Neutral";break;case wU:t="Custom";break;default:ut("WebGLProgram: Unsupported toneMapping:",e),t="Linear"}return"vec3 "+n+"( vec3 color ) { return "+t+"ToneMapping( color ); }"}const Fv=new L;function Bq(){en.getLuminanceCoefficients(Fv);const n=Fv.x.toFixed(4),e=Fv.y.toFixed(4),t=Fv.z.toFixed(4);return["float luminance( const in vec3 rgb ) {",` const vec3 weights = vec3( ${n}, ${e}, ${t} );`," return dot( weights, rgb );","}"].join(` +`)}function Hq(n){return[n.extensionClipCullDistance?"#extension GL_ANGLE_clip_cull_distance : require":"",n.extensionMultiDraw?"#extension GL_ANGLE_multi_draw : require":""].filter(gm).join(` +`)}function Fq(n){const e=[];for(const t in n){const i=n[t];i!==!1&&e.push("#define "+t+" "+i)}return e.join(` +`)}function Gq(n,e){const t={},i=n.getProgramParameter(e,n.ACTIVE_ATTRIBUTES);for(let r=0;r/gm;function AE(n){return 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USE_ENVMAP":"",t.envMap?"#define "+f:"",t.lightMap?"#define USE_LIGHTMAP":"",t.aoMap?"#define USE_AOMAP":"",t.bumpMap?"#define USE_BUMPMAP":"",t.normalMap?"#define USE_NORMALMAP":"",t.normalMapObjectSpace?"#define USE_NORMALMAP_OBJECTSPACE":"",t.normalMapTangentSpace?"#define USE_NORMALMAP_TANGENTSPACE":"",t.displacementMap?"#define USE_DISPLACEMENTMAP":"",t.emissiveMap?"#define USE_EMISSIVEMAP":"",t.anisotropy?"#define USE_ANISOTROPY":"",t.anisotropyMap?"#define USE_ANISOTROPYMAP":"",t.clearcoatMap?"#define USE_CLEARCOATMAP":"",t.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",t.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",t.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",t.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",t.specularMap?"#define USE_SPECULARMAP":"",t.specularColorMap?"#define USE_SPECULAR_COLORMAP":"",t.specularIntensityMap?"#define USE_SPECULAR_INTENSITYMAP":"",t.roughnessMap?"#define USE_ROUGHNESSMAP":"",t.metalnessMap?"#define USE_METALNESSMAP":"",t.alphaMap?"#define USE_ALPHAMAP":"",t.alphaHash?"#define USE_ALPHAHASH":"",t.transmission?"#define USE_TRANSMISSION":"",t.transmissionMap?"#define USE_TRANSMISSIONMAP":"",t.thicknessMap?"#define USE_THICKNESSMAP":"",t.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",t.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",t.mapUv?"#define MAP_UV "+t.mapUv:"",t.alphaMapUv?"#define ALPHAMAP_UV "+t.alphaMapUv:"",t.lightMapUv?"#define LIGHTMAP_UV "+t.lightMapUv:"",t.aoMapUv?"#define AOMAP_UV "+t.aoMapUv:"",t.emissiveMapUv?"#define EMISSIVEMAP_UV "+t.emissiveMapUv:"",t.bumpMapUv?"#define BUMPMAP_UV "+t.bumpMapUv:"",t.normalMapUv?"#define NORMALMAP_UV "+t.normalMapUv:"",t.displacementMapUv?"#define DISPLACEMENTMAP_UV "+t.displacementMapUv:"",t.metalnessMapUv?"#define METALNESSMAP_UV "+t.metalnessMapUv:"",t.roughnessMapUv?"#define ROUGHNESSMAP_UV "+t.roughnessMapUv:"",t.anisotropyMapUv?"#define ANISOTROPYMAP_UV "+t.anisotropyMapUv:"",t.clearcoatMapUv?"#define CLEARCOATMAP_UV "+t.clearcoatMapUv:"",t.clearcoatNormalMapUv?"#define CLEARCOAT_NORMALMAP_UV "+t.clearcoatNormalMapUv:"",t.clearcoatRoughnessMapUv?"#define CLEARCOAT_ROUGHNESSMAP_UV "+t.clearcoatRoughnessMapUv:"",t.iridescenceMapUv?"#define IRIDESCENCEMAP_UV "+t.iridescenceMapUv:"",t.iridescenceThicknessMapUv?"#define IRIDESCENCE_THICKNESSMAP_UV "+t.iridescenceThicknessMapUv:"",t.sheenColorMapUv?"#define SHEEN_COLORMAP_UV "+t.sheenColorMapUv:"",t.sheenRoughnessMapUv?"#define SHEEN_ROUGHNESSMAP_UV "+t.sheenRoughnessMapUv:"",t.specularMapUv?"#define SPECULARMAP_UV "+t.specularMapUv:"",t.specularColorMapUv?"#define SPECULAR_COLORMAP_UV "+t.specularColorMapUv:"",t.specularIntensityMapUv?"#define SPECULAR_INTENSITYMAP_UV "+t.specularIntensityMapUv:"",t.transmissionMapUv?"#define TRANSMISSIONMAP_UV "+t.transmissionMapUv:"",t.thicknessMapUv?"#define THICKNESSMAP_UV "+t.thicknessMapUv:"",t.vertexTangents&&t.flatShading===!1?"#define USE_TANGENT":"",t.vertexColors?"#define USE_COLOR":"",t.vertexAlphas?"#define USE_COLOR_ALPHA":"",t.vertexUv1s?"#define USE_UV1":"",t.vertexUv2s?"#define USE_UV2":"",t.vertexUv3s?"#define USE_UV3":"",t.pointsUvs?"#define USE_POINTS_UV":"",t.flatShading?"#define FLAT_SHADED":"",t.skinning?"#define USE_SKINNING":"",t.morphTargets?"#define USE_MORPHTARGETS":"",t.morphNormals&&t.flatShading===!1?"#define USE_MORPHNORMALS":"",t.morphColors?"#define USE_MORPHCOLORS":"",t.morphTargetsCount>0?"#define MORPHTARGETS_TEXTURE_STRIDE "+t.morphTextureStride:"",t.morphTargetsCount>0?"#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.numLightProbes>0?"#define USE_LIGHT_PROBES":"",t.logarithmicDepthBuffer?"#define USE_LOGARITHMIC_DEPTH_BUFFER":"",t.reversedDepthBuffer?"#define USE_REVERSED_DEPTH_BUFFER":"","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","#ifdef USE_INSTANCING_MORPH"," uniform sampler2D morphTexture;","#endif","attribute vec3 position;","attribute vec3 normal;","attribute vec2 uv;","#ifdef USE_UV1"," attribute vec2 uv1;","#endif","#ifdef USE_UV2"," attribute vec2 uv2;","#endif","#ifdef USE_UV3"," attribute vec2 uv3;","#endif","#ifdef USE_TANGENT"," attribute vec4 tangent;","#endif","#if defined( USE_COLOR_ALPHA )"," attribute vec4 color;","#elif defined( USE_COLOR )"," attribute vec3 color;","#endif","#ifdef USE_SKINNING"," attribute vec4 skinIndex;"," attribute vec4 skinWeight;","#endif",` +`].filter(gm).join(` +`),v=[WD(t),"#define SHADER_TYPE "+t.shaderType,"#define SHADER_NAME "+t.shaderName,_,t.useFog&&t.fog?"#define USE_FOG":"",t.useFog&&t.fogExp2?"#define FOG_EXP2":"",t.alphaToCoverage?"#define ALPHA_TO_COVERAGE":"",t.map?"#define USE_MAP":"",t.matcap?"#define USE_MATCAP":"",t.envMap?"#define USE_ENVMAP":"",t.envMap?"#define "+h:"",t.envMap?"#define "+f:"",t.envMap?"#define "+d:"",p?"#define CUBEUV_TEXEL_WIDTH "+p.texelWidth:"",p?"#define CUBEUV_TEXEL_HEIGHT "+p.texelHeight:"",p?"#define CUBEUV_MAX_MIP "+p.maxMip+".0":"",t.lightMap?"#define USE_LIGHTMAP":"",t.aoMap?"#define USE_AOMAP":"",t.bumpMap?"#define USE_BUMPMAP":"",t.normalMap?"#define USE_NORMALMAP":"",t.normalMapObjectSpace?"#define USE_NORMALMAP_OBJECTSPACE":"",t.normalMapTangentSpace?"#define USE_NORMALMAP_TANGENTSPACE":"",t.emissiveMap?"#define USE_EMISSIVEMAP":"",t.anisotropy?"#define USE_ANISOTROPY":"",t.anisotropyMap?"#define USE_ANISOTROPYMAP":"",t.clearcoat?"#define USE_CLEARCOAT":"",t.clearcoatMap?"#define USE_CLEARCOATMAP":"",t.clearcoatRoughnessMap?"#define USE_CLEARCOAT_ROUGHNESSMAP":"",t.clearcoatNormalMap?"#define USE_CLEARCOAT_NORMALMAP":"",t.dispersion?"#define USE_DISPERSION":"",t.iridescence?"#define USE_IRIDESCENCE":"",t.iridescenceMap?"#define USE_IRIDESCENCEMAP":"",t.iridescenceThicknessMap?"#define USE_IRIDESCENCE_THICKNESSMAP":"",t.specularMap?"#define USE_SPECULARMAP":"",t.specularColorMap?"#define USE_SPECULAR_COLORMAP":"",t.specularIntensityMap?"#define USE_SPECULAR_INTENSITYMAP":"",t.roughnessMap?"#define USE_ROUGHNESSMAP":"",t.metalnessMap?"#define USE_METALNESSMAP":"",t.alphaMap?"#define USE_ALPHAMAP":"",t.alphaTest?"#define USE_ALPHATEST":"",t.alphaHash?"#define USE_ALPHAHASH":"",t.sheen?"#define USE_SHEEN":"",t.sheenColorMap?"#define USE_SHEEN_COLORMAP":"",t.sheenRoughnessMap?"#define USE_SHEEN_ROUGHNESSMAP":"",t.transmission?"#define USE_TRANSMISSION":"",t.transmissionMap?"#define USE_TRANSMISSIONMAP":"",t.thicknessMap?"#define USE_THICKNESSMAP":"",t.vertexTangents&&t.flatShading===!1?"#define USE_TANGENT":"",t.vertexColors||t.instancingColor||t.batchingColor?"#define USE_COLOR":"",t.vertexAlphas?"#define USE_COLOR_ALPHA":"",t.vertexUv1s?"#define USE_UV1":"",t.vertexUv2s?"#define USE_UV2":"",t.vertexUv3s?"#define USE_UV3":"",t.pointsUvs?"#define USE_POINTS_UV":"",t.gradientMap?"#define USE_GRADIENTMAP":"",t.flatShading?"#define FLAT_SHADED":"",t.doubleSided?"#define DOUBLE_SIDED":"",t.flipSided?"#define FLIP_SIDED":"",t.shadowMapEnabled?"#define USE_SHADOWMAP":"",t.shadowMapEnabled?"#define "+l:"",t.premultipliedAlpha?"#define PREMULTIPLIED_ALPHA":"",t.numLightProbes>0?"#define USE_LIGHT_PROBES":"",t.decodeVideoTexture?"#define DECODE_VIDEO_TEXTURE":"",t.decodeVideoTextureEmissive?"#define DECODE_VIDEO_TEXTURE_EMISSIVE":"",t.logarithmicDepthBuffer?"#define USE_LOGARITHMIC_DEPTH_BUFFER":"",t.reversedDepthBuffer?"#define USE_REVERSED_DEPTH_BUFFER":"","uniform mat4 viewMatrix;","uniform vec3 cameraPosition;","uniform bool isOrthographic;",t.toneMapping!==as?"#define TONE_MAPPING":"",t.toneMapping!==as?Qt.tonemapping_pars_fragment:"",t.toneMapping!==as?zq("toneMapping",t.toneMapping):"",t.dithering?"#define DITHERING":"",t.opaque?"#define OPAQUE":"",Qt.colorspace_pars_fragment,Pq("linearToOutputTexel",t.outputColorSpace),Bq(),t.useDepthPacking?"#define DEPTH_PACKING "+t.depthPacking:"",` +`].filter(gm).join(` +`)),s=AE(s),s=GD(s,t),s=VD(s,t),o=AE(o),o=GD(o,t),o=VD(o,t),s=kD(s),o=kD(o),t.isRawShaderMaterial!==!0&&(S=`#version 300 es +`,y=[g,"#define attribute in","#define varying out","#define texture2D texture"].join(` +`)+` +`+y,v=["#define varying in",t.glslVersion===so?"":"layout(location = 0) out highp vec4 pc_fragColor;",t.glslVersion===so?"":"#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(` +`)+` +`+v);const E=S+y+s,b=S+v+o,N=BD(r,r.VERTEX_SHADER,E),R=BD(r,r.FRAGMENT_SHADER,b);r.attachShader(T,N),r.attachShader(T,R),t.index0AttributeName!==void 0?r.bindAttribLocation(T,0,t.index0AttributeName):t.morphTargets===!0&&r.bindAttribLocation(T,0,"position"),r.linkProgram(T);function I(B){if(n.debug.checkShaderErrors){const j=r.getProgramInfoLog(T)||"",ee=r.getShaderInfoLog(N)||"",se=r.getShaderInfoLog(R)||"",ae=j.trim(),W=ee.trim(),te=se.trim();let K=!0,oe=!0;if(r.getProgramParameter(T,r.LINK_STATUS)===!1)if(K=!1,typeof n.debug.onShaderError=="function")n.debug.onShaderError(r,T,N,R);else{const ie=FD(r,N,"vertex"),Ce=FD(r,R,"fragment");Bt("THREE.WebGLProgram: Shader Error "+r.getError()+" - VALIDATE_STATUS "+r.getProgramParameter(T,r.VALIDATE_STATUS)+` + +Material Name: `+B.name+` +Material Type: `+B.type+` + +Program Info Log: `+ae+` +`+ie+` +`+Ce)}else ae!==""?ut("WebGLProgram: Program Info Log:",ae):(W===""||te==="")&&(oe=!1);oe&&(B.diagnostics={runnable:K,programLog:ae,vertexShader:{log:W,prefix:y},fragmentShader:{log:te,prefix:v}})}r.deleteShader(N),r.deleteShader(R),U=new M_(r,T),O=Gq(r,T)}let U;this.getUniforms=function(){return U===void 0&&I(this),U};let O;this.getAttributes=function(){return O===void 0&&I(this),O};let w=t.rendererExtensionParallelShaderCompile===!1;return this.isReady=function(){return w===!1&&(w=r.getProgramParameter(T,Oq)),w},this.destroy=function(){i.releaseStatesOfProgram(this),r.deleteProgram(T),this.program=void 0},this.type=t.shaderType,this.name=t.shaderName,this.id=Lq++,this.cacheKey=e,this.usedTimes=1,this.program=T,this.vertexShader=N,this.fragmentShader=R,this}let $q=0;class ej{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(e){const t=e.vertexShader,i=e.fragmentShader,r=this._getShaderStage(t),a=this._getShaderStage(i),s=this._getShaderCacheForMaterial(e);return s.has(r)===!1&&(s.add(r),r.usedTimes++),s.has(a)===!1&&(s.add(a),a.usedTimes++),this}remove(e){const t=this.materialCache.get(e);for(const i of t)i.usedTimes--,i.usedTimes===0&&this.shaderCache.delete(i.code);return this.materialCache.delete(e),this}getVertexShaderID(e){return this._getShaderStage(e.vertexShader).id}getFragmentShaderID(e){return this._getShaderStage(e.fragmentShader).id}dispose(){this.shaderCache.clear(),this.materialCache.clear()}_getShaderCacheForMaterial(e){const t=this.materialCache;let i=t.get(e);return i===void 0&&(i=new Set,t.set(e,i)),i}_getShaderStage(e){const t=this.shaderCache;let i=t.get(e);return i===void 0&&(i=new tj(e),t.set(e,i)),i}}class tj{constructor(e){this.id=$q++,this.code=e,this.usedTimes=0}}function nj(n,e,t,i,r,a,s){const o=new Cd,l=new ej,h=new Set,f=[],d=r.logarithmicDepthBuffer,p=r.vertexTextures;let g=r.precision;const _={MeshDepthMaterial:"depth",MeshDistanceMaterial:"distanceRGBA",MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"toon",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"};function T(O){return h.add(O),O===0?"uv":`uv${O}`}function y(O,w,B,j,ee){const se=j.fog,ae=ee.geometry,W=O.isMeshStandardMaterial?j.environment:null,te=(O.isMeshStandardMaterial?t:e).get(O.envMap||W),K=te&&te.mapping===jd?te.image.height:null,oe=_[O.type];O.precision!==null&&(g=r.getMaxPrecision(O.precision),g!==O.precision&&ut("WebGLProgram.getParameters:",O.precision,"not supported, using",g,"instead."));const ie=ae.morphAttributes.position||ae.morphAttributes.normal||ae.morphAttributes.color,Ce=ie!==void 0?ie.length:0;let Xe=0;ae.morphAttributes.position!==void 0&&(Xe=1),ae.morphAttributes.normal!==void 0&&(Xe=2),ae.morphAttributes.color!==void 0&&(Xe=3);let nt,tt,gt,ge;if(oe){const Vt=As[oe];nt=Vt.vertexShader,tt=Vt.fragmentShader}else nt=O.vertexShader,tt=O.fragmentShader,l.update(O),gt=l.getVertexShaderID(O),ge=l.getFragmentShaderID(O);const Ae=n.getRenderTarget(),Ze=n.state.buffers.depth.getReversed(),ue=ee.isInstancedMesh===!0,it=ee.isBatchedMesh===!0,bt=!!O.map,ot=!!O.matcap,Ke=!!te,Te=!!O.aoMap,G=!!O.lightMap,be=!!O.bumpMap,Ne=!!O.normalMap,Fe=!!O.displacementMap,Be=!!O.emissiveMap,$e=!!O.metalnessMap,Je=!!O.roughnessMap,ct=O.anisotropy>0,k=O.clearcoat>0,P=O.dispersion>0,ce=O.iridescence>0,Ee=O.sheen>0,Le=O.transmission>0,ye=ct&&!!O.anisotropyMap,vt=k&&!!O.clearcoatMap,je=k&&!!O.clearcoatNormalMap,xt=k&&!!O.clearcoatRoughnessMap,pt=ce&&!!O.iridescenceMap,Ie=ce&&!!O.iridescenceThicknessMap,He=Ee&&!!O.sheenColorMap,ht=Ee&&!!O.sheenRoughnessMap,Q=!!O.specularMap,pe=!!O.specularColorMap,Oe=!!O.specularIntensityMap,q=Le&&!!O.transmissionMap,ke=Le&&!!O.thicknessMap,me=!!O.gradientMap,We=!!O.alphaMap,Ge=O.alphaTest>0,we=!!O.alphaHash,at=!!O.extensions;let St=as;O.toneMapped&&(Ae===null||Ae.isXRRenderTarget===!0)&&(St=n.toneMapping);const Gt={shaderID:oe,shaderType:O.type,shaderName:O.name,vertexShader:nt,fragmentShader:tt,defines:O.defines,customVertexShaderID:gt,customFragmentShaderID:ge,isRawShaderMaterial:O.isRawShaderMaterial===!0,glslVersion:O.glslVersion,precision:g,batching:it,batchingColor:it&&ee._colorsTexture!==null,instancing:ue,instancingColor:ue&&ee.instanceColor!==null,instancingMorph:ue&&ee.morphTexture!==null,supportsVertexTextures:p,outputColorSpace:Ae===null?n.outputColorSpace:Ae.isXRRenderTarget===!0?Ae.texture.colorSpace:Fn,alphaToCoverage:!!O.alphaToCoverage,map:bt,matcap:ot,envMap:Ke,envMapMode:Ke&&te.mapping,envMapCubeUVHeight:K,aoMap:Te,lightMap:G,bumpMap:be,normalMap:Ne,displacementMap:p&&Fe,emissiveMap:Be,normalMapObjectSpace:Ne&&O.normalMapType===PU,normalMapTangentSpace:Ne&&O.normalMapType===hl,metalnessMap:$e,roughnessMap:Je,anisotropy:ct,anisotropyMap:ye,clearcoat:k,clearcoatMap:vt,clearcoatNormalMap:je,clearcoatRoughnessMap:xt,dispersion:P,iridescence:ce,iridescenceMap:pt,iridescenceThicknessMap:Ie,sheen:Ee,sheenColorMap:He,sheenRoughnessMap:ht,specularMap:Q,specularColorMap:pe,specularIntensityMap:Oe,transmission:Le,transmissionMap:q,thicknessMap:ke,gradientMap:me,opaque:O.transparent===!1&&O.blending===zu&&O.alphaToCoverage===!1,alphaMap:We,alphaTest:Ge,alphaHash:we,combine:O.combine,mapUv:bt&&T(O.map.channel),aoMapUv:Te&&T(O.aoMap.channel),lightMapUv:G&&T(O.lightMap.channel),bumpMapUv:be&&T(O.bumpMap.channel),normalMapUv:Ne&&T(O.normalMap.channel),displacementMapUv:Fe&&T(O.displacementMap.channel),emissiveMapUv:Be&&T(O.emissiveMap.channel),metalnessMapUv:$e&&T(O.metalnessMap.channel),roughnessMapUv:Je&&T(O.roughnessMap.channel),anisotropyMapUv:ye&&T(O.anisotropyMap.channel),clearcoatMapUv:vt&&T(O.clearcoatMap.channel),clearcoatNormalMapUv:je&&T(O.clearcoatNormalMap.channel),clearcoatRoughnessMapUv:xt&&T(O.clearcoatRoughnessMap.channel),iridescenceMapUv:pt&&T(O.iridescenceMap.channel),iridescenceThicknessMapUv:Ie&&T(O.iridescenceThicknessMap.channel),sheenColorMapUv:He&&T(O.sheenColorMap.channel),sheenRoughnessMapUv:ht&&T(O.sheenRoughnessMap.channel),specularMapUv:Q&&T(O.specularMap.channel),specularColorMapUv:pe&&T(O.specularColorMap.channel),specularIntensityMapUv:Oe&&T(O.specularIntensityMap.channel),transmissionMapUv:q&&T(O.transmissionMap.channel),thicknessMapUv:ke&&T(O.thicknessMap.channel),alphaMapUv:We&&T(O.alphaMap.channel),vertexTangents:!!ae.attributes.tangent&&(Ne||ct),vertexColors:O.vertexColors,vertexAlphas:O.vertexColors===!0&&!!ae.attributes.color&&ae.attributes.color.itemSize===4,pointsUvs:ee.isPoints===!0&&!!ae.attributes.uv&&(bt||We),fog:!!se,useFog:O.fog===!0,fogExp2:!!se&&se.isFogExp2,flatShading:O.flatShading===!0&&O.wireframe===!1,sizeAttenuation:O.sizeAttenuation===!0,logarithmicDepthBuffer:d,reversedDepthBuffer:Ze,skinning:ee.isSkinnedMesh===!0,morphTargets:ae.morphAttributes.position!==void 0,morphNormals:ae.morphAttributes.normal!==void 0,morphColors:ae.morphAttributes.color!==void 0,morphTargetsCount:Ce,morphTextureStride:Xe,numDirLights:w.directional.length,numPointLights:w.point.length,numSpotLights:w.spot.length,numSpotLightMaps:w.spotLightMap.length,numRectAreaLights:w.rectArea.length,numHemiLights:w.hemi.length,numDirLightShadows:w.directionalShadowMap.length,numPointLightShadows:w.pointShadowMap.length,numSpotLightShadows:w.spotShadowMap.length,numSpotLightShadowsWithMaps:w.numSpotLightShadowsWithMaps,numLightProbes:w.numLightProbes,numClippingPlanes:s.numPlanes,numClipIntersection:s.numIntersection,dithering:O.dithering,shadowMapEnabled:n.shadowMap.enabled&&B.length>0,shadowMapType:n.shadowMap.type,toneMapping:St,decodeVideoTexture:bt&&O.map.isVideoTexture===!0&&en.getTransfer(O.map.colorSpace)===wn,decodeVideoTextureEmissive:Be&&O.emissiveMap.isVideoTexture===!0&&en.getTransfer(O.emissiveMap.colorSpace)===wn,premultipliedAlpha:O.premultipliedAlpha,doubleSided:O.side===cr,flipSided:O.side===Ii,useDepthPacking:O.depthPacking>=0,depthPacking:O.depthPacking||0,index0AttributeName:O.index0AttributeName,extensionClipCullDistance:at&&O.extensions.clipCullDistance===!0&&i.has("WEBGL_clip_cull_distance"),extensionMultiDraw:(at&&O.extensions.multiDraw===!0||it)&&i.has("WEBGL_multi_draw"),rendererExtensionParallelShaderCompile:i.has("KHR_parallel_shader_compile"),customProgramCacheKey:O.customProgramCacheKey()};return Gt.vertexUv1s=h.has(1),Gt.vertexUv2s=h.has(2),Gt.vertexUv3s=h.has(3),h.clear(),Gt}function v(O){const w=[];if(O.shaderID?w.push(O.shaderID):(w.push(O.customVertexShaderID),w.push(O.customFragmentShaderID)),O.defines!==void 0)for(const B in O.defines)w.push(B),w.push(O.defines[B]);return O.isRawShaderMaterial===!1&&(S(w,O),E(w,O),w.push(n.outputColorSpace)),w.push(O.customProgramCacheKey),w.join()}function S(O,w){O.push(w.precision),O.push(w.outputColorSpace),O.push(w.envMapMode),O.push(w.envMapCubeUVHeight),O.push(w.mapUv),O.push(w.alphaMapUv),O.push(w.lightMapUv),O.push(w.aoMapUv),O.push(w.bumpMapUv),O.push(w.normalMapUv),O.push(w.displacementMapUv),O.push(w.emissiveMapUv),O.push(w.metalnessMapUv),O.push(w.roughnessMapUv),O.push(w.anisotropyMapUv),O.push(w.clearcoatMapUv),O.push(w.clearcoatNormalMapUv),O.push(w.clearcoatRoughnessMapUv),O.push(w.iridescenceMapUv),O.push(w.iridescenceThicknessMapUv),O.push(w.sheenColorMapUv),O.push(w.sheenRoughnessMapUv),O.push(w.specularMapUv),O.push(w.specularColorMapUv),O.push(w.specularIntensityMapUv),O.push(w.transmissionMapUv),O.push(w.thicknessMapUv),O.push(w.combine),O.push(w.fogExp2),O.push(w.sizeAttenuation),O.push(w.morphTargetsCount),O.push(w.morphAttributeCount),O.push(w.numDirLights),O.push(w.numPointLights),O.push(w.numSpotLights),O.push(w.numSpotLightMaps),O.push(w.numHemiLights),O.push(w.numRectAreaLights),O.push(w.numDirLightShadows),O.push(w.numPointLightShadows),O.push(w.numSpotLightShadows),O.push(w.numSpotLightShadowsWithMaps),O.push(w.numLightProbes),O.push(w.shadowMapType),O.push(w.toneMapping),O.push(w.numClippingPlanes),O.push(w.numClipIntersection),O.push(w.depthPacking)}function 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Gt=pe.data.subarray(St*at/pe.data.BYTES_PER_ELEMENT,(St+1)*at/pe.data.BYTES_PER_ELEMENT);t.compressedTexSubImage3D(n.TEXTURE_2D_ARRAY,Ge,0,0,St,pe.width,pe.height,1,He,Gt)}P.clearLayerUpdates()}else t.compressedTexSubImage3D(n.TEXTURE_2D_ARRAY,Ge,0,0,0,pe.width,pe.height,Ie.depth,He,pe.data)}else t.compressedTexImage3D(n.TEXTURE_2D_ARRAY,Ge,Q,pe.width,pe.height,Ie.depth,0,pe.data,0,0);else ut("WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()");else q?me&&t.texSubImage3D(n.TEXTURE_2D_ARRAY,Ge,0,0,0,pe.width,pe.height,Ie.depth,He,ht,pe.data):t.texImage3D(n.TEXTURE_2D_ARRAY,Ge,Q,pe.width,pe.height,Ie.depth,0,He,ht,pe.data)}else{q&&ke&&t.texStorage2D(n.TEXTURE_2D,We,Q,Oe[0].width,Oe[0].height);for(let Ge=0,we=Oe.length;Ge0){const Ge=ME(Ie.width,Ie.height,P.format,P.type);for(const we of P.layerUpdates){const at=Ie.data.subarray(we*Ge/Ie.data.BYTES_PER_ELEMENT,(we+1)*Ge/Ie.data.BYTES_PER_ELEMENT);t.texSubImage3D(n.TEXTURE_2D_ARRAY,0,0,0,we,Ie.width,Ie.height,1,He,ht,at)}P.clearLayerUpdates()}else t.texSubImage3D(n.TEXTURE_2D_ARRAY,0,0,0,0,Ie.width,Ie.height,Ie.depth,He,ht,Ie.data)}else t.texImage3D(n.TEXTURE_2D_ARRAY,0,Q,Ie.width,Ie.height,Ie.depth,0,He,ht,Ie.data);else if(P.isData3DTexture)q?(ke&&t.texStorage3D(n.TEXTURE_3D,We,Q,Ie.width,Ie.height,Ie.depth),me&&t.texSubImage3D(n.TEXTURE_3D,0,0,0,0,Ie.width,Ie.height,Ie.depth,He,ht,Ie.data)):t.texImage3D(n.TEXTURE_3D,0,Q,Ie.width,Ie.height,Ie.depth,0,He,ht,Ie.data);else if(P.isFramebufferTexture){if(ke)if(q)t.texStorage2D(n.TEXTURE_2D,We,Q,Ie.width,Ie.height);else{let Ge=Ie.width,we=Ie.height;for(let at=0;at>=1,we>>=1}}else if(Oe.length>0){if(q&&ke){const Ge=ct(Oe[0]);t.texStorage2D(n.TEXTURE_2D,We,Q,Ge.width,Ge.height)}for(let Ge=0,we=Oe.length;Ge0&&We++;const we=ct(He[0]);t.texStorage2D(n.TEXTURE_CUBE_MAP,We,Oe,we.width,we.height)}for(let we=0;we<6;we++)if(Ie){q?me&&t.texSubImage2D(n.TEXTURE_CUBE_MAP_POSITIVE_X+we,0,0,0,He[we].width,He[we].height,Q,pe,He[we].data):t.texImage2D(n.TEXTURE_CUBE_MAP_POSITIVE_X+we,0,Oe,He[we].width,He[we].height,0,Q,pe,He[we].data);for(let at=0;at>ye),ht=Math.max(1,P.height>>ye);Le===n.TEXTURE_3D||Le===n.TEXTURE_2D_ARRAY?t.texImage3D(Le,ye,xt,He,ht,P.depth,0,vt,je,null):t.texImage2D(Le,ye,xt,He,ht,0,vt,je,null)}t.bindFramebuffer(n.FRAMEBUFFER,k),Be(P)?o.framebufferTexture2DMultisampleEXT(n.FRAMEBUFFER,Ee,Le,Ie.__webglTexture,0,Fe(P)):(Le===n.TEXTURE_2D||Le>=n.TEXTURE_CUBE_MAP_POSITIVE_X&&Le<=n.TEXTURE_CUBE_MAP_NEGATIVE_Z)&&n.framebufferTexture2D(n.FRAMEBUFFER,Ee,Le,Ie.__webglTexture,ye),t.bindFramebuffer(n.FRAMEBUFFER,null)}function ue(k,P,ce){if(n.bindRenderbuffer(n.RENDERBUFFER,k),P.depthBuffer){const 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pt=0;pt0?t.bindFramebuffer(n.DRAW_FRAMEBUFFER,vt.__webglFramebuffer[0]):t.bindFramebuffer(n.DRAW_FRAMEBUFFER,vt.__webglFramebuffer);for(let pt=0;pt0&&e.has("WEBGL_multisampled_render_to_texture")===!0&&P.__useRenderToTexture!==!1}function $e(k){const P=s.render.frame;f.get(k)!==P&&(f.set(k,P),k.update())}function Je(k,P){const ce=k.colorSpace,Ee=k.format,Le=k.type;return k.isCompressedTexture===!0||k.isVideoTexture===!0||ce!==Fn&&ce!==Or&&(en.getTransfer(ce)===wn?(Ee!==$n||Le!==Pi)&&ut("WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType."):Bt("WebGLTextures: Unsupported texture color space:",ce)),P}function ct(k){return typeof HTMLImageElement<"u"&&k instanceof HTMLImageElement?(h.width=k.naturalWidth||k.width,h.height=k.naturalHeight||k.height):typeof VideoFrame<"u"&&k instanceof 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gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r; + + } else { + + gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r; + + } + +}`;class yj{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(e,t){if(this.texture===null){const i=new Bb(e.texture);(e.depthNear!==t.depthNear||e.depthFar!==t.depthFar)&&(this.depthNear=e.depthNear,this.depthFar=e.depthFar),this.texture=i}}getMesh(e){if(this.texture!==null&&this.mesh===null){const t=e.cameras[0].viewport,i=new Vi({vertexShader:_j,fragmentShader:xj,uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}}});this.mesh=new oi(new dh(20,20),i)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}}class Sj extends ra{constructor(e,t){super();const i=this;let r=null,a=1,s=null,o="local-floor",l=1,h=null,f=null,d=null,p=null,g=null,_=null;const T=typeof XRWebGLBinding<"u",y=new 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D.set(K*ie,oe*ie).floor()},this.setDrawingBufferSize=function(D,V,Z){K=D,oe=V,ie=Z,t.width=Math.floor(D*Z),t.height=Math.floor(V*Z),this.setViewport(0,0,D,V)},this.getCurrentViewport=function(D){return D.copy(ee)},this.getViewport=function(D){return D.copy(nt)},this.setViewport=function(D,V,Z,H){D.isVector4?nt.set(D.x,D.y,D.z,D.w):nt.set(D,V,Z,H),Be.viewport(ee.copy(nt).multiplyScalar(ie).round())},this.getScissor=function(D){return D.copy(tt)},this.setScissor=function(D,V,Z,H){D.isVector4?tt.set(D.x,D.y,D.z,D.w):tt.set(D,V,Z,H),Be.scissor(se.copy(tt).multiplyScalar(ie).round())},this.getScissorTest=function(){return gt},this.setScissorTest=function(D){Be.setScissorTest(gt=D)},this.setOpaqueSort=function(D){Ce=D},this.setTransparentSort=function(D){Xe=D},this.getClearColor=function(D){return D.copy(He.getClearColor())},this.setClearColor=function(){He.setClearColor(...arguments)},this.getClearAlpha=function(){return He.getClearAlpha()},this.setClearAlpha=function(){He.setClearAlpha(...arguments)},this.clear=function(D=!0,V=!0,Z=!0){let H=0;if(D){let X=!1;if(w!==null){const ne=w.texture.format;X=_.has(ne)}if(X){const ne=w.texture.type,re=T.has(ne),fe=He.getClearColor(),_e=He.getClearAlpha(),Se=fe.r,Re=fe.g,Pe=fe.b;re?(y[0]=Se,y[1]=Re,y[2]=Pe,y[3]=_e,G.clearBufferuiv(G.COLOR,0,y)):(v[0]=Se,v[1]=Re,v[2]=Pe,v[3]=_e,G.clearBufferiv(G.COLOR,0,v))}else H|=G.COLOR_BUFFER_BIT}V&&(H|=G.DEPTH_BUFFER_BIT),Z&&(H|=G.STENCIL_BUFFER_BIT,this.state.buffers.stencil.setMask(4294967295)),G.clear(H)},this.clearColor=function(){this.clear(!0,!1,!1)},this.clearDepth=function(){this.clear(!1,!0,!1)},this.clearStencil=function(){this.clear(!1,!1,!0)},this.dispose=function(){t.removeEventListener("webglcontextlost",Ge,!1),t.removeEventListener("webglcontextrestored",we,!1),t.removeEventListener("webglcontextcreationerror",at,!1),He.dispose(),je.dispose(),xt.dispose(),Je.dispose(),k.dispose(),P.dispose(),Le.dispose(),q.dispose(),ke.dispose(),ye.dispose(),We.dispose(),We.removeEventListener("sessionstart",Us),We.removeEventListener("sessionend",Ps),Mi.stop()};function Ge(D){D.preventDefault(),v0("WebGLRenderer: Context Lost."),I=!0}function we(){v0("WebGLRenderer: Context Restored."),I=!1;const D=$e.autoReset,V=Ie.enabled,Z=Ie.autoUpdate,H=Ie.needsUpdate,X=Ie.type;me(),$e.autoReset=D,Ie.enabled=V,Ie.autoUpdate=Z,Ie.needsUpdate=H,Ie.type=X}function at(D){Bt("WebGLRenderer: A WebGL context could not be created. Reason: ",D.statusMessage)}function St(D){const V=D.target;V.removeEventListener("dispose",St),Gt(V)}function Gt(D){Vt(D),Je.remove(D)}function Vt(D){const V=Je.get(D).programs;V!==void 0&&(V.forEach(function(Z){ye.releaseProgram(Z)}),D.isShaderMaterial&&ye.releaseShaderCache(D))}this.renderBufferDirect=function(D,V,Z,H,X,ne){V===null&&(V=ot);const re=X.isMesh&&X.matrixWorld.determinant()<0,fe=fo(D,V,Z,H,X);Be.setMaterial(H,re);let _e=Z.index,Se=1;if(H.wireframe===!0){if(_e=Ee.getWireframeAttribute(Z),_e===void 0)return;Se=2}const Re=Z.drawRange,Pe=Z.attributes.position;let ze=Re.start*Se,Ye=(Re.start+Re.count)*Se;ne!==null&&(ze=Math.max(ze,ne.start*Se),Ye=Math.min(Ye,(ne.start+ne.count)*Se)),_e!==null?(ze=Math.max(ze,0),Ye=Math.min(Ye,_e.count)):Pe!=null&&(ze=Math.max(ze,0),Ye=Math.min(Ye,Pe.count));const lt=Ye-ze;if(lt<0||lt===1/0)return;q.setup(X,H,fe,Z,_e);let Tt,At=Q;if(_e!==null&&(Tt=ce.get(_e),At=pe,At.setIndex(Tt)),X.isMesh)H.wireframe===!0?(Be.setLineWidth(H.wireframeLinewidth*Te()),At.setMode(G.LINES)):At.setMode(G.TRIANGLES);else if(X.isLine){let ft=H.linewidth;ft===void 0&&(ft=1),Be.setLineWidth(ft*Te()),X.isLineSegments?At.setMode(G.LINES):X.isLineLoop?At.setMode(G.LINE_LOOP):At.setMode(G.LINE_STRIP)}else X.isPoints?At.setMode(G.POINTS):X.isSprite&&At.setMode(G.TRIANGLES);if(X.isBatchedMesh)if(X._multiDrawInstances!==null)wd("WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection."),At.renderMultiDrawInstances(X._multiDrawStarts,X._multiDrawCounts,X._multiDrawCount,X._multiDrawInstances);else if(Ne.get("WEBGL_multi_draw"))At.renderMultiDraw(X._multiDrawStarts,X._multiDrawCounts,X._multiDrawCount);else{const ft=X._multiDrawStarts,wt=X._multiDrawCounts,st=X._multiDrawCount,Kt=_e?ce.get(_e).bytesPerElement:1,Ln=Je.get(H).currentProgram.getUniforms();for(let Yt=0;Yt{function ne(){if(H.forEach(function(re){Je.get(re).currentProgram.isReady()&&H.delete(re)}),H.size===0){X(D);return}setTimeout(ne,10)}Ne.get("KHR_parallel_shader_compile")!==null?ne():setTimeout(ne,10)})};let ci=null;function ho(D){ci&&ci(D)}function Us(){Mi.stop()}function Ps(){Mi.start()}const Mi=new X6;Mi.setAnimationLoop(ho),typeof self<"u"&&Mi.setContext(self),this.setAnimationLoop=function(D){ci=D,We.setAnimationLoop(D),D===null?Mi.stop():Mi.start()},We.addEventListener("sessionstart",Us),We.addEventListener("sessionend",Ps),this.render=function(D,V){if(V!==void 0&&V.isCamera!==!0){Bt("WebGLRenderer.render: camera is not an instance of THREE.Camera.");return}if(I===!0)return;if(D.matrixWorldAutoUpdate===!0&&D.updateMatrixWorld(),V.parent===null&&V.matrixWorldAutoUpdate===!0&&V.updateMatrixWorld(),We.enabled===!0&&We.isPresenting===!0&&(We.cameraAutoUpdate===!0&&We.updateCamera(V),V=We.getCamera()),D.isScene===!0&&D.onBeforeRender(R,D,V,w),E=xt.get(D,N.length),E.init(V),N.push(E),ue.multiplyMatrices(V.projectionMatrix,V.matrixWorldInverse),ge.setFromProjectionMatrix(ue,wa,V.reversedDepth),Ze=this.localClippingEnabled,Ae=pt.init(this.clippingPlanes,Ze),S=je.get(D,b.length),S.init(),b.push(S),We.enabled===!0&&We.isPresenting===!0){const ne=R.xr.getDepthSensingMesh();ne!==null&&zs(ne,V,-1/0,R.sortObjects)}zs(D,V,0,R.sortObjects),S.finish(),R.sortObjects===!0&&S.sort(Ce,Xe),Ke=We.enabled===!1||We.isPresenting===!1||We.hasDepthSensing()===!1,Ke&&He.addToRenderList(S,D),this.info.render.frame++,Ae===!0&&pt.beginShadows();const Z=E.state.shadowsArray;Ie.render(Z,D,V),Ae===!0&&pt.endShadows(),this.info.autoReset===!0&&this.info.reset();const H=S.opaque,X=S.transmissive;if(E.setupLights(),V.isArrayCamera){const ne=V.cameras;if(X.length>0)for(let re=0,fe=ne.length;re0&&Xi(H,X,D,V),Ke&&He.render(D),fr(S,D,V);w!==null&&O===0&&(ct.updateMultisampleRenderTarget(w),ct.updateRenderTargetMipmap(w)),D.isScene===!0&&D.onAfterRender(R,D,V),q.resetDefaultState(),B=-1,j=null,N.pop(),N.length>0?(E=N[N.length-1],Ae===!0&&pt.setGlobalState(R.clippingPlanes,E.state.camera)):E=null,b.pop(),b.length>0?S=b[b.length-1]:S=null};function zs(D,V,Z,H){if(D.visible===!1)return;if(D.layers.test(V.layers)){if(D.isGroup)Z=D.renderOrder;else if(D.isLOD)D.autoUpdate===!0&&D.update(V);else if(D.isLight)E.pushLight(D),D.castShadow&&E.pushShadow(D);else if(D.isSprite){if(!D.frustumCulled||ge.intersectsSprite(D)){H&&bt.setFromMatrixPosition(D.matrixWorld).applyMatrix4(ue);const re=Le.update(D),fe=D.material;fe.visible&&S.push(D,re,fe,Z,bt.z,null)}}else if((D.isMesh||D.isLine||D.isPoints)&&(!D.frustumCulled||ge.intersectsObject(D))){const re=Le.update(D),fe=D.material;if(H&&(D.boundingSphere!==void 0?(D.boundingSphere===null&&D.computeBoundingSphere(),bt.copy(D.boundingSphere.center)):(re.boundingSphere===null&&re.computeBoundingSphere(),bt.copy(re.boundingSphere.center)),bt.applyMatrix4(D.matrixWorld).applyMatrix4(ue)),Array.isArray(fe)){const _e=re.groups;for(let Se=0,Re=_e.length;Se0&&Gr(X,V,Z),ne.length>0&&Gr(ne,V,Z),re.length>0&&Gr(re,V,Z),Be.buffers.depth.setTest(!0),Be.buffers.depth.setMask(!0),Be.buffers.color.setMask(!0),Be.setPolygonOffset(!1)}function Xi(D,V,Z,H){if((Z.isScene===!0?Z.overrideMaterial:null)!==null)return;E.state.transmissionRenderTarget[H.id]===void 0&&(E.state.transmissionRenderTarget[H.id]=new xi(1,1,{generateMipmaps:!0,type:Ne.has("EXT_color_buffer_half_float")||Ne.has("EXT_color_buffer_float")?Yn:Pi,minFilter:Aa,samples:4,stencilBuffer:a,resolveDepthBuffer:!1,resolveStencilBuffer:!1,colorSpace:en.workingColorSpace}));const ne=E.state.transmissionRenderTarget[H.id],re=H.viewport||ee;ne.setSize(re.z*R.transmissionResolutionScale,re.w*R.transmissionResolutionScale);const fe=R.getRenderTarget(),_e=R.getActiveCubeFace(),Se=R.getActiveMipmapLevel();R.setRenderTarget(ne),R.getClearColor(W),te=R.getClearAlpha(),te<1&&R.setClearColor(16777215,.5),R.clear(),Ke&&He.render(Z);const Re=R.toneMapping;R.toneMapping=as;const Pe=H.viewport;if(H.viewport!==void 0&&(H.viewport=void 0),E.setupLightsView(H),Ae===!0&&pt.setGlobalState(R.clippingPlanes,H),Gr(D,Z,H),ct.updateMultisampleRenderTarget(ne),ct.updateRenderTargetMipmap(ne),Ne.has("WEBGL_multisampled_render_to_texture")===!1){let ze=!1;for(let Ye=0,lt=V.length;Ye0),Pe=!!Z.morphAttributes.position,ze=!!Z.morphAttributes.normal,Ye=!!Z.morphAttributes.color;let lt=as;H.toneMapped&&(w===null||w.isXRRenderTarget===!0)&&(lt=R.toneMapping);const Tt=Z.morphAttributes.position||Z.morphAttributes.normal||Z.morphAttributes.color,At=Tt!==void 0?Tt.length:0,ft=Je.get(H),wt=E.state.lights;if(Ae===!0&&(Ze===!0||D!==j)){const Mn=D===j&&H.id===B;pt.setState(H,D,Mn)}let st=!1;H.version===ft.__version?(ft.needsLights&&ft.lightsStateVersion!==wt.state.version||ft.outputColorSpace!==fe||X.isBatchedMesh&&ft.batching===!1||!X.isBatchedMesh&&ft.batching===!0||X.isBatchedMesh&&ft.batchingColor===!0&&X.colorTexture===null||X.isBatchedMesh&&ft.batchingColor===!1&&X.colorTexture!==null||X.isInstancedMesh&&ft.instancing===!1||!X.isInstancedMesh&&ft.instancing===!0||X.isSkinnedMesh&&ft.skinning===!1||!X.isSkinnedMesh&&ft.skinning===!0||X.isInstancedMesh&&ft.instancingColor===!0&&X.instanceColor===null||X.isInstancedMesh&&ft.instancingColor===!1&&X.instanceColor!==null||X.isInstancedMesh&&ft.instancingMorph===!0&&X.morphTexture===null||X.isInstancedMesh&&ft.instancingMorph===!1&&X.morphTexture!==null||ft.envMap!==_e||H.fog===!0&&ft.fog!==ne||ft.numClippingPlanes!==void 0&&(ft.numClippingPlanes!==pt.numPlanes||ft.numIntersection!==pt.numIntersection)||ft.vertexAlphas!==Se||ft.vertexTangents!==Re||ft.morphTargets!==Pe||ft.morphNormals!==ze||ft.morphColors!==Ye||ft.toneMapping!==lt||ft.morphTargetsCount!==At)&&(st=!0):(st=!0,ft.__version=H.version);let Kt=ft.currentProgram;st===!0&&(Kt=Ua(H,V,X));let Ln=!1,Yt=!1,kt=!1;const Dt=Kt.getUniforms(),Hn=ft.uniforms;if(Be.useProgram(Kt.program)&&(Ln=!0,Yt=!0,kt=!0),H.id!==B&&(B=H.id,Yt=!0),Ln||j!==D){Be.buffers.depth.getReversed()&&D.reversedDepth!==!0&&(D._reversedDepth=!0,D.updateProjectionMatrix()),Dt.setValue(G,"projectionMatrix",D.projectionMatrix),Dt.setValue(G,"viewMatrix",D.matrixWorldInverse);const kn=Dt.map.cameraPosition;kn!==void 0&&kn.setValue(G,it.setFromMatrixPosition(D.matrixWorld)),Fe.logarithmicDepthBuffer&&Dt.setValue(G,"logDepthBufFC",2/(Math.log(D.far+1)/Math.LN2)),(H.isMeshPhongMaterial||H.isMeshToonMaterial||H.isMeshLambertMaterial||H.isMeshBasicMaterial||H.isMeshStandardMaterial||H.isShaderMaterial)&&Dt.setValue(G,"isOrthographic",D.isOrthographicCamera===!0),j!==D&&(j=D,Yt=!0,kt=!0)}if(X.isSkinnedMesh){Dt.setOptional(G,X,"bindMatrix"),Dt.setOptional(G,X,"bindMatrixInverse");const Mn=X.skeleton;Mn&&(Mn.boneTexture===null&&Mn.computeBoneTexture(),Dt.setValue(G,"boneTexture",Mn.boneTexture,ct))}X.isBatchedMesh&&(Dt.setOptional(G,X,"batchingTexture"),Dt.setValue(G,"batchingTexture",X._matricesTexture,ct),Dt.setOptional(G,X,"batchingIdTexture"),Dt.setValue(G,"batchingIdTexture",X._indirectTexture,ct),Dt.setOptional(G,X,"batchingColorTexture"),X._colorsTexture!==null&&Dt.setValue(G,"batchingColorTexture",X._colorsTexture,ct));const bi=Z.morphAttributes;if((bi.position!==void 0||bi.normal!==void 0||bi.color!==void 0)&&ht.update(X,Z,Kt),(Yt||ft.receiveShadow!==X.receiveShadow)&&(ft.receiveShadow=X.receiveShadow,Dt.setValue(G,"receiveShadow",X.receiveShadow)),H.isMeshGouraudMaterial&&H.envMap!==null&&(Hn.envMap.value=_e,Hn.flipEnvMap.value=_e.isCubeTexture&&_e.isRenderTargetTexture===!1?-1:1),H.isMeshStandardMaterial&&H.envMap===null&&V.environment!==null&&(Hn.envMapIntensity.value=V.environmentIntensity),Hn.dfgLUT!==void 0&&(Hn.dfgLUT.value=Aj()),Yt&&(Dt.setValue(G,"toneMappingExposure",R.toneMappingExposure),ft.needsLights&&la(Hn,kt),ne&&H.fog===!0&&vt.refreshFogUniforms(Hn,ne),vt.refreshMaterialUniforms(Hn,H,ie,oe,E.state.transmissionRenderTarget[D.id]),M_.upload(G,Bs(ft),Hn,ct)),H.isShaderMaterial&&H.uniformsNeedUpdate===!0&&(M_.upload(G,Bs(ft),Hn,ct),H.uniformsNeedUpdate=!1),H.isSpriteMaterial&&Dt.setValue(G,"center",X.center),Dt.setValue(G,"modelViewMatrix",X.modelViewMatrix),Dt.setValue(G,"normalMatrix",X.normalMatrix),Dt.setValue(G,"modelMatrix",X.matrixWorld),H.isShaderMaterial||H.isRawShaderMaterial){const Mn=H.uniformsGroups;for(let kn=0,Sh=Mn.length;kn0&&ct.useMultisampledRTT(D)===!1?X=Je.get(D).__webglMultisampledFramebuffer:Array.isArray(Re)?X=Re[Z]:X=Re,ee.copy(D.viewport),se.copy(D.scissor),ae=D.scissorTest}else ee.copy(nt).multiplyScalar(ie).floor(),se.copy(tt).multiplyScalar(ie).floor(),ae=gt;if(Z!==0&&(X=C),Be.bindFramebuffer(G.FRAMEBUFFER,X)&&H&&Be.drawBuffers(D,X),Be.viewport(ee),Be.scissor(se),Be.setScissorTest(ae),ne){const _e=Je.get(D.texture);G.framebufferTexture2D(G.FRAMEBUFFER,G.COLOR_ATTACHMENT0,G.TEXTURE_CUBE_MAP_POSITIVE_X+V,_e.__webglTexture,Z)}else if(re){const _e=V;for(let Se=0;Se=0&&V<=D.width-H&&Z>=0&&Z<=D.height-X&&(D.textures.length>1&&G.readBuffer(G.COLOR_ATTACHMENT0+fe),G.readPixels(V,Z,H,X,Oe.convert(Re),Oe.convert(Pe),ne))}finally{const Se=w!==null?Je.get(w).__webglFramebuffer:null;Be.bindFramebuffer(G.FRAMEBUFFER,Se)}}},this.readRenderTargetPixelsAsync=async function(D,V,Z,H,X,ne,re,fe=0){if(!(D&&D.isWebGLRenderTarget))throw new Error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let _e=Je.get(D).__webglFramebuffer;if(D.isWebGLCubeRenderTarget&&re!==void 0&&(_e=_e[re]),_e)if(V>=0&&V<=D.width-H&&Z>=0&&Z<=D.height-X){Be.bindFramebuffer(G.FRAMEBUFFER,_e);const Se=D.textures[fe],Re=Se.format,Pe=Se.type;if(!Fe.textureFormatReadable(Re))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.");if(!Fe.textureTypeReadable(Pe))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.");const ze=G.createBuffer();G.bindBuffer(G.PIXEL_PACK_BUFFER,ze),G.bufferData(G.PIXEL_PACK_BUFFER,ne.byteLength,G.STREAM_READ),D.textures.length>1&&G.readBuffer(G.COLOR_ATTACHMENT0+fe),G.readPixels(V,Z,H,X,Oe.convert(Re),Oe.convert(Pe),0);const Ye=w!==null?Je.get(w).__webglFramebuffer:null;Be.bindFramebuffer(G.FRAMEBUFFER,Ye);const lt=G.fenceSync(G.SYNC_GPU_COMMANDS_COMPLETE,0);return G.flush(),await eG(G,lt,4),G.bindBuffer(G.PIXEL_PACK_BUFFER,ze),G.getBufferSubData(G.PIXEL_PACK_BUFFER,0,ne),G.deleteBuffer(ze),G.deleteSync(lt),ne}else throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.")},this.copyFramebufferToTexture=function(D,V=null,Z=0){const H=Math.pow(2,-Z),X=Math.floor(D.image.width*H),ne=Math.floor(D.image.height*H),re=V!==null?V.x:0,fe=V!==null?V.y:0;ct.setTexture2D(D,0),G.copyTexSubImage2D(G.TEXTURE_2D,Z,0,0,re,fe,X,ne),Be.unbindTexture()};const z=G.createFramebuffer(),Y=G.createFramebuffer();this.copyTextureToTexture=function(D,V,Z=null,H=null,X=0,ne=null){ne===null&&(X!==0?(wd("WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels."),ne=X,X=0):ne=0);let re,fe,_e,Se,Re,Pe,ze,Ye,lt;const Tt=D.isCompressedTexture?D.mipmaps[ne]:D.image;if(Z!==null)re=Z.max.x-Z.min.x,fe=Z.max.y-Z.min.y,_e=Z.isBox3?Z.max.z-Z.min.z:1,Se=Z.min.x,Re=Z.min.y,Pe=Z.isBox3?Z.min.z:0;else{const bi=Math.pow(2,-X);re=Math.floor(Tt.width*bi),fe=Math.floor(Tt.height*bi),D.isDataArrayTexture?_e=Tt.depth:D.isData3DTexture?_e=Math.floor(Tt.depth*bi):_e=1,Se=0,Re=0,Pe=0}H!==null?(ze=H.x,Ye=H.y,lt=H.z):(ze=0,Ye=0,lt=0);const At=Oe.convert(V.format),ft=Oe.convert(V.type);let wt;V.isData3DTexture?(ct.setTexture3D(V,0),wt=G.TEXTURE_3D):V.isDataArrayTexture||V.isCompressedArrayTexture?(ct.setTexture2DArray(V,0),wt=G.TEXTURE_2D_ARRAY):(ct.setTexture2D(V,0),wt=G.TEXTURE_2D),G.pixelStorei(G.UNPACK_FLIP_Y_WEBGL,V.flipY),G.pixelStorei(G.UNPACK_PREMULTIPLY_ALPHA_WEBGL,V.premultiplyAlpha),G.pixelStorei(G.UNPACK_ALIGNMENT,V.unpackAlignment);const st=G.getParameter(G.UNPACK_ROW_LENGTH),Kt=G.getParameter(G.UNPACK_IMAGE_HEIGHT),Ln=G.getParameter(G.UNPACK_SKIP_PIXELS),Yt=G.getParameter(G.UNPACK_SKIP_ROWS),kt=G.getParameter(G.UNPACK_SKIP_IMAGES);G.pixelStorei(G.UNPACK_ROW_LENGTH,Tt.width),G.pixelStorei(G.UNPACK_IMAGE_HEIGHT,Tt.height),G.pixelStorei(G.UNPACK_SKIP_PIXELS,Se),G.pixelStorei(G.UNPACK_SKIP_ROWS,Re),G.pixelStorei(G.UNPACK_SKIP_IMAGES,Pe);const Dt=D.isDataArrayTexture||D.isData3DTexture,Hn=V.isDataArrayTexture||V.isData3DTexture;if(D.isDepthTexture){const bi=Je.get(D),Mn=Je.get(V),kn=Je.get(bi.__renderTarget),Sh=Je.get(Mn.__renderTarget);Be.bindFramebuffer(G.READ_FRAMEBUFFER,kn.__webglFramebuffer),Be.bindFramebuffer(G.DRAW_FRAMEBUFFER,Sh.__webglFramebuffer);for(let 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_=p;t.isImageBitmapLoader===!0&&(_=function(T){const y=new Nn(T);y.needsUpdate=!0,p(y)}),t.load(fc.resolveURL(d,a.path),_,void 0,g)})}).then(function(d){return h===!0&&o.revokeObjectURL(l),Zs(d,s),d.userData.mimeType=s.mimeType||AK(s.uri),d}).catch(function(d){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),d});return this.sourceCache[e]=f,f}assignTexture(e,t,i,r){const a=this;return this.getDependency("texture",i.index).then(function(s){if(!s)return null;if(i.texCoord!==void 0&&i.texCoord>0&&(s=s.clone(),s.channel=i.texCoord),a.extensions[on.KHR_TEXTURE_TRANSFORM]){const o=i.extensions!==void 0?i.extensions[on.KHR_TEXTURE_TRANSFORM]:void 0;if(o){const l=a.associations.get(s);s=a.extensions[on.KHR_TEXTURE_TRANSFORM].extendTexture(s,o),a.associations.set(s,l)}}return r!==void 0&&(s.colorSpace=r),e[t]=s,s})}assignFinalMaterial(e){const t=e.geometry;let i=e.material;const r=t.attributes.tangent===void 0,a=t.attributes.color!==void 0,s=t.attributes.normal===void 0;if(e.isPoints){const o="PointsMaterial:"+i.uuid;let l=this.cache.get(o);l||(l=new K1,jn.prototype.copy.call(l,i),l.color.copy(i.color),l.map=i.map,l.sizeAttenuation=!1,this.cache.add(o,l)),i=l}else if(e.isLine){const o="LineBasicMaterial:"+i.uuid;let l=this.cache.get(o);l||(l=new Bi,jn.prototype.copy.call(l,i),l.color.copy(i.color),l.map=i.map,this.cache.add(o,l)),i=l}if(r||a||s){let o="ClonedMaterial:"+i.uuid+":";r&&(o+="derivative-tangents:"),a&&(o+="vertex-colors:"),s&&(o+="flat-shading:");let l=this.cache.get(o);l||(l=i.clone(),a&&(l.vertexColors=!0),s&&(l.flatShading=!0),r&&(l.normalScale&&(l.normalScale.y*=-1),l.clearcoatNormalScale&&(l.clearcoatNormalScale.y*=-1)),this.cache.add(o,l),this.associations.set(l,this.associations.get(i))),i=l}e.material=i}getMaterialType(){return q0}loadMaterial(e){const t=this,i=this.json,r=this.extensions,a=i.materials[e];let s;const o={},l=a.extensions||{},h=[];if(l[on.KHR_MATERIALS_UNLIT]){const d=r[on.KHR_MATERIALS_UNLIT];s=d.getMaterialType(),h.push(d.extendParams(o,a,t))}else{const d=a.pbrMetallicRoughness||{};if(o.color=new qe(1,1,1),o.opacity=1,Array.isArray(d.baseColorFactor)){const p=d.baseColorFactor;o.color.setRGB(p[0],p[1],p[2],Fn),o.opacity=p[3]}d.baseColorTexture!==void 0&&h.push(t.assignTexture(o,"map",d.baseColorTexture,dn)),o.metalness=d.metallicFactor!==void 0?d.metallicFactor:1,o.roughness=d.roughnessFactor!==void 0?d.roughnessFactor:1,d.metallicRoughnessTexture!==void 0&&(h.push(t.assignTexture(o,"metalnessMap",d.metallicRoughnessTexture)),h.push(t.assignTexture(o,"roughnessMap",d.metallicRoughnessTexture))),s=this._invokeOne(function(p){return p.getMaterialType&&p.getMaterialType(e)}),h.push(Promise.all(this._invokeAll(function(p){return p.extendMaterialParams&&p.extendMaterialParams(e,o)})))}a.doubleSided===!0&&(o.side=cr);const f=a.alphaMode||N2.OPAQUE;if(f===N2.BLEND?(o.transparent=!0,o.depthWrite=!1):(o.transparent=!1,f===N2.MASK&&(o.alphaTest=a.alphaCutoff!==void 0?a.alphaCutoff:.5)),a.normalTexture!==void 0&&s!==Ur&&(h.push(t.assignTexture(o,"normalMap",a.normalTexture)),o.normalScale=new de(1,1),a.normalTexture.scale!==void 0)){const d=a.normalTexture.scale;o.normalScale.set(d,d)}if(a.occlusionTexture!==void 0&&s!==Ur&&(h.push(t.assignTexture(o,"aoMap",a.occlusionTexture)),a.occlusionTexture.strength!==void 0&&(o.aoMapIntensity=a.occlusionTexture.strength)),a.emissiveFactor!==void 0&&s!==Ur){const d=a.emissiveFactor;o.emissive=new qe().setRGB(d[0],d[1],d[2],Fn)}return a.emissiveTexture!==void 0&&s!==Ur&&h.push(t.assignTexture(o,"emissiveMap",a.emissiveTexture,dn)),Promise.all(h).then(function(){const d=new s(o);return a.name&&(d.name=a.name),Zs(d,a),t.associations.set(d,{materials:e}),a.extensions&&uu(r,d,a),d})}createUniqueName(e){const t=fn.sanitizeNodeName(e||"");return t in this.nodeNamesUsed?t+"_"+ ++this.nodeNamesUsed[t]:(this.nodeNamesUsed[t]=0,t)}loadGeometries(e){const t=this,i=this.extensions,r=this.primitiveCache;function a(o){return i[on.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(o,t).then(function(l){return uN(l,o,t)})}const s=[];for(let o=0,l=e.length;o0&&MK(v,a),v.name=t.createUniqueName(a.name||"mesh_"+e),Zs(v,a),y.extensions&&uu(r,v,y),t.assignFinalMaterial(v),d.push(v)}for(let g=0,_=d.length;g<_;g++)t.associations.set(d[g],{meshes:e,primitives:g});if(d.length===1)return a.extensions&&uu(r,d[0],a),d[0];const p=new Pr;a.extensions&&uu(r,p,a),t.associations.set(p,{meshes:e});for(let g=0,_=d.length;g<_;g++)p.add(d[g]);return p})}loadCamera(e){let t;const i=this.json.cameras[e],r=i[i.type];if(!r){console.warn("THREE.GLTFLoader: Missing camera parameters.");return}return i.type==="perspective"?t=new hi(tn.radToDeg(r.yfov),r.aspectRatio||1,r.znear||1,r.zfar||2e6):i.type==="orthographic"&&(t=new ao(-r.xmag,r.xmag,r.ymag,-r.ymag,r.znear,r.zfar)),i.name&&(t.name=this.createUniqueName(i.name)),Zs(t,i),Promise.resolve(t)}loadSkin(e){const t=this.json.skins[e],i=[];for(let r=0,a=t.joints.length;r1?f=new Pr:h.length===1?f=h[0]:f=new Wt,f!==h[0])for(let d=0,p=h.length;d1){const d=r.associations.get(f);r.associations.set(f,{...d})}return r.associations.get(f).nodes=e,f}),this.nodeCache[e]}loadScene(e){const t=this.extensions,i=this.json.scenes[e],r=this,a=new Pr;i.name&&(a.name=r.createUniqueName(i.name)),Zs(a,i),i.extensions&&uu(t,a,i);const s=i.nodes||[],o=[];for(let l=0,h=s.length;l{const d=new Map;for(const[p,g]of r.associations)(p instanceof jn||p instanceof Nn)&&d.set(p,g);return f.traverse(p=>{const g=r.associations.get(p);g!=null&&d.set(p,g)}),d};return r.associations=h(a),a})}_createAnimationTracks(e,t,i,r,a){const s=[],o=e.name?e.name:e.uuid,l=[];zl[a.path]===zl.weights?e.traverse(function(p){p.morphTargetInfluences&&l.push(p.name?p.name:p.uuid)}):l.push(o);let h;switch(zl[a.path]){case zl.weights:h=yc;break;case zl.rotation:h=Sc;break;case zl.translation:case zl.scale:h=eh;break;default:switch(i.itemSize){case 1:h=yc;break;case 2:case 3:default:h=eh;break}break}const f=r.interpolation!==void 0?SK[r.interpolation]:bd,d=this._getArrayFromAccessor(i);for(let p=0,g=l.length;pnew Promise((i,r)=>{var a=l=>{try{o(t.next(l))}catch(h){r(h)}},s=l=>{try{o(t.throw(l))}catch(h){r(h)}},o=l=>l.done?i(l.value):Promise.resolve(l.value).then(a,s);o((t=t.apply(n,e)).next())}),_n=(n,e,t)=>new Promise((i,r)=>{var a=l=>{try{o(t.next(l))}catch(h){r(h)}},s=l=>{try{o(t.throw(l))}catch(h){r(h)}},o=l=>l.done?i(l.value):Promise.resolve(l.value).then(a,s);o((t=t.apply(n,e)).next())}),hN=class extends Wt{constructor(n){super(),this.weight=0,this.isBinary=!1,this.overrideBlink="none",this.overrideLookAt="none",this.overrideMouth="none",this._binds=[],this.name=`VRMExpression_${n}`,this.expressionName=n,this.type="VRMExpression",this.visible=!1}get binds(){return this._binds}get overrideBlinkAmount(){return this.overrideBlink==="block"?0.5?1:0:this.weight}addBind(n){this._binds.push(n)}deleteBind(n){const e=this._binds.indexOf(n);e>=0&&this._binds.splice(e,1)}applyWeight(n){var e;let t=this.outputWeight;t*=(e=n==null?void 0:n.multiplier)!=null?e:1,this.isBinary&&t<1&&(t=0),this._binds.forEach(i=>i.applyWeight(t))}clearAppliedWeight(){this._binds.forEach(n=>n.clearAppliedWeight())}};function D8(n,e,t){var i,r;const a=n.parser.json,s=(i=a.nodes)==null?void 0:i[e];if(s==null)return console.warn(`extractPrimitivesInternal: Attempt to use nodes[${e}] of glTF but the node doesn't exist`),null;const o=s.mesh;if(o==null)return null;const l=(r=a.meshes)==null?void 0:r[o];if(l==null)return console.warn(`extractPrimitivesInternal: Attempt to use meshes[${o}] of glTF but the mesh doesn't exist`),null;const h=l.primitives.length,f=[];return t.traverse(d=>{f.length{const a=D8(n,r,i);a!=null&&t.set(r,a)}),t})}var PE={Aa:"aa",Ih:"ih",Ou:"ou",Ee:"ee",Oh:"oh",Blink:"blink",Happy:"happy",Angry:"angry",Sad:"sad",Relaxed:"relaxed",LookUp:"lookUp",Surprised:"surprised",LookDown:"lookDown",LookLeft:"lookLeft",LookRight:"lookRight",BlinkLeft:"blinkLeft",BlinkRight:"blinkRight",Neutral:"neutral"};function N8(n){return Math.max(Math.min(n,1),0)}var pN=class O8{constructor(){this.blinkExpressionNames=["blink","blinkLeft","blinkRight"],this.lookAtExpressionNames=["lookLeft","lookRight","lookUp","lookDown"],this.mouthExpressionNames=["aa","ee","ih","oh","ou"],this._expressions=[],this._expressionMap={}}get expressions(){return this._expressions.concat()}get expressionMap(){return Object.assign({},this._expressionMap)}get presetExpressionMap(){const e={},t=new Set(Object.values(PE));return Object.entries(this._expressionMap).forEach(([i,r])=>{t.has(i)&&(e[i]=r)}),e}get customExpressionMap(){const e={},t=new Set(Object.values(PE));return Object.entries(this._expressionMap).forEach(([i,r])=>{t.has(i)||(e[i]=r)}),e}copy(e){return this._expressions.concat().forEach(i=>{this.unregisterExpression(i)}),e._expressions.forEach(i=>{this.registerExpression(i)}),this.blinkExpressionNames=e.blinkExpressionNames.concat(),this.lookAtExpressionNames=e.lookAtExpressionNames.concat(),this.mouthExpressionNames=e.mouthExpressionNames.concat(),this}clone(){return new O8().copy(this)}getExpression(e){var t;return(t=this._expressionMap[e])!=null?t:null}registerExpression(e){this._expressions.push(e),this._expressionMap[e.expressionName]=e}unregisterExpression(e){const t=this._expressions.indexOf(e);t===-1&&console.warn("VRMExpressionManager: The specified expressions is not registered"),this._expressions.splice(t,1),delete this._expressionMap[e.expressionName]}getValue(e){var t;const i=this.getExpression(e);return(t=i==null?void 0:i.weight)!=null?t:null}setValue(e,t){const i=this.getExpression(e);i&&(i.weight=N8(t))}resetValues(){this._expressions.forEach(e=>{e.weight=0})}getExpressionTrackName(e){const t=this.getExpression(e);return t?`${t.name}.weight`:null}update(){const e=this._calculateWeightMultipliers();this._expressions.forEach(t=>{t.clearAppliedWeight()}),this._expressions.forEach(t=>{let i=1;const r=t.expressionName;this.blinkExpressionNames.indexOf(r)!==-1&&(i*=e.blink),this.lookAtExpressionNames.indexOf(r)!==-1&&(i*=e.lookAt),this.mouthExpressionNames.indexOf(r)!==-1&&(i*=e.mouth),t.applyWeight({multiplier:i})})}_calculateWeightMultipliers(){let e=1,t=1,i=1;return this._expressions.forEach(r=>{e-=r.overrideBlinkAmount,t-=r.overrideLookAtAmount,i-=r.overrideMouthAmount}),e=Math.max(0,e),t=Math.max(0,t),i=Math.max(0,i),{blink:e,lookAt:t,mouth:i}}},Qp={Color:"color",EmissionColor:"emissionColor",ShadeColor:"shadeColor",RimColor:"rimColor",OutlineColor:"outlineColor"},DK={_Color:Qp.Color,_EmissionColor:Qp.EmissionColor,_ShadeColor:Qp.ShadeColor,_RimColor:Qp.RimColor,_OutlineColor:Qp.OutlineColor},NK=new qe,L8=class I8{constructor({material:e,type:t,targetValue:i,targetAlpha:r}){this.material=e,this.type=t,this.targetValue=i,this.targetAlpha=r??1;const a=this._initColorBindState(),s=this._initAlphaBindState();this._state={color:a,alpha:s}}applyWeight(e){const{color:t,alpha:i}=this._state;if(t!=null){const{propertyName:r,deltaValue:a}=t,s=this.material[r];s!=null&&s.add(NK.copy(a).multiplyScalar(e))}if(i!=null){const{propertyName:r,deltaValue:a}=i;this.material[r]!=null&&(this.material[r]+=a*e)}}clearAppliedWeight(){const{color:e,alpha:t}=this._state;if(e!=null){const{propertyName:i,initialValue:r}=e,a=this.material[i];a!=null&&a.copy(r)}if(t!=null){const{propertyName:i,initialValue:r}=t;this.material[i]!=null&&(this.material[i]=r)}}_initColorBindState(){var e,t,i;const{material:r,type:a,targetValue:s}=this,o=this._getPropertyNameMap(),l=(t=(e=o==null?void 0:o[a])==null?void 0:e[0])!=null?t:null;if(l==null)return console.warn(`Tried to add a material color bind to the material ${(i=r.name)!=null?i:"(no name)"}, the type ${a} but the material or the type is not supported.`),null;const f=r[l].clone(),d=new qe(s.r-f.r,s.g-f.g,s.b-f.b);return{propertyName:l,initialValue:f,deltaValue:d}}_initAlphaBindState(){var e,t,i;const{material:r,type:a,targetAlpha:s}=this,o=this._getPropertyNameMap(),l=(t=(e=o==null?void 0:o[a])==null?void 0:e[1])!=null?t:null;if(l==null&&s!==1)return console.warn(`Tried to add a material alpha bind to the material ${(i=r.name)!=null?i:"(no name)"}, the type ${a} but the material or the type does not support alpha.`),null;if(l==null)return null;const h=r[l],f=s-h;return{propertyName:l,initialValue:h,deltaValue:f}}_getPropertyNameMap(){var e,t;return(t=(e=Object.entries(I8._propertyNameMapMap).find(([i])=>this.material[i]===!0))==null?void 0:e[1])!=null?t:null}};L8._propertyNameMapMap={isMeshStandardMaterial:{color:["color","opacity"],emissionColor:["emissive",null]},isMeshBasicMaterial:{color:["color","opacity"]},isMToonMaterial:{color:["color","opacity"],emissionColor:["emissive",null],outlineColor:["outlineColorFactor",null],matcapColor:["matcapFactor",null],rimColor:["parametricRimColorFactor",null],shadeColor:["shadeColorFactor",null]}};var mN=L8,$x=class{constructor({primitives:n,index:e,weight:t}){this.primitives=n,this.index=e,this.weight=t}applyWeight(n){this.primitives.forEach(e=>{var t;((t=e.morphTargetInfluences)==null?void 0:t[this.index])!=null&&(e.morphTargetInfluences[this.index]+=this.weight*n)})}clearAppliedWeight(){this.primitives.forEach(n=>{var e;((e=n.morphTargetInfluences)==null?void 0:e[this.index])!=null&&(n.morphTargetInfluences[this.index]=0)})}},gN=new de,U8=class P8{constructor({material:e,scale:t,offset:i}){var r,a;this.material=e,this.scale=t,this.offset=i;const s=(r=Object.entries(P8._propertyNamesMap).find(([o])=>e[o]===!0))==null?void 0:r[1];s==null?(console.warn(`Tried to add a texture transform bind to the material ${(a=e.name)!=null?a:"(no name)"} but the material is not supported.`),this._properties=[]):(this._properties=[],s.forEach(o=>{var l;const h=(l=e[o])==null?void 0:l.clone();if(!h)return null;e[o]=h;const f=h.offset.clone(),d=h.repeat.clone(),p=i.clone().sub(f),g=t.clone().sub(d);this._properties.push({name:o,initialOffset:f,deltaOffset:p,initialScale:d,deltaScale:g})}))}applyWeight(e){this._properties.forEach(t=>{const i=this.material[t.name];i!==void 0&&(i.offset.add(gN.copy(t.deltaOffset).multiplyScalar(e)),i.repeat.add(gN.copy(t.deltaScale).multiplyScalar(e)))})}clearAppliedWeight(){this._properties.forEach(e=>{const t=this.material[e.name];t!==void 0&&(t.offset.copy(e.initialOffset),t.repeat.copy(e.initialScale))})}};U8._propertyNamesMap={isMeshStandardMaterial:["map","emissiveMap","bumpMap","normalMap","displacementMap","roughnessMap","metalnessMap","alphaMap"],isMeshBasicMaterial:["map","specularMap","alphaMap"],isMToonMaterial:["map","normalMap","emissiveMap","shadeMultiplyTexture","rimMultiplyTexture","outlineWidthMultiplyTexture","uvAnimationMaskTexture"]};var vN=U8,OK=new Set(["1.0","1.0-beta"]),z8=class B8{get name(){return"VRMExpressionLoaderPlugin"}constructor(e){this.parser=e}afterRoot(e){return _n(this,null,function*(){e.userData.vrmExpressionManager=yield this._import(e)})}_import(e){return _n(this,null,function*(){const t=yield this._v1Import(e);if(t)return t;const i=yield this._v0Import(e);return i||null})}_v1Import(e){return _n(this,null,function*(){var t,i;const r=this.parser.json;if(!(((t=r.extensionsUsed)==null?void 0:t.indexOf("VRMC_vrm"))!==-1))return null;const s=(i=r.extensions)==null?void 0:i.VRMC_vrm;if(!s)return null;const o=s.specVersion;if(!OK.has(o))return console.warn(`VRMExpressionLoaderPlugin: Unknown VRMC_vrm specVersion "${o}"`),null;const l=s.expressions;if(!l)return null;const h=new Set(Object.values(PE)),f=new Map;l.preset!=null&&Object.entries(l.preset).forEach(([p,g])=>{if(g!=null){if(!h.has(p)){console.warn(`VRMExpressionLoaderPlugin: Unknown preset name "${p}" detected. Ignoring the expression`);return}f.set(p,g)}}),l.custom!=null&&Object.entries(l.custom).forEach(([p,g])=>{if(h.has(p)){console.warn(`VRMExpressionLoaderPlugin: Custom expression cannot have preset name "${p}". Ignoring the expression`);return}f.set(p,g)});const d=new pN;return yield Promise.all(Array.from(f.entries()).map(p=>_n(this,[p],function*([g,_]){var T,y,v,S,E,b,N;const R=new hN(g);if(e.scene.add(R),R.isBinary=(T=_.isBinary)!=null?T:!1,R.overrideBlink=(y=_.overrideBlink)!=null?y:"none",R.overrideLookAt=(v=_.overrideLookAt)!=null?v:"none",R.overrideMouth=(S=_.overrideMouth)!=null?S:"none",(E=_.morphTargetBinds)==null||E.forEach(I=>_n(this,null,function*(){var U;if(I.node===void 0||I.index===void 0)return;const O=yield fN(e,I.node),w=I.index;if(!O.every(B=>Array.isArray(B.morphTargetInfluences)&&w{const O=U.material;O&&(Array.isArray(O)?I.push(...O):I.push(O))}),(b=_.materialColorBinds)==null||b.forEach(U=>_n(this,null,function*(){I.filter(w=>{var B;const j=(B=this.parser.associations.get(w))==null?void 0:B.materials;return U.material===j}).forEach(w=>{R.addBind(new mN({material:w,type:U.type,targetValue:new qe().fromArray(U.targetValue),targetAlpha:U.targetValue[3]}))})})),(N=_.textureTransformBinds)==null||N.forEach(U=>_n(this,null,function*(){I.filter(w=>{var B;const j=(B=this.parser.associations.get(w))==null?void 0:B.materials;return U.material===j}).forEach(w=>{var B,j;R.addBind(new vN({material:w,offset:new de().fromArray((B=U.offset)!=null?B:[0,0]),scale:new de().fromArray((j=U.scale)!=null?j:[1,1])}))})}))}d.registerExpression(R)}))),d})}_v0Import(e){return _n(this,null,function*(){var t;const i=this.parser.json,r=(t=i.extensions)==null?void 0:t.VRM;if(!r)return null;const a=r.blendShapeMaster;if(!a)return null;const s=new pN,o=a.blendShapeGroups;if(!o)return s;const l=new Set;return yield Promise.all(o.map(h=>_n(this,null,function*(){var f;const d=h.presetName,p=d!=null&&B8.v0v1PresetNameMap[d]||null,g=p??h.name;if(g==null){console.warn("VRMExpressionLoaderPlugin: One of custom expressions has no name. Ignoring the expression");return}if(l.has(g)){console.warn(`VRMExpressionLoaderPlugin: An expression preset ${d} has duplicated entries. Ignoring the expression`);return}l.add(g);const _=new hN(g);e.scene.add(_),_.isBinary=(f=h.isBinary)!=null?f:!1,h.binds&&h.binds.forEach(y=>_n(this,null,function*(){var v;if(y.mesh===void 0||y.index===void 0)return;const S=[];(v=i.nodes)==null||v.forEach((b,N)=>{b.mesh===y.mesh&&S.push(N)});const E=y.index;yield Promise.all(S.map(b=>_n(this,null,function*(){var N;const R=yield fN(e,b);if(!R.every(I=>Array.isArray(I.morphTargetInfluences)&&E{if(y.materialName===void 0||y.propertyName===void 0||y.targetValue===void 0)return;const v=[];e.scene.traverse(E=>{if(E.material){const b=E.material;Array.isArray(b)?v.push(...b.filter(N=>(N.name===y.materialName||N.name===y.materialName+" (Outline)")&&v.indexOf(N)===-1)):b.name===y.materialName&&v.indexOf(b)===-1&&v.push(b)}});const S=y.propertyName;v.forEach(E=>{if(S==="_MainTex_ST"){const N=new de(y.targetValue[0],y.targetValue[1]),R=new de(y.targetValue[2],y.targetValue[3]);R.y=1-R.y-N.y,_.addBind(new vN({material:E,scale:N,offset:R}));return}const b=DK[S];if(b){_.addBind(new mN({material:E,type:b,targetValue:new qe().fromArray(y.targetValue),targetAlpha:y.targetValue[3]}));return}console.warn(S+" is not supported")})}),s.registerExpression(_)}))),s})}};z8.v0v1PresetNameMap={a:"aa",e:"ee",i:"ih",o:"oh",u:"ou",blink:"blink",joy:"happy",angry:"angry",sorrow:"sad",fun:"relaxed",lookup:"lookUp",lookdown:"lookDown",lookleft:"lookLeft",lookright:"lookRight",blink_l:"blinkLeft",blink_r:"blinkRight",neutral:"neutral"};var LK=z8,fA=class Of{constructor(e,t){this._firstPersonOnlyLayer=Of.DEFAULT_FIRSTPERSON_ONLY_LAYER,this._thirdPersonOnlyLayer=Of.DEFAULT_THIRDPERSON_ONLY_LAYER,this._initializedLayers=!1,this.humanoid=e,this.meshAnnotations=t}copy(e){if(this.humanoid!==e.humanoid)throw new Error("VRMFirstPerson: humanoid must be same in order to copy");return this.meshAnnotations=e.meshAnnotations.map(t=>({meshes:t.meshes.concat(),type:t.type})),this}clone(){return new Of(this.humanoid,this.meshAnnotations).copy(this)}get firstPersonOnlyLayer(){return this._firstPersonOnlyLayer}get thirdPersonOnlyLayer(){return this._thirdPersonOnlyLayer}setup({firstPersonOnlyLayer:e=Of.DEFAULT_FIRSTPERSON_ONLY_LAYER,thirdPersonOnlyLayer:t=Of.DEFAULT_THIRDPERSON_ONLY_LAYER}={}){this._initializedLayers||(this._firstPersonOnlyLayer=e,this._thirdPersonOnlyLayer=t,this.meshAnnotations.forEach(i=>{i.meshes.forEach(r=>{i.type==="firstPersonOnly"?(r.layers.set(this._firstPersonOnlyLayer),r.traverse(a=>a.layers.set(this._firstPersonOnlyLayer))):i.type==="thirdPersonOnly"?(r.layers.set(this._thirdPersonOnlyLayer),r.traverse(a=>a.layers.set(this._thirdPersonOnlyLayer))):i.type==="auto"&&this._createHeadlessModel(r)})}),this._initializedLayers=!0)}_excludeTriangles(e,t,i,r){let a=0;if(t!=null&&t.length>0)for(let s=0;s0&&r.includes(d[0])||f[1]>0&&r.includes(d[1])||f[2]>0&&r.includes(d[2])||f[3]>0&&r.includes(d[3]))continue;const p=t[l],g=i[l];if(p[0]>0&&r.includes(g[0])||p[1]>0&&r.includes(g[1])||p[2]>0&&r.includes(g[2])||p[3]>0&&r.includes(g[3]))continue;const _=t[h],T=i[h];_[0]>0&&r.includes(T[0])||_[1]>0&&r.includes(T[1])||_[2]>0&&r.includes(T[2])||_[3]>0&&r.includes(T[3])||(e[a++]=o,e[a++]=l,e[a++]=h)}return a}_createErasedMesh(e,t){const i=new q1(e.geometry.clone(),e.material);i.name=`${e.name}(erase)`,i.frustumCulled=e.frustumCulled,i.layers.set(this._firstPersonOnlyLayer);const r=i.geometry,a=r.getAttribute("skinIndex"),s=a instanceof SE?[]:a.array,o=[];for(let T=0;T{this._isEraseTarget(a)&&i.push(s)}),!i.length){t.layers.enable(this._thirdPersonOnlyLayer),t.layers.enable(this._firstPersonOnlyLayer);return}t.layers.set(this._thirdPersonOnlyLayer);const r=this._createErasedMesh(t,i);e.add(r)}_createHeadlessModel(e){if(e.type==="Group")if(e.layers.set(this._thirdPersonOnlyLayer),this._isEraseTarget(e))e.traverse(t=>t.layers.set(this._thirdPersonOnlyLayer));else{const t=new Pr;t.name=`_headless_${e.name}`,t.layers.set(this._firstPersonOnlyLayer),e.parent.add(t),e.children.filter(i=>i.type==="SkinnedMesh").forEach(i=>{const r=i;this._createHeadlessModelForSkinnedMesh(t,r)})}else if(e.type==="SkinnedMesh"){const t=e;this._createHeadlessModelForSkinnedMesh(e.parent,t)}else this._isEraseTarget(e)&&(e.layers.set(this._thirdPersonOnlyLayer),e.traverse(t=>t.layers.set(this._thirdPersonOnlyLayer)))}_isEraseTarget(e){return e===this.humanoid.getRawBoneNode("head")?!0:e.parent?this._isEraseTarget(e.parent):!1}};fA.DEFAULT_FIRSTPERSON_ONLY_LAYER=9;fA.DEFAULT_THIRDPERSON_ONLY_LAYER=10;var _N=fA,IK=new Set(["1.0","1.0-beta"]),UK=class{get name(){return"VRMFirstPersonLoaderPlugin"}constructor(n){this.parser=n}afterRoot(n){return _n(this,null,function*(){const e=n.userData.vrmHumanoid;if(e!==null){if(e===void 0)throw new Error("VRMFirstPersonLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first");n.userData.vrmFirstPerson=yield this._import(n,e)}})}_import(n,e){return _n(this,null,function*(){if(e==null)return null;const t=yield this._v1Import(n,e);if(t)return t;const i=yield this._v0Import(n,e);return i||null})}_v1Import(n,e){return _n(this,null,function*(){var t,i;const r=this.parser.json;if(!(((t=r.extensionsUsed)==null?void 0:t.indexOf("VRMC_vrm"))!==-1))return null;const s=(i=r.extensions)==null?void 0:i.VRMC_vrm;if(!s)return null;const o=s.specVersion;if(!IK.has(o))return console.warn(`VRMFirstPersonLoaderPlugin: Unknown VRMC_vrm specVersion "${o}"`),null;const l=s.firstPerson,h=[],f=yield dN(n);return Array.from(f.entries()).forEach(([d,p])=>{var g,_;const T=(g=l==null?void 0:l.meshAnnotations)==null?void 0:g.find(y=>y.node===d);h.push({meshes:p,type:(_=T==null?void 0:T.type)!=null?_:"auto"})}),new _N(e,h)})}_v0Import(n,e){return _n(this,null,function*(){var t;const i=this.parser.json,r=(t=i.extensions)==null?void 0:t.VRM;if(!r)return null;const a=r.firstPerson;if(!a)return null;const s=[],o=yield dN(n);return Array.from(o.entries()).forEach(([l,h])=>{const f=i.nodes[l],d=a.meshAnnotations?a.meshAnnotations.find(p=>p.mesh===f.mesh):void 0;s.push({meshes:h,type:this._convertV0FlagToV1Type(d==null?void 0:d.firstPersonFlag)})}),new _N(e,s)})}_convertV0FlagToV1Type(n){return n==="FirstPersonOnly"?"firstPersonOnly":n==="ThirdPersonOnly"?"thirdPersonOnly":n==="Both"?"both":"auto"}},xN=new L,yN=new L,PK=new _t,SN=class extends Pr{constructor(n){super(),this.vrmHumanoid=n,this._boneAxesMap=new Map,Object.values(n.humanBones).forEach(e=>{const t=new W6(1);t.matrixAutoUpdate=!1,t.material.depthTest=!1,t.material.depthWrite=!1,this.add(t),this._boneAxesMap.set(e,t)})}dispose(){Array.from(this._boneAxesMap.values()).forEach(n=>{n.geometry.dispose(),n.material.dispose()})}updateMatrixWorld(n){Array.from(this._boneAxesMap.entries()).forEach(([e,t])=>{e.node.updateWorldMatrix(!0,!1),e.node.matrixWorld.decompose(xN,PK,yN);const i=xN.set(.1,.1,.1).divide(yN);t.matrix.copy(e.node.matrixWorld).scale(i)}),super.updateMatrixWorld(n)}},L2=["hips","spine","chest","upperChest","neck","head","leftEye","rightEye","jaw","leftUpperLeg","leftLowerLeg","leftFoot","leftToes","rightUpperLeg","rightLowerLeg","rightFoot","rightToes","leftShoulder","leftUpperArm","leftLowerArm","leftHand","rightShoulder","rightUpperArm","rightLowerArm","rightHand","leftThumbMetacarpal","leftThumbProximal","leftThumbDistal","leftIndexProximal","leftIndexIntermediate","leftIndexDistal","leftMiddleProximal","leftMiddleIntermediate","leftMiddleDistal","leftRingProximal","leftRingIntermediate","leftRingDistal","leftLittleProximal","leftLittleIntermediate","leftLittleDistal","rightThumbMetacarpal","rightThumbProximal","rightThumbDistal","rightIndexProximal","rightIndexIntermediate","rightIndexDistal","rightMiddleProximal","rightMiddleIntermediate","rightMiddleDistal","rightRingProximal","rightRingIntermediate","rightRingDistal","rightLittleProximal","rightLittleIntermediate","rightLittleDistal"],zK={hips:null,spine:"hips",chest:"spine",upperChest:"chest",neck:"upperChest",head:"neck",leftEye:"head",rightEye:"head",jaw:"head",leftUpperLeg:"hips",leftLowerLeg:"leftUpperLeg",leftFoot:"leftLowerLeg",leftToes:"leftFoot",rightUpperLeg:"hips",rightLowerLeg:"rightUpperLeg",rightFoot:"rightLowerLeg",rightToes:"rightFoot",leftShoulder:"upperChest",leftUpperArm:"leftShoulder",leftLowerArm:"leftUpperArm",leftHand:"leftLowerArm",rightShoulder:"upperChest",rightUpperArm:"rightShoulder",rightLowerArm:"rightUpperArm",rightHand:"rightLowerArm",leftThumbMetacarpal:"leftHand",leftThumbProximal:"leftThumbMetacarpal",leftThumbDistal:"leftThumbProximal",leftIndexProximal:"leftHand",leftIndexIntermediate:"leftIndexProximal",leftIndexDistal:"leftIndexIntermediate",leftMiddleProximal:"leftHand",leftMiddleIntermediate:"leftMiddleProximal",leftMiddleDistal:"leftMiddleIntermediate",leftRingProximal:"leftHand",leftRingIntermediate:"leftRingProximal",leftRingDistal:"leftRingIntermediate",leftLittleProximal:"leftHand",leftLittleIntermediate:"leftLittleProximal",leftLittleDistal:"leftLittleIntermediate",rightThumbMetacarpal:"rightHand",rightThumbProximal:"rightThumbMetacarpal",rightThumbDistal:"rightThumbProximal",rightIndexProximal:"rightHand",rightIndexIntermediate:"rightIndexProximal",rightIndexDistal:"rightIndexIntermediate",rightMiddleProximal:"rightHand",rightMiddleIntermediate:"rightMiddleProximal",rightMiddleDistal:"rightMiddleIntermediate",rightRingProximal:"rightHand",rightRingIntermediate:"rightRingProximal",rightRingDistal:"rightRingIntermediate",rightLittleProximal:"rightHand",rightLittleIntermediate:"rightLittleProximal",rightLittleDistal:"rightLittleIntermediate"};function H8(n){return n.invert?n.invert():n.inverse(),n}var hu=new L,fu=new _t,zE=class{constructor(n){this.humanBones=n,this.restPose=this.getAbsolutePose()}getAbsolutePose(){const n={};return Object.keys(this.humanBones).forEach(e=>{const t=e,i=this.getBoneNode(t);i&&(hu.copy(i.position),fu.copy(i.quaternion),n[t]={position:hu.toArray(),rotation:fu.toArray()})}),n}getPose(){const n={};return Object.keys(this.humanBones).forEach(e=>{const t=e,i=this.getBoneNode(t);if(!i)return;hu.set(0,0,0),fu.identity();const r=this.restPose[t];r!=null&&r.position&&hu.fromArray(r.position).negate(),r!=null&&r.rotation&&H8(fu.fromArray(r.rotation)),hu.add(i.position),fu.premultiply(i.quaternion),n[t]={position:hu.toArray(),rotation:fu.toArray()}}),n}setPose(n){Object.entries(n).forEach(([e,t])=>{const i=e,r=this.getBoneNode(i);if(!r)return;const a=this.restPose[i];a&&(t!=null&&t.position&&(r.position.fromArray(t.position),a.position&&r.position.add(hu.fromArray(a.position))),t!=null&&t.rotation&&(r.quaternion.fromArray(t.rotation),a.rotation&&r.quaternion.multiply(fu.fromArray(a.rotation))))})}resetPose(){Object.entries(this.restPose).forEach(([n,e])=>{const t=this.getBoneNode(n);t&&(e!=null&&e.position&&t.position.fromArray(e.position),e!=null&&e.rotation&&t.quaternion.fromArray(e.rotation))})}getBone(n){var e;return(e=this.humanBones[n])!=null?e:void 0}getBoneNode(n){var e,t;return(t=(e=this.humanBones[n])==null?void 0:e.node)!=null?t:null}},I2=new L,BK=new _t,HK=new L,TN=class F8 extends zE{static _setupTransforms(e){const t=new Wt;t.name="VRMHumanoidRig";const i={},r={},a={};L2.forEach(o=>{var l;const h=e.getBoneNode(o);if(h){const f=new L,d=new _t;h.updateWorldMatrix(!0,!1),h.matrixWorld.decompose(f,d,I2),i[o]=f,r[o]=h.quaternion.clone();const p=new _t;(l=h.parent)==null||l.matrixWorld.decompose(I2,p,I2),a[o]=p}});const s={};return L2.forEach(o=>{var l;const h=e.getBoneNode(o);if(h){const f=i[o];let d=o,p;for(;p==null&&(d=zK[d],d!=null);)p=i[d];const g=new Wt;g.name="Normalized_"+h.name,(d?(l=s[d])==null?void 0:l.node:t).add(g),g.position.copy(f),p&&g.position.sub(p),s[o]={node:g}}}),{rigBones:s,root:t,parentWorldRotations:a,boneRotations:r}}constructor(e){const{rigBones:t,root:i,parentWorldRotations:r,boneRotations:a}=F8._setupTransforms(e);super(t),this.original=e,this.root=i,this._parentWorldRotations=r,this._boneRotations=a}update(){L2.forEach(e=>{const t=this.original.getBoneNode(e);if(t!=null){const i=this.getBoneNode(e),r=this._parentWorldRotations[e],a=BK.copy(r).invert(),s=this._boneRotations[e];if(t.quaternion.copy(i.quaternion).multiply(r).premultiply(a).multiply(s),e==="hips"){const o=i.getWorldPosition(HK);t.parent.updateWorldMatrix(!0,!1);const l=t.parent.matrixWorld,h=o.applyMatrix4(l.invert());t.position.copy(h)}}})}},EN=class G8{get restPose(){return console.warn("VRMHumanoid: restPose is deprecated. Use either rawRestPose or normalizedRestPose instead."),this.rawRestPose}get rawRestPose(){return this._rawHumanBones.restPose}get normalizedRestPose(){return this._normalizedHumanBones.restPose}get humanBones(){return this._rawHumanBones.humanBones}get rawHumanBones(){return this._rawHumanBones.humanBones}get normalizedHumanBones(){return this._normalizedHumanBones.humanBones}get normalizedHumanBonesRoot(){return this._normalizedHumanBones.root}constructor(e,t){var i;this.autoUpdateHumanBones=(i=t==null?void 0:t.autoUpdateHumanBones)!=null?i:!0,this._rawHumanBones=new zE(e),this._normalizedHumanBones=new TN(this._rawHumanBones)}copy(e){return this.autoUpdateHumanBones=e.autoUpdateHumanBones,this._rawHumanBones=new zE(e.humanBones),this._normalizedHumanBones=new TN(this._rawHumanBones),this}clone(){return new G8(this.humanBones,{autoUpdateHumanBones:this.autoUpdateHumanBones}).copy(this)}getAbsolutePose(){return console.warn("VRMHumanoid: getAbsolutePose() is deprecated. Use either getRawAbsolutePose() or getNormalizedAbsolutePose() instead."),this.getRawAbsolutePose()}getRawAbsolutePose(){return this._rawHumanBones.getAbsolutePose()}getNormalizedAbsolutePose(){return this._normalizedHumanBones.getAbsolutePose()}getPose(){return console.warn("VRMHumanoid: getPose() is deprecated. Use either getRawPose() or getNormalizedPose() instead."),this.getRawPose()}getRawPose(){return this._rawHumanBones.getPose()}getNormalizedPose(){return this._normalizedHumanBones.getPose()}setPose(e){return console.warn("VRMHumanoid: setPose() is deprecated. Use either setRawPose() or setNormalizedPose() instead."),this.setRawPose(e)}setRawPose(e){return this._rawHumanBones.setPose(e)}setNormalizedPose(e){return this._normalizedHumanBones.setPose(e)}resetPose(){return console.warn("VRMHumanoid: resetPose() is deprecated. Use either resetRawPose() or resetNormalizedPose() instead."),this.resetRawPose()}resetRawPose(){return this._rawHumanBones.resetPose()}resetNormalizedPose(){return this._normalizedHumanBones.resetPose()}getBone(e){return console.warn("VRMHumanoid: getBone() is deprecated. Use either getRawBone() or getNormalizedBone() instead."),this.getRawBone(e)}getRawBone(e){return this._rawHumanBones.getBone(e)}getNormalizedBone(e){return this._normalizedHumanBones.getBone(e)}getBoneNode(e){return console.warn("VRMHumanoid: getBoneNode() is deprecated. Use either getRawBoneNode() or getNormalizedBoneNode() instead."),this.getRawBoneNode(e)}getRawBoneNode(e){return this._rawHumanBones.getBoneNode(e)}getNormalizedBoneNode(e){return this._normalizedHumanBones.getBoneNode(e)}update(){this.autoUpdateHumanBones&&this._normalizedHumanBones.update()}},FK={Hips:"hips",Spine:"spine",Head:"head",LeftUpperLeg:"leftUpperLeg",LeftLowerLeg:"leftLowerLeg",LeftFoot:"leftFoot",RightUpperLeg:"rightUpperLeg",RightLowerLeg:"rightLowerLeg",RightFoot:"rightFoot",LeftUpperArm:"leftUpperArm",LeftLowerArm:"leftLowerArm",LeftHand:"leftHand",RightUpperArm:"rightUpperArm",RightLowerArm:"rightLowerArm",RightHand:"rightHand"},GK=new Set(["1.0","1.0-beta"]),MN={leftThumbProximal:"leftThumbMetacarpal",leftThumbIntermediate:"leftThumbProximal",rightThumbProximal:"rightThumbMetacarpal",rightThumbIntermediate:"rightThumbProximal"},VK=class{get name(){return"VRMHumanoidLoaderPlugin"}constructor(n,e){this.parser=n,this.helperRoot=e==null?void 0:e.helperRoot,this.autoUpdateHumanBones=e==null?void 0:e.autoUpdateHumanBones}afterRoot(n){return _n(this,null,function*(){n.userData.vrmHumanoid=yield this._import(n)})}_import(n){return _n(this,null,function*(){const e=yield this._v1Import(n);if(e)return e;const t=yield this._v0Import(n);return t||null})}_v1Import(n){return _n(this,null,function*(){var e,t;const i=this.parser.json;if(!(((e=i.extensionsUsed)==null?void 0:e.indexOf("VRMC_vrm"))!==-1))return null;const a=(t=i.extensions)==null?void 0:t.VRMC_vrm;if(!a)return null;const s=a.specVersion;if(!GK.has(s))return console.warn(`VRMHumanoidLoaderPlugin: Unknown VRMC_vrm specVersion "${s}"`),null;const o=a.humanoid;if(!o)return null;const l=o.humanBones.leftThumbIntermediate!=null||o.humanBones.rightThumbIntermediate!=null,h={};o.humanBones!=null&&(yield Promise.all(Object.entries(o.humanBones).map(d=>_n(this,[d],function*([p,g]){let _=p;const T=g.node;if(l){const v=MN[_];v!=null&&(_=v)}const y=yield this.parser.getDependency("node",T);if(y==null){console.warn(`A glTF node bound to the humanoid bone ${_} (index = ${T}) does not exist`);return}h[_]={node:y}}))));const f=new EN(this._ensureRequiredBonesExist(h),{autoUpdateHumanBones:this.autoUpdateHumanBones});if(n.scene.add(f.normalizedHumanBonesRoot),this.helperRoot){const d=new SN(f);this.helperRoot.add(d),d.renderOrder=this.helperRoot.renderOrder}return f})}_v0Import(n){return _n(this,null,function*(){var e;const i=(e=this.parser.json.extensions)==null?void 0:e.VRM;if(!i)return null;const r=i.humanoid;if(!r)return null;const a={};r.humanBones!=null&&(yield Promise.all(r.humanBones.map(o=>_n(this,null,function*(){const l=o.bone,h=o.node;if(l==null||h==null)return;const f=yield this.parser.getDependency("node",h);if(f==null){console.warn(`A glTF node bound to the humanoid bone ${l} (index = ${h}) does not exist`);return}const d=MN[l],p=d??l;if(a[p]!=null){console.warn(`Multiple bone entries for ${p} detected (index = ${h}), ignoring duplicated entries.`);return}a[p]={node:f}}))));const s=new EN(this._ensureRequiredBonesExist(a),{autoUpdateHumanBones:this.autoUpdateHumanBones});if(n.scene.add(s.normalizedHumanBonesRoot),this.helperRoot){const o=new SN(s);this.helperRoot.add(o),o.renderOrder=this.helperRoot.renderOrder}return s})}_ensureRequiredBonesExist(n){const e=Object.values(FK).filter(t=>n[t]==null);if(e.length>0)throw new Error(`VRMHumanoidLoaderPlugin: These humanoid bones are required but not exist: ${e.join(", ")}`);return n}},bN=class extends Ct{constructor(){super(),this._currentTheta=0,this._currentRadius=0,this.theta=0,this.radius=0,this._currentTheta=0,this._currentRadius=0,this._attrPos=new Ot(new Float32Array(65*3),3),this.setAttribute("position",this._attrPos),this._attrIndex=new Ot(new Uint16Array(3*63),1),this.setIndex(this._attrIndex),this._buildIndex(),this.update()}update(){let n=!1;this._currentTheta!==this.theta&&(this._currentTheta=this.theta,n=!0),this._currentRadius!==this.radius&&(this._currentRadius=this.radius,n=!0),n&&this._buildPosition()}_buildPosition(){this._attrPos.setXYZ(0,0,0,0);for(let n=0;n<64;n++){const e=n/63*this._currentTheta;this._attrPos.setXYZ(n+1,this._currentRadius*Math.sin(e),0,this._currentRadius*Math.cos(e))}this._attrPos.needsUpdate=!0}_buildIndex(){for(let n=0;n<63;n++)this._attrIndex.setXYZ(n*3,0,n+1,n+2);this._attrIndex.needsUpdate=!0}},kK=class extends Ct{constructor(){super(),this.radius=0,this._currentRadius=0,this.tail=new L,this._currentTail=new L,this._attrPos=new Ot(new Float32Array(294),3),this.setAttribute("position",this._attrPos),this._attrIndex=new Ot(new Uint16Array(194),1),this.setIndex(this._attrIndex),this._buildIndex(),this.update()}update(){let n=!1;this._currentRadius!==this.radius&&(this._currentRadius=this.radius,n=!0),this._currentTail.equals(this.tail)||(this._currentTail.copy(this.tail),n=!0),n&&this._buildPosition()}_buildPosition(){for(let n=0;n<32;n++){const e=n/16*Math.PI;this._attrPos.setXYZ(n,Math.cos(e),Math.sin(e),0),this._attrPos.setXYZ(32+n,0,Math.cos(e),Math.sin(e)),this._attrPos.setXYZ(64+n,Math.sin(e),0,Math.cos(e))}this.scale(this._currentRadius,this._currentRadius,this._currentRadius),this.translate(this._currentTail.x,this._currentTail.y,this._currentTail.z),this._attrPos.setXYZ(96,0,0,0),this._attrPos.setXYZ(97,this._currentTail.x,this._currentTail.y,this._currentTail.z),this._attrPos.needsUpdate=!0}_buildIndex(){for(let n=0;n<32;n++){const e=(n+1)%32;this._attrIndex.setXY(n*2,n,e),this._attrIndex.setXY(64+n*2,32+n,32+e),this._attrIndex.setXY(128+n*2,64+n,64+e)}this._attrIndex.setXY(192,96,97),this._attrIndex.needsUpdate=!0}},Wv=new _t,AN=new _t,Jp=new L,wN=new L,RN=Math.sqrt(2)/2,WK=new _t(0,0,-RN,RN),XK=new L(0,1,0),YK=class extends Pr{constructor(n){super(),this.matrixAutoUpdate=!1,this.vrmLookAt=n;{const e=new bN;e.radius=.5;const t=new Ur({color:65280,transparent:!0,opacity:.5,side:cr,depthTest:!1,depthWrite:!1});this._meshPitch=new oi(e,t),this.add(this._meshPitch)}{const e=new bN;e.radius=.5;const t=new Ur({color:16711680,transparent:!0,opacity:.5,side:cr,depthTest:!1,depthWrite:!1});this._meshYaw=new oi(e,t),this.add(this._meshYaw)}{const e=new kK;e.radius=.1;const t=new Bi({color:16777215,depthTest:!1,depthWrite:!1});this._lineTarget=new aa(e,t),this._lineTarget.frustumCulled=!1,this.add(this._lineTarget)}}dispose(){this._meshYaw.geometry.dispose(),this._meshYaw.material.dispose(),this._meshPitch.geometry.dispose(),this._meshPitch.material.dispose(),this._lineTarget.geometry.dispose(),this._lineTarget.material.dispose()}updateMatrixWorld(n){const e=tn.DEG2RAD*this.vrmLookAt.yaw;this._meshYaw.geometry.theta=e,this._meshYaw.geometry.update();const t=tn.DEG2RAD*this.vrmLookAt.pitch;this._meshPitch.geometry.theta=t,this._meshPitch.geometry.update(),this.vrmLookAt.getLookAtWorldPosition(Jp),this.vrmLookAt.getLookAtWorldQuaternion(Wv),Wv.multiply(this.vrmLookAt.getFaceFrontQuaternion(AN)),this._meshYaw.position.copy(Jp),this._meshYaw.quaternion.copy(Wv),this._meshPitch.position.copy(Jp),this._meshPitch.quaternion.copy(Wv),this._meshPitch.quaternion.multiply(AN.setFromAxisAngle(XK,e)),this._meshPitch.quaternion.multiply(WK);const{target:i,autoUpdate:r}=this.vrmLookAt;i!=null&&r&&(i.getWorldPosition(wN).sub(Jp),this._lineTarget.geometry.tail.copy(wN),this._lineTarget.geometry.update(),this._lineTarget.position.copy(Jp)),super.updateMatrixWorld(n)}},qK=new L,jK=new L;function BE(n,e){return n.matrixWorld.decompose(qK,e,jK),e}function A_(n){return[Math.atan2(-n.z,n.x),Math.atan2(n.y,Math.sqrt(n.x*n.x+n.z*n.z))]}function CN(n){const e=Math.round(n/2/Math.PI);return n-2*Math.PI*e}var DN=new L(0,0,1),ZK=new L,KK=new L,QK=new L,JK=new _t,U2=new _t,NN=new _t,$K=new _t,P2=new zi,V8=class k8{constructor(e,t){this.offsetFromHeadBone=new L,this.autoUpdate=!0,this.faceFront=new L(0,0,1),this.humanoid=e,this.applier=t,this._yaw=0,this._pitch=0,this._needsUpdate=!0,this._restHeadWorldQuaternion=this.getLookAtWorldQuaternion(new _t)}get yaw(){return this._yaw}set yaw(e){this._yaw=e,this._needsUpdate=!0}get pitch(){return this._pitch}set pitch(e){this._pitch=e,this._needsUpdate=!0}get euler(){return console.warn("VRMLookAt: euler is deprecated. use getEuler() instead."),this.getEuler(new zi)}getEuler(e){return e.set(tn.DEG2RAD*this._pitch,tn.DEG2RAD*this._yaw,0,"YXZ")}copy(e){if(this.humanoid!==e.humanoid)throw new Error("VRMLookAt: humanoid must be same in order to copy");return this.offsetFromHeadBone.copy(e.offsetFromHeadBone),this.applier=e.applier,this.autoUpdate=e.autoUpdate,this.target=e.target,this.faceFront.copy(e.faceFront),this}clone(){return new k8(this.humanoid,this.applier).copy(this)}reset(){this._yaw=0,this._pitch=0,this._needsUpdate=!0}getLookAtWorldPosition(e){const t=this.humanoid.getRawBoneNode("head");return e.copy(this.offsetFromHeadBone).applyMatrix4(t.matrixWorld)}getLookAtWorldQuaternion(e){const t=this.humanoid.getRawBoneNode("head");return BE(t,e)}getFaceFrontQuaternion(e){if(this.faceFront.distanceToSquared(DN)<.01)return e.copy(this._restHeadWorldQuaternion).invert();const[t,i]=A_(this.faceFront);return P2.set(0,.5*Math.PI+t,i,"YZX"),e.setFromEuler(P2).premultiply($K.copy(this._restHeadWorldQuaternion).invert())}getLookAtWorldDirection(e){return this.getLookAtWorldQuaternion(U2),this.getFaceFrontQuaternion(NN),e.copy(DN).applyQuaternion(U2).applyQuaternion(NN).applyEuler(this.getEuler(P2))}lookAt(e){const t=JK.copy(this._restHeadWorldQuaternion).multiply(H8(this.getLookAtWorldQuaternion(U2))),i=this.getLookAtWorldPosition(KK),r=QK.copy(e).sub(i).applyQuaternion(t).normalize(),[a,s]=A_(this.faceFront),[o,l]=A_(r),h=CN(o-a),f=CN(s-l);this._yaw=tn.RAD2DEG*h,this._pitch=tn.RAD2DEG*f,this._needsUpdate=!0}update(e){this.target!=null&&this.autoUpdate&&this.lookAt(this.target.getWorldPosition(ZK)),this._needsUpdate&&(this._needsUpdate=!1,this.applier.applyYawPitch(this._yaw,this._pitch))}};V8.EULER_ORDER="YXZ";var eQ=V8,tQ=new L(0,0,1),Ys=new _t,xf=new _t,Ya=new zi(0,0,0,"YXZ"),w_=class{constructor(n,e,t,i,r){this.humanoid=n,this.rangeMapHorizontalInner=e,this.rangeMapHorizontalOuter=t,this.rangeMapVerticalDown=i,this.rangeMapVerticalUp=r,this.faceFront=new L(0,0,1),this._restQuatLeftEye=new _t,this._restQuatRightEye=new _t,this._restLeftEyeParentWorldQuat=new _t,this._restRightEyeParentWorldQuat=new _t;const a=this.humanoid.getRawBoneNode("leftEye"),s=this.humanoid.getRawBoneNode("rightEye");a&&(this._restQuatLeftEye.copy(a.quaternion),BE(a.parent,this._restLeftEyeParentWorldQuat)),s&&(this._restQuatRightEye.copy(s.quaternion),BE(s.parent,this._restRightEyeParentWorldQuat))}applyYawPitch(n,e){const t=this.humanoid.getRawBoneNode("leftEye"),i=this.humanoid.getRawBoneNode("rightEye"),r=this.humanoid.getNormalizedBoneNode("leftEye"),a=this.humanoid.getNormalizedBoneNode("rightEye");t&&(e<0?Ya.x=-tn.DEG2RAD*this.rangeMapVerticalDown.map(-e):Ya.x=tn.DEG2RAD*this.rangeMapVerticalUp.map(e),n<0?Ya.y=-tn.DEG2RAD*this.rangeMapHorizontalInner.map(-n):Ya.y=tn.DEG2RAD*this.rangeMapHorizontalOuter.map(n),Ys.setFromEuler(Ya),this._getWorldFaceFrontQuat(xf),r.quaternion.copy(xf).multiply(Ys).multiply(xf.invert()),Ys.copy(this._restLeftEyeParentWorldQuat),t.quaternion.copy(r.quaternion).multiply(Ys).premultiply(Ys.invert()).multiply(this._restQuatLeftEye)),i&&(e<0?Ya.x=-tn.DEG2RAD*this.rangeMapVerticalDown.map(-e):Ya.x=tn.DEG2RAD*this.rangeMapVerticalUp.map(e),n<0?Ya.y=-tn.DEG2RAD*this.rangeMapHorizontalOuter.map(-n):Ya.y=tn.DEG2RAD*this.rangeMapHorizontalInner.map(n),Ys.setFromEuler(Ya),this._getWorldFaceFrontQuat(xf),a.quaternion.copy(xf).multiply(Ys).multiply(xf.invert()),Ys.copy(this._restRightEyeParentWorldQuat),i.quaternion.copy(a.quaternion).multiply(Ys).premultiply(Ys.invert()).multiply(this._restQuatRightEye))}lookAt(n){console.warn("VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.");const e=tn.RAD2DEG*n.y,t=tn.RAD2DEG*n.x;this.applyYawPitch(e,t)}_getWorldFaceFrontQuat(n){if(this.faceFront.distanceToSquared(tQ)<.01)return n.identity();const[e,t]=A_(this.faceFront);return Ya.set(0,.5*Math.PI+e,t,"YZX"),n.setFromEuler(Ya)}};w_.type="bone";var HE=class{constructor(n,e,t,i,r){this.expressions=n,this.rangeMapHorizontalInner=e,this.rangeMapHorizontalOuter=t,this.rangeMapVerticalDown=i,this.rangeMapVerticalUp=r}applyYawPitch(n,e){e<0?(this.expressions.setValue("lookDown",0),this.expressions.setValue("lookUp",this.rangeMapVerticalUp.map(-e))):(this.expressions.setValue("lookUp",0),this.expressions.setValue("lookDown",this.rangeMapVerticalDown.map(e))),n<0?(this.expressions.setValue("lookLeft",0),this.expressions.setValue("lookRight",this.rangeMapHorizontalOuter.map(-n))):(this.expressions.setValue("lookRight",0),this.expressions.setValue("lookLeft",this.rangeMapHorizontalOuter.map(n)))}lookAt(n){console.warn("VRMLookAtBoneApplier: lookAt() is deprecated. use apply() instead.");const e=tn.RAD2DEG*n.y,t=tn.RAD2DEG*n.x;this.applyYawPitch(e,t)}};HE.type="expression";var ON=class{constructor(n,e){this.inputMaxValue=n,this.outputScale=e}map(n){return this.outputScale*N8(n/this.inputMaxValue)}},nQ=new Set(["1.0","1.0-beta"]),Xv=.01,iQ=class{get name(){return"VRMLookAtLoaderPlugin"}constructor(n,e){this.parser=n,this.helperRoot=e==null?void 0:e.helperRoot}afterRoot(n){return _n(this,null,function*(){const e=n.userData.vrmHumanoid;if(e===null)return;if(e===void 0)throw new Error("VRMLookAtLoaderPlugin: vrmHumanoid is undefined. VRMHumanoidLoaderPlugin have to be used first");const t=n.userData.vrmExpressionManager;if(t!==null){if(t===void 0)throw new Error("VRMLookAtLoaderPlugin: vrmExpressionManager is undefined. VRMExpressionLoaderPlugin have to be used first");n.userData.vrmLookAt=yield this._import(n,e,t)}})}_import(n,e,t){return _n(this,null,function*(){if(e==null||t==null)return null;const i=yield this._v1Import(n,e,t);if(i)return i;const r=yield this._v0Import(n,e,t);return r||null})}_v1Import(n,e,t){return _n(this,null,function*(){var i,r,a;const s=this.parser.json;if(!(((i=s.extensionsUsed)==null?void 0:i.indexOf("VRMC_vrm"))!==-1))return null;const l=(r=s.extensions)==null?void 0:r.VRMC_vrm;if(!l)return null;const h=l.specVersion;if(!nQ.has(h))return console.warn(`VRMLookAtLoaderPlugin: Unknown VRMC_vrm specVersion "${h}"`),null;const f=l.lookAt;if(!f)return null;const d=f.type==="expression"?1:10,p=this._v1ImportRangeMap(f.rangeMapHorizontalInner,d),g=this._v1ImportRangeMap(f.rangeMapHorizontalOuter,d),_=this._v1ImportRangeMap(f.rangeMapVerticalDown,d),T=this._v1ImportRangeMap(f.rangeMapVerticalUp,d);let y;f.type==="expression"?y=new HE(t,p,g,_,T):y=new w_(e,p,g,_,T);const v=this._importLookAt(e,y);return v.offsetFromHeadBone.fromArray((a=f.offsetFromHeadBone)!=null?a:[0,.06,0]),v})}_v1ImportRangeMap(n,e){var t,i;let r=(t=n==null?void 0:n.inputMaxValue)!=null?t:90;const a=(i=n==null?void 0:n.outputScale)!=null?i:e;return r(console.error(s),console.warn("VRMMetaLoaderPlugin: Failed to load a thumbnail image"),null))})}},oQ=class{constructor(n){this.scene=n.scene,this.meta=n.meta,this.humanoid=n.humanoid,this.expressionManager=n.expressionManager,this.firstPerson=n.firstPerson,this.lookAt=n.lookAt}update(n){this.humanoid.update(),this.lookAt&&this.lookAt.update(n),this.expressionManager&&this.expressionManager.update()}},lQ=class extends oQ{constructor(n){super(n),this.materials=n.materials,this.springBoneManager=n.springBoneManager,this.nodeConstraintManager=n.nodeConstraintManager}update(n){super.update(n),this.nodeConstraintManager&&this.nodeConstraintManager.update(),this.springBoneManager&&this.springBoneManager.update(n),this.materials&&this.materials.forEach(e=>{e.update&&e.update(n)})}},cQ=Object.defineProperty,LN=Object.getOwnPropertySymbols,uQ=Object.prototype.hasOwnProperty,hQ=Object.prototype.propertyIsEnumerable,IN=(n,e,t)=>e in n?cQ(n,e,{enumerable:!0,configurable:!0,writable:!0,value:t}):n[e]=t,UN=(n,e)=>{for(var t in e||(e={}))uQ.call(e,t)&&IN(n,t,e[t]);if(LN)for(var t of LN(e))hQ.call(e,t)&&IN(n,t,e[t]);return n},Du=(n,e,t)=>new Promise((i,r)=>{var a=l=>{try{o(t.next(l))}catch(h){r(h)}},s=l=>{try{o(t.throw(l))}catch(h){r(h)}},o=l=>l.done?i(l.value):Promise.resolve(l.value).then(a,s);o((t=t.apply(n,e)).next())}),fQ={"":3e3,srgb:3001};function dQ(n,e){parseInt(Ds,10)>=152?n.colorSpace=e:n.encoding=fQ[e]}var pQ=class{get pending(){return Promise.all(this._pendings)}constructor(n,e){this._parser=n,this._materialParams=e,this._pendings=[]}assignPrimitive(n,e){e!=null&&(this._materialParams[n]=e)}assignColor(n,e,t){if(e!=null){const i=new qe().fromArray(e);t&&i.convertSRGBToLinear(),this._materialParams[n]=i}}assignTexture(n,e,t){return Du(this,null,function*(){const i=Du(this,null,function*(){e!=null&&(yield this._parser.assignTexture(this._materialParams,n,e),t&&dQ(this._materialParams[n],"srgb"))});return this._pendings.push(i),i})}assignTextureByIndex(n,e,t){return Du(this,null,function*(){return this.assignTexture(n,e!=null?{index:e}:void 0,t)})}},mQ=`// #define PHONG + +varying vec3 vViewPosition; + +#ifndef FLAT_SHADED + varying vec3 vNormal; +#endif + +#include + +// #include +#ifdef MTOON_USE_UV + varying vec2 vUv; + + // COMPAT: pre-r151 uses a common uvTransform + #if THREE_VRM_THREE_REVISION < 151 + uniform mat3 uvTransform; + #endif +#endif + +// #include +// COMAPT: pre-r151 uses uv2 for lightMap and aoMap +#if THREE_VRM_THREE_REVISION < 151 + #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) + attribute vec2 uv2; + varying vec2 vUv2; + uniform mat3 uv2Transform; + #endif +#endif + +// #include +// #include +#include +#include +#include +#include +#include +#include +#include + +#ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE + uniform sampler2D outlineWidthMultiplyTexture; + uniform mat3 outlineWidthMultiplyTextureUvTransform; +#endif + +uniform float outlineWidthFactor; + +void main() { + + // #include + #ifdef MTOON_USE_UV + // COMPAT: pre-r151 uses a common uvTransform + #if THREE_VRM_THREE_REVISION >= 151 + vUv = uv; + #else + vUv = ( uvTransform * vec3( uv, 1 ) ).xy; + #endif + #endif + + // #include + // COMAPT: pre-r151 uses uv2 for lightMap and aoMap + #if THREE_VRM_THREE_REVISION < 151 + #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) + vUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy; + #endif + #endif + + #include + + #include + #include + #include + #include + + // we need this to compute the outline properly + objectNormal = normalize( objectNormal ); + + #include + + #ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED + vNormal = normalize( transformedNormal ); + #endif + + #include + + #include + #include + // #include + #include + #include + #include + + vViewPosition = - mvPosition.xyz; + + #ifdef OUTLINE + float worldNormalLength = length( transformedNormal ); + vec3 outlineOffset = outlineWidthFactor * worldNormalLength * objectNormal; + + #ifdef USE_OUTLINEWIDTHMULTIPLYTEXTURE + vec2 outlineWidthMultiplyTextureUv = ( outlineWidthMultiplyTextureUvTransform * vec3( vUv, 1 ) ).xy; + float outlineTex = texture2D( outlineWidthMultiplyTexture, outlineWidthMultiplyTextureUv ).g; + outlineOffset *= outlineTex; + #endif + + #ifdef OUTLINE_WIDTH_SCREEN + outlineOffset *= vViewPosition.z / projectionMatrix[ 1 ].y; + #endif + + gl_Position = projectionMatrix * modelViewMatrix * vec4( outlineOffset + transformed, 1.0 ); + + gl_Position.z += 1E-6 * gl_Position.w; // anti-artifact magic + #endif + + #include + // #include + #include + #include + +}`,gQ=`// #define PHONG + +uniform vec3 litFactor; + +uniform float opacity; + +uniform vec3 shadeColorFactor; +#ifdef USE_SHADEMULTIPLYTEXTURE + uniform sampler2D shadeMultiplyTexture; + uniform mat3 shadeMultiplyTextureUvTransform; +#endif + +uniform float shadingShiftFactor; +uniform float shadingToonyFactor; + +#ifdef USE_SHADINGSHIFTTEXTURE + uniform sampler2D shadingShiftTexture; + uniform mat3 shadingShiftTextureUvTransform; + uniform float shadingShiftTextureScale; +#endif + +uniform float giEqualizationFactor; + +uniform vec3 parametricRimColorFactor; +#ifdef USE_RIMMULTIPLYTEXTURE + uniform sampler2D rimMultiplyTexture; + uniform mat3 rimMultiplyTextureUvTransform; +#endif +uniform float rimLightingMixFactor; +uniform float parametricRimFresnelPowerFactor; +uniform float parametricRimLiftFactor; + +#ifdef USE_MATCAPTEXTURE + uniform vec3 matcapFactor; + uniform sampler2D matcapTexture; + uniform mat3 matcapTextureUvTransform; +#endif + +uniform vec3 emissive; +uniform float emissiveIntensity; + +uniform vec3 outlineColorFactor; +uniform float outlineLightingMixFactor; + +#ifdef USE_UVANIMATIONMASKTEXTURE + uniform sampler2D uvAnimationMaskTexture; + uniform mat3 uvAnimationMaskTextureUvTransform; +#endif + +uniform float uvAnimationScrollXOffset; +uniform float uvAnimationScrollYOffset; +uniform float uvAnimationRotationPhase; + +#include +#include +#include +#include + +// #include +#if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) ) + varying vec2 vUv; +#endif + +// #include +// COMAPT: pre-r151 uses uv2 for lightMap and aoMap +#if THREE_VRM_THREE_REVISION < 151 + #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) + varying vec2 vUv2; + #endif +#endif + +#include + +#ifdef USE_MAP + uniform mat3 mapUvTransform; +#endif + +// #include + +#include + +#include +// #include +#include + +#ifdef USE_EMISSIVEMAP + uniform mat3 emissiveMapUvTransform; +#endif + +// #include +// #include +// #include +#include + +// #include +// COMPAT: pre-r151 doesn't have BRDF_Lambert in +#if THREE_VRM_THREE_REVISION < 151 + vec3 BRDF_Lambert( const in vec3 diffuseColor ) { + return RECIPROCAL_PI * diffuseColor; + } +#endif + +#include + +#include + +// #include +varying vec3 vViewPosition; + +struct MToonMaterial { + vec3 diffuseColor; + vec3 shadeColor; + float shadingShift; +}; + +float linearstep( float a, float b, float t ) { + return clamp( ( t - a ) / ( b - a ), 0.0, 1.0 ); +} + +/** + * Convert NdotL into toon shading factor using shadingShift and shadingToony + */ +float getShading( + const in float dotNL, + const in float shadow, + const in float shadingShift +) { + float shading = dotNL; + shading = shading + shadingShift; + shading = linearstep( -1.0 + shadingToonyFactor, 1.0 - shadingToonyFactor, shading ); + shading *= shadow; + return shading; +} + +/** + * Mix diffuseColor and shadeColor using shading factor and light color + */ +vec3 getDiffuse( + const in MToonMaterial material, + const in float shading, + in vec3 lightColor +) { + #ifdef DEBUG_LITSHADERATE + return vec3( BRDF_Lambert( shading * lightColor ) ); + #endif + + vec3 col = lightColor * BRDF_Lambert( mix( material.shadeColor, material.diffuseColor, shading ) ); + + // The "comment out if you want to PBR absolutely" line + #ifdef V0_COMPAT_SHADE + col = min( col, material.diffuseColor ); + #endif + + return col; +} + +// COMPAT: pre-r156 uses a struct GeometricContext +#if THREE_VRM_THREE_REVISION >= 157 + void RE_Direct_MToon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) { + float dotNL = clamp( dot( geometryNormal, directLight.direction ), -1.0, 1.0 ); + vec3 irradiance = directLight.color; + + // directSpecular will be used for rim lighting, not an actual specular + reflectedLight.directSpecular += irradiance; + + irradiance *= dotNL; + + float shading = getShading( dotNL, shadow, material.shadingShift ); + + // toon shaded diffuse + reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color ); + } + + void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in MToonMaterial material, inout ReflectedLight reflectedLight ) { + // indirect diffuse will use diffuseColor, no shadeColor involved + reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); + + // directSpecular will be used for rim lighting, not an actual specular + reflectedLight.directSpecular += irradiance; + } +#else + void RE_Direct_MToon( const in IncidentLight directLight, const in GeometricContext geometry, const in MToonMaterial material, const in float shadow, inout ReflectedLight reflectedLight ) { + float dotNL = clamp( dot( geometry.normal, directLight.direction ), -1.0, 1.0 ); + vec3 irradiance = directLight.color; + + // directSpecular will be used for rim lighting, not an actual specular + reflectedLight.directSpecular += irradiance; + + irradiance *= dotNL; + + float shading = getShading( dotNL, shadow, material.shadingShift ); + + // toon shaded diffuse + reflectedLight.directDiffuse += getDiffuse( material, shading, directLight.color ); + } + + void RE_IndirectDiffuse_MToon( const in vec3 irradiance, const in GeometricContext geometry, const in MToonMaterial material, inout ReflectedLight reflectedLight ) { + // indirect diffuse will use diffuseColor, no shadeColor involved + reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); + + // directSpecular will be used for rim lighting, not an actual specular + reflectedLight.directSpecular += irradiance; + } +#endif + +#define RE_Direct RE_Direct_MToon +#define RE_IndirectDiffuse RE_IndirectDiffuse_MToon +#define Material_LightProbeLOD( material ) (0) + +#include +// #include + +// #include +#ifdef USE_NORMALMAP + + uniform sampler2D normalMap; + uniform mat3 normalMapUvTransform; + uniform vec2 normalScale; + +#endif + +// COMPAT: pre-r151 +// USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151 +#if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP ) + + uniform mat3 normalMatrix; + +#endif + +// COMPAT: pre-r151 +// USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151 +#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( TANGENTSPACE_NORMALMAP ) ) + + // Per-Pixel Tangent Space Normal Mapping + // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html + + // three-vrm specific change: it requires \`uv\` as an input in order to support uv scrolls + + // Temporary compat against shader change @ Three.js r126, r151 + #if THREE_VRM_THREE_REVISION >= 151 + + mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) { + + vec3 q0 = dFdx( eye_pos.xyz ); + vec3 q1 = dFdy( eye_pos.xyz ); + vec2 st0 = dFdx( uv.st ); + vec2 st1 = dFdy( uv.st ); + + vec3 N = surf_norm; + + vec3 q1perp = cross( q1, N ); + vec3 q0perp = cross( N, q0 ); + + vec3 T = q1perp * st0.x + q0perp * st1.x; + vec3 B = q1perp * st0.y + q0perp * st1.y; + + float det = max( dot( T, T ), dot( B, B ) ); + float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det ); + + return mat3( T * scale, B * scale, N ); + + } + + #else + + vec3 perturbNormal2Arb( vec2 uv, 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( uv.st ); + vec2 st1 = dFdy( uv.st ); + + vec3 N = normalize( surf_norm ); + + vec3 q1perp = cross( q1, N ); + vec3 q0perp = cross( N, q0 ); + + vec3 T = q1perp * st0.x + q0perp * st1.x; + vec3 B = q1perp * st0.y + q0perp * st1.y; + + // three-vrm specific change: Workaround for the issue that happens when delta of uv = 0.0 + // TODO: Is this still required? Or shall I make a PR about it? + if ( length( T ) == 0.0 || length( B ) == 0.0 ) { + return surf_norm; + } + + 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 ); + + } + + #endif + +#endif + +// #include +#include +#include + +// == post correction ========================================================== +void postCorrection() { + #include + #include + #include + #include + #include +} + +// == main procedure =========================================================== +void main() { + #include + + vec2 uv = vec2(0.5, 0.5); + + #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) ) + uv = vUv; + + float uvAnimMask = 1.0; + #ifdef USE_UVANIMATIONMASKTEXTURE + vec2 uvAnimationMaskTextureUv = ( uvAnimationMaskTextureUvTransform * vec3( uv, 1 ) ).xy; + uvAnimMask = texture2D( uvAnimationMaskTexture, uvAnimationMaskTextureUv ).b; + #endif + + float uvRotCos = cos( uvAnimationRotationPhase * uvAnimMask ); + float uvRotSin = sin( uvAnimationRotationPhase * uvAnimMask ); + uv = mat2( uvRotCos, -uvRotSin, uvRotSin, uvRotCos ) * ( uv - 0.5 ) + 0.5; + uv = uv + vec2( uvAnimationScrollXOffset, uvAnimationScrollYOffset ) * uvAnimMask; + #endif + + #ifdef DEBUG_UV + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + #if ( defined( MTOON_USE_UV ) && !defined( MTOON_UVS_VERTEX_ONLY ) ) + gl_FragColor = vec4( uv, 0.0, 1.0 ); + #endif + return; + #endif + + vec4 diffuseColor = vec4( litFactor, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveRadiance = emissive * emissiveIntensity; + + #include + + // #include + #ifdef USE_MAP + vec2 mapUv = ( mapUvTransform * vec3( uv, 1 ) ).xy; + vec4 sampledDiffuseColor = texture2D( map, mapUv ); + #ifdef DECODE_VIDEO_TEXTURE + sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w ); + #endif + diffuseColor *= sampledDiffuseColor; + #endif + + // #include + #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) ) + diffuseColor.rgb *= vColor; + #endif + + // #include + + #include + + // #include + + // #include + float faceDirection = gl_FrontFacing ? 1.0 : -1.0; + + #ifdef FLAT_SHADED + + vec3 fdx = dFdx( vViewPosition ); + vec3 fdy = dFdy( vViewPosition ); + vec3 normal = normalize( cross( fdx, fdy ) ); + + #else + + vec3 normal = normalize( vNormal ); + + #ifdef DOUBLE_SIDED + + normal *= faceDirection; + + #endif + + #endif + + #ifdef USE_NORMALMAP + + vec2 normalMapUv = ( normalMapUvTransform * vec3( uv, 1 ) ).xy; + + #endif + + #ifdef USE_NORMALMAP_TANGENTSPACE + + #ifdef USE_TANGENT + + mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal ); + + #else + + mat3 tbn = getTangentFrame( - vViewPosition, normal, normalMapUv ); + + #endif + + #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED ) + + tbn[0] *= faceDirection; + tbn[1] *= faceDirection; + + #endif + + #endif + + #ifdef USE_CLEARCOAT_NORMALMAP + + #ifdef USE_TANGENT + + mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal ); + + #else + + mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv ); + + #endif + + #if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED ) + + tbn2[0] *= faceDirection; + tbn2[1] *= faceDirection; + + #endif + + #endif + + // non perturbed normal for clearcoat among others + + vec3 nonPerturbedNormal = normal; + + #ifdef OUTLINE + normal *= -1.0; + #endif + + // #include + + // COMPAT: pre-r151 + // USE_NORMALMAP_OBJECTSPACE used to be OBJECTSPACE_NORMALMAP in pre-r151 + #if defined( USE_NORMALMAP_OBJECTSPACE ) || defined( OBJECTSPACE_NORMALMAP ) + + normal = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals + + #ifdef FLIP_SIDED + + normal = - normal; + + #endif + + #ifdef DOUBLE_SIDED + + normal = normal * faceDirection; + + #endif + + normal = normalize( normalMatrix * normal ); + + // COMPAT: pre-r151 + // USE_NORMALMAP_TANGENTSPACE used to be TANGENTSPACE_NORMALMAP in pre-r151 + #elif defined( USE_NORMALMAP_TANGENTSPACE ) || defined( TANGENTSPACE_NORMALMAP ) + + vec3 mapN = texture2D( normalMap, normalMapUv ).xyz * 2.0 - 1.0; + mapN.xy *= normalScale; + + // COMPAT: pre-r151 + #if THREE_VRM_THREE_REVISION >= 151 || defined( USE_TANGENT ) + + normal = normalize( tbn * mapN ); + + #else + + normal = perturbNormal2Arb( uv, -vViewPosition, normal, mapN, faceDirection ); + + #endif + + #endif + + // #include + #ifdef USE_EMISSIVEMAP + vec2 emissiveMapUv = ( emissiveMapUvTransform * vec3( uv, 1 ) ).xy; + totalEmissiveRadiance *= texture2D( emissiveMap, emissiveMapUv ).rgb; + #endif + + #ifdef DEBUG_NORMAL + gl_FragColor = vec4( 0.5 + 0.5 * normal, 1.0 ); + return; + #endif + + // -- MToon: lighting -------------------------------------------------------- + // accumulation + // #include + MToonMaterial material; + + material.diffuseColor = diffuseColor.rgb; + + material.shadeColor = shadeColorFactor; + #ifdef USE_SHADEMULTIPLYTEXTURE + vec2 shadeMultiplyTextureUv = ( shadeMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy; + material.shadeColor *= texture2D( shadeMultiplyTexture, shadeMultiplyTextureUv ).rgb; + #endif + + #if ( defined( USE_COLOR ) && !defined( IGNORE_VERTEX_COLOR ) ) + material.shadeColor.rgb *= vColor; + #endif + + material.shadingShift = shadingShiftFactor; + #ifdef USE_SHADINGSHIFTTEXTURE + vec2 shadingShiftTextureUv = ( shadingShiftTextureUvTransform * vec3( uv, 1 ) ).xy; + material.shadingShift += texture2D( shadingShiftTexture, shadingShiftTextureUv ).r * shadingShiftTextureScale; + #endif + + // #include + + // MToon Specific changes: + // Since we want to take shadows into account of shading instead of irradiance, + // we had to modify the codes that multiplies the results of shadowmap into color of direct lights. + + // COMPAT: pre-r156 uses a struct GeometricContext + #if THREE_VRM_THREE_REVISION >= 157 + vec3 geometryPosition = - vViewPosition; + vec3 geometryNormal = normal; + vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); + + vec3 geometryClearcoatNormal; + + #ifdef USE_CLEARCOAT + + geometryClearcoatNormal = clearcoatNormal; + + #endif + #else + GeometricContext geometry; + + geometry.position = - vViewPosition; + geometry.normal = normal; + geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); + + #ifdef USE_CLEARCOAT + + geometry.clearcoatNormal = clearcoatNormal; + + #endif + #endif + + IncidentLight directLight; + + // since these variables will be used in unrolled loop, we have to define in prior + float shadow; + + #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 ]; + + // COMPAT: pre-r156 uses a struct GeometricContext + #if THREE_VRM_THREE_REVISION >= 157 + getPointLightInfo( pointLight, geometryPosition, directLight ); + #else + getPointLightInfo( pointLight, geometry, directLight ); + #endif + + shadow = 1.0; + #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) + pointLightShadow = pointLightShadows[ i ]; + // COMPAT: pre-r166 + // r166 introduced shadowIntensity + #if THREE_VRM_THREE_REVISION >= 166 + shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0; + #else + shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0; + #endif + #endif + + // COMPAT: pre-r156 uses a struct GeometricContext + #if THREE_VRM_THREE_REVISION >= 157 + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight ); + #else + RE_Direct( directLight, geometry, material, shadow, reflectedLight ); + #endif + + } + #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 ]; + + // COMPAT: pre-r156 uses a struct GeometricContext + #if THREE_VRM_THREE_REVISION >= 157 + getSpotLightInfo( spotLight, geometryPosition, directLight ); + #else + getSpotLightInfo( spotLight, geometry, directLight ); + #endif + + shadow = 1.0; + #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) + spotLightShadow = spotLightShadows[ i ]; + // COMPAT: pre-r166 + // r166 introduced shadowIntensity + #if THREE_VRM_THREE_REVISION >= 166 + shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; + #else + shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; + #endif + #endif + + // COMPAT: pre-r156 uses a struct GeometricContext + #if THREE_VRM_THREE_REVISION >= 157 + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight ); + #else + RE_Direct( directLight, geometry, material, shadow, reflectedLight ); + #endif + + } + #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 ]; + + // COMPAT: pre-r156 uses a struct GeometricContext + #if THREE_VRM_THREE_REVISION >= 157 + getDirectionalLightInfo( directionalLight, directLight ); + #else + getDirectionalLightInfo( directionalLight, geometry, directLight ); + #endif + + shadow = 1.0; + #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) + directionalLightShadow = directionalLightShadows[ i ]; + // COMPAT: pre-r166 + // r166 introduced shadowIntensity + #if THREE_VRM_THREE_REVISION >= 166 + shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; + #else + shadow = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; + #endif + #endif + + // COMPAT: pre-r156 uses a struct GeometricContext + #if THREE_VRM_THREE_REVISION >= 157 + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, shadow, reflectedLight ); + #else + RE_Direct( directLight, geometry, material, shadow, reflectedLight ); + #endif + + } + #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 ); + + // COMPAT: pre-r156 uses a struct GeometricContext + // COMPAT: pre-r156 doesn't have a define USE_LIGHT_PROBES + #if THREE_VRM_THREE_REVISION >= 157 + #if defined( USE_LIGHT_PROBES ) + irradiance += getLightProbeIrradiance( lightProbe, geometryNormal ); + #endif + #else + irradiance += getLightProbeIrradiance( lightProbe, geometry.normal ); + #endif + + #if ( NUM_HEMI_LIGHTS > 0 ) + + #pragma unroll_loop_start + for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { + + // COMPAT: pre-r156 uses a struct GeometricContext + #if THREE_VRM_THREE_REVISION >= 157 + irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal ); + #else + irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal ); + #endif + + } + #pragma unroll_loop_end + + #endif + + #endif + + // #if defined( RE_IndirectSpecular ) + + // vec3 radiance = vec3( 0.0 ); + // vec3 clearcoatRadiance = vec3( 0.0 ); + + // #endif + + #include + #include + + // modulation + #include + + vec3 col = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse; + + #ifdef DEBUG_LITSHADERATE + gl_FragColor = vec4( col, diffuseColor.a ); + postCorrection(); + return; + #endif + + // -- MToon: rim lighting ----------------------------------------- + vec3 viewDir = normalize( vViewPosition ); + + #ifndef PHYSICALLY_CORRECT_LIGHTS + reflectedLight.directSpecular /= PI; + #endif + vec3 rimMix = mix( vec3( 1.0 ), reflectedLight.directSpecular, 1.0 ); + + vec3 rim = parametricRimColorFactor * pow( saturate( 1.0 - dot( viewDir, normal ) + parametricRimLiftFactor ), parametricRimFresnelPowerFactor ); + + #ifdef USE_MATCAPTEXTURE + { + vec3 x = normalize( vec3( viewDir.z, 0.0, -viewDir.x ) ); + vec3 y = cross( viewDir, x ); // guaranteed to be normalized + vec2 sphereUv = 0.5 + 0.5 * vec2( dot( x, normal ), -dot( y, normal ) ); + sphereUv = ( matcapTextureUvTransform * vec3( sphereUv, 1 ) ).xy; + vec3 matcap = texture2D( matcapTexture, sphereUv ).rgb; + rim += matcapFactor * matcap; + } + #endif + + #ifdef USE_RIMMULTIPLYTEXTURE + vec2 rimMultiplyTextureUv = ( rimMultiplyTextureUvTransform * vec3( uv, 1 ) ).xy; + rim *= texture2D( rimMultiplyTexture, rimMultiplyTextureUv ).rgb; + #endif + + col += rimMix * rim; + + // -- MToon: Emission -------------------------------------------------------- + col += totalEmissiveRadiance; + + // #include + + // -- Almost done! ----------------------------------------------------------- + #if defined( OUTLINE ) + col = outlineColorFactor.rgb * mix( vec3( 1.0 ), col, outlineLightingMixFactor ); + #endif + + #ifdef OPAQUE + diffuseColor.a = 1.0; + #endif + + gl_FragColor = vec4( col, diffuseColor.a ); + postCorrection(); +} +`,vQ={None:"none"},PN={None:"none",ScreenCoordinates:"screenCoordinates"},_Q={3e3:"",3001:"srgb"};function z2(n){return parseInt(Ds,10)>=152?n.colorSpace:_Q[n.encoding]}var xQ=class extends Vi{constructor(n={}){var e;super({vertexShader:mQ,fragmentShader:gQ}),this.uvAnimationScrollXSpeedFactor=0,this.uvAnimationScrollYSpeedFactor=0,this.uvAnimationRotationSpeedFactor=0,this.fog=!0,this.normalMapType=hl,this._ignoreVertexColor=!0,this._v0CompatShade=!1,this._debugMode=vQ.None,this._outlineWidthMode=PN.None,this._isOutline=!1,n.transparentWithZWrite&&(n.depthWrite=!0),delete n.transparentWithZWrite,n.fog=!0,n.lights=!0,n.clipping=!0,this.uniforms=Lb.merge([rt.common,rt.normalmap,rt.emissivemap,rt.fog,rt.lights,{litFactor:{value:new qe(1,1,1)},mapUvTransform:{value:new Et},colorAlpha:{value:1},normalMapUvTransform:{value:new Et},shadeColorFactor:{value:new qe(0,0,0)},shadeMultiplyTexture:{value:null},shadeMultiplyTextureUvTransform:{value:new Et},shadingShiftFactor:{value:0},shadingShiftTexture:{value:null},shadingShiftTextureUvTransform:{value:new Et},shadingShiftTextureScale:{value:1},shadingToonyFactor:{value:.9},giEqualizationFactor:{value:.9},matcapFactor:{value:new qe(1,1,1)},matcapTexture:{value:null},matcapTextureUvTransform:{value:new Et},parametricRimColorFactor:{value:new qe(0,0,0)},rimMultiplyTexture:{value:null},rimMultiplyTextureUvTransform:{value:new Et},rimLightingMixFactor:{value:1},parametricRimFresnelPowerFactor:{value:5},parametricRimLiftFactor:{value:0},emissive:{value:new qe(0,0,0)},emissiveIntensity:{value:1},emissiveMapUvTransform:{value:new Et},outlineWidthMultiplyTexture:{value:null},outlineWidthMultiplyTextureUvTransform:{value:new Et},outlineWidthFactor:{value:0},outlineColorFactor:{value:new qe(0,0,0)},outlineLightingMixFactor:{value:1},uvAnimationMaskTexture:{value:null},uvAnimationMaskTextureUvTransform:{value:new Et},uvAnimationScrollXOffset:{value:0},uvAnimationScrollYOffset:{value:0},uvAnimationRotationPhase:{value:0}},(e=n.uniforms)!=null?e:{}]),this.setValues(n),this._uploadUniformsWorkaround(),this.customProgramCacheKey=()=>[...Object.entries(this._generateDefines()).map(([t,i])=>`${t}:${i}`),this.matcapTexture?`matcapTextureColorSpace:${z2(this.matcapTexture)}`:"",this.shadeMultiplyTexture?`shadeMultiplyTextureColorSpace:${z2(this.shadeMultiplyTexture)}`:"",this.rimMultiplyTexture?`rimMultiplyTextureColorSpace:${z2(this.rimMultiplyTexture)}`:""].join(","),this.onBeforeCompile=t=>{const i=parseInt(Ds,10),r=Object.entries(UN(UN({},this._generateDefines()),this.defines)).filter(([a,s])=>!!s).map(([a,s])=>`#define ${a} ${s}`).join(` +`)+` +`;t.vertexShader=r+t.vertexShader,t.fragmentShader=r+t.fragmentShader,i<154&&(t.fragmentShader=t.fragmentShader.replace("#include ","#include "))}}get color(){return this.uniforms.litFactor.value}set color(n){this.uniforms.litFactor.value=n}get map(){return this.uniforms.map.value}set map(n){this.uniforms.map.value=n}get normalMap(){return this.uniforms.normalMap.value}set normalMap(n){this.uniforms.normalMap.value=n}get normalScale(){return this.uniforms.normalScale.value}set normalScale(n){this.uniforms.normalScale.value=n}get emissive(){return this.uniforms.emissive.value}set emissive(n){this.uniforms.emissive.value=n}get emissiveIntensity(){return this.uniforms.emissiveIntensity.value}set emissiveIntensity(n){this.uniforms.emissiveIntensity.value=n}get emissiveMap(){return this.uniforms.emissiveMap.value}set emissiveMap(n){this.uniforms.emissiveMap.value=n}get shadeColorFactor(){return this.uniforms.shadeColorFactor.value}set shadeColorFactor(n){this.uniforms.shadeColorFactor.value=n}get shadeMultiplyTexture(){return this.uniforms.shadeMultiplyTexture.value}set shadeMultiplyTexture(n){this.uniforms.shadeMultiplyTexture.value=n}get shadingShiftFactor(){return this.uniforms.shadingShiftFactor.value}set shadingShiftFactor(n){this.uniforms.shadingShiftFactor.value=n}get shadingShiftTexture(){return this.uniforms.shadingShiftTexture.value}set shadingShiftTexture(n){this.uniforms.shadingShiftTexture.value=n}get shadingShiftTextureScale(){return this.uniforms.shadingShiftTextureScale.value}set shadingShiftTextureScale(n){this.uniforms.shadingShiftTextureScale.value=n}get shadingToonyFactor(){return this.uniforms.shadingToonyFactor.value}set shadingToonyFactor(n){this.uniforms.shadingToonyFactor.value=n}get giEqualizationFactor(){return this.uniforms.giEqualizationFactor.value}set giEqualizationFactor(n){this.uniforms.giEqualizationFactor.value=n}get matcapFactor(){return this.uniforms.matcapFactor.value}set matcapFactor(n){this.uniforms.matcapFactor.value=n}get matcapTexture(){return this.uniforms.matcapTexture.value}set matcapTexture(n){this.uniforms.matcapTexture.value=n}get parametricRimColorFactor(){return this.uniforms.parametricRimColorFactor.value}set parametricRimColorFactor(n){this.uniforms.parametricRimColorFactor.value=n}get rimMultiplyTexture(){return this.uniforms.rimMultiplyTexture.value}set rimMultiplyTexture(n){this.uniforms.rimMultiplyTexture.value=n}get rimLightingMixFactor(){return this.uniforms.rimLightingMixFactor.value}set rimLightingMixFactor(n){this.uniforms.rimLightingMixFactor.value=n}get parametricRimFresnelPowerFactor(){return this.uniforms.parametricRimFresnelPowerFactor.value}set parametricRimFresnelPowerFactor(n){this.uniforms.parametricRimFresnelPowerFactor.value=n}get parametricRimLiftFactor(){return this.uniforms.parametricRimLiftFactor.value}set parametricRimLiftFactor(n){this.uniforms.parametricRimLiftFactor.value=n}get outlineWidthMultiplyTexture(){return this.uniforms.outlineWidthMultiplyTexture.value}set outlineWidthMultiplyTexture(n){this.uniforms.outlineWidthMultiplyTexture.value=n}get outlineWidthFactor(){return this.uniforms.outlineWidthFactor.value}set outlineWidthFactor(n){this.uniforms.outlineWidthFactor.value=n}get outlineColorFactor(){return this.uniforms.outlineColorFactor.value}set outlineColorFactor(n){this.uniforms.outlineColorFactor.value=n}get outlineLightingMixFactor(){return this.uniforms.outlineLightingMixFactor.value}set outlineLightingMixFactor(n){this.uniforms.outlineLightingMixFactor.value=n}get uvAnimationMaskTexture(){return this.uniforms.uvAnimationMaskTexture.value}set uvAnimationMaskTexture(n){this.uniforms.uvAnimationMaskTexture.value=n}get uvAnimationScrollXOffset(){return this.uniforms.uvAnimationScrollXOffset.value}set uvAnimationScrollXOffset(n){this.uniforms.uvAnimationScrollXOffset.value=n}get uvAnimationScrollYOffset(){return this.uniforms.uvAnimationScrollYOffset.value}set uvAnimationScrollYOffset(n){this.uniforms.uvAnimationScrollYOffset.value=n}get uvAnimationRotationPhase(){return this.uniforms.uvAnimationRotationPhase.value}set uvAnimationRotationPhase(n){this.uniforms.uvAnimationRotationPhase.value=n}get ignoreVertexColor(){return this._ignoreVertexColor}set ignoreVertexColor(n){this._ignoreVertexColor=n,this.needsUpdate=!0}get v0CompatShade(){return this._v0CompatShade}set v0CompatShade(n){this._v0CompatShade=n,this.needsUpdate=!0}get debugMode(){return this._debugMode}set debugMode(n){this._debugMode=n,this.needsUpdate=!0}get outlineWidthMode(){return this._outlineWidthMode}set outlineWidthMode(n){this._outlineWidthMode=n,this.needsUpdate=!0}get isOutline(){return this._isOutline}set isOutline(n){this._isOutline=n,this.needsUpdate=!0}get isMToonMaterial(){return!0}update(n){this._uploadUniformsWorkaround(),this._updateUVAnimation(n)}copy(n){return super.copy(n),this.map=n.map,this.normalMap=n.normalMap,this.emissiveMap=n.emissiveMap,this.shadeMultiplyTexture=n.shadeMultiplyTexture,this.shadingShiftTexture=n.shadingShiftTexture,this.matcapTexture=n.matcapTexture,this.rimMultiplyTexture=n.rimMultiplyTexture,this.outlineWidthMultiplyTexture=n.outlineWidthMultiplyTexture,this.uvAnimationMaskTexture=n.uvAnimationMaskTexture,this.normalMapType=n.normalMapType,this.uvAnimationScrollXSpeedFactor=n.uvAnimationScrollXSpeedFactor,this.uvAnimationScrollYSpeedFactor=n.uvAnimationScrollYSpeedFactor,this.uvAnimationRotationSpeedFactor=n.uvAnimationRotationSpeedFactor,this.ignoreVertexColor=n.ignoreVertexColor,this.v0CompatShade=n.v0CompatShade,this.debugMode=n.debugMode,this.outlineWidthMode=n.outlineWidthMode,this.isOutline=n.isOutline,this.needsUpdate=!0,this}_updateUVAnimation(n){this.uniforms.uvAnimationScrollXOffset.value+=n*this.uvAnimationScrollXSpeedFactor,this.uniforms.uvAnimationScrollYOffset.value+=n*this.uvAnimationScrollYSpeedFactor,this.uniforms.uvAnimationRotationPhase.value+=n*this.uvAnimationRotationSpeedFactor,this.uniforms.alphaTest.value=this.alphaTest,this.uniformsNeedUpdate=!0}_uploadUniformsWorkaround(){this.uniforms.opacity.value=this.opacity,this._updateTextureMatrix(this.uniforms.map,this.uniforms.mapUvTransform),this._updateTextureMatrix(this.uniforms.normalMap,this.uniforms.normalMapUvTransform),this._updateTextureMatrix(this.uniforms.emissiveMap,this.uniforms.emissiveMapUvTransform),this._updateTextureMatrix(this.uniforms.shadeMultiplyTexture,this.uniforms.shadeMultiplyTextureUvTransform),this._updateTextureMatrix(this.uniforms.shadingShiftTexture,this.uniforms.shadingShiftTextureUvTransform),this._updateTextureMatrix(this.uniforms.matcapTexture,this.uniforms.matcapTextureUvTransform),this._updateTextureMatrix(this.uniforms.rimMultiplyTexture,this.uniforms.rimMultiplyTextureUvTransform),this._updateTextureMatrix(this.uniforms.outlineWidthMultiplyTexture,this.uniforms.outlineWidthMultiplyTextureUvTransform),this._updateTextureMatrix(this.uniforms.uvAnimationMaskTexture,this.uniforms.uvAnimationMaskTextureUvTransform),this.uniformsNeedUpdate=!0}_generateDefines(){const n=parseInt(Ds,10),e=this.outlineWidthMultiplyTexture!==null,t=this.map!==null||this.normalMap!==null||this.emissiveMap!==null||this.shadeMultiplyTexture!==null||this.shadingShiftTexture!==null||this.rimMultiplyTexture!==null||this.uvAnimationMaskTexture!==null;return{THREE_VRM_THREE_REVISION:n,OUTLINE:this._isOutline,MTOON_USE_UV:e||t,MTOON_UVS_VERTEX_ONLY:e&&!t,V0_COMPAT_SHADE:this._v0CompatShade,USE_SHADEMULTIPLYTEXTURE:this.shadeMultiplyTexture!==null,USE_SHADINGSHIFTTEXTURE:this.shadingShiftTexture!==null,USE_MATCAPTEXTURE:this.matcapTexture!==null,USE_RIMMULTIPLYTEXTURE:this.rimMultiplyTexture!==null,USE_OUTLINEWIDTHMULTIPLYTEXTURE:this._isOutline&&this.outlineWidthMultiplyTexture!==null,USE_UVANIMATIONMASKTEXTURE:this.uvAnimationMaskTexture!==null,IGNORE_VERTEX_COLOR:this._ignoreVertexColor===!0,DEBUG_NORMAL:this._debugMode==="normal",DEBUG_LITSHADERATE:this._debugMode==="litShadeRate",DEBUG_UV:this._debugMode==="uv",OUTLINE_WIDTH_SCREEN:this._isOutline&&this._outlineWidthMode===PN.ScreenCoordinates}}_updateTextureMatrix(n,e){n.value&&(n.value.matrixAutoUpdate&&n.value.updateMatrix(),e.value.copy(n.value.matrix))}},yQ=new Set(["1.0","1.0-beta"]),W8=class R_{get name(){return R_.EXTENSION_NAME}constructor(e,t={}){var i,r,a,s;this.parser=e,this.materialType=(i=t.materialType)!=null?i:xQ,this.renderOrderOffset=(r=t.renderOrderOffset)!=null?r:0,this.v0CompatShade=(a=t.v0CompatShade)!=null?a:!1,this.debugMode=(s=t.debugMode)!=null?s:"none",this._mToonMaterialSet=new Set}beforeRoot(){return Du(this,null,function*(){this._removeUnlitExtensionIfMToonExists()})}afterRoot(e){return Du(this,null,function*(){e.userData.vrmMToonMaterials=Array.from(this._mToonMaterialSet)})}getMaterialType(e){return this._getMToonExtension(e)?this.materialType:null}extendMaterialParams(e,t){const i=this._getMToonExtension(e);return i?this._extendMaterialParams(i,t):null}loadMesh(e){return Du(this,null,function*(){var t;const i=this.parser,a=(t=i.json.meshes)==null?void 0:t[e];if(a==null)throw new Error(`MToonMaterialLoaderPlugin: Attempt to use meshes[${e}] of glTF but the mesh doesn't exist`);const s=a.primitives,o=yield i.loadMesh(e);if(s.length===1){const l=o,h=s[0].material;h!=null&&this._setupPrimitive(l,h)}else{const l=o;for(let h=0;h{var s;this._getMToonExtension(a)&&((s=r.extensions)!=null&&s.KHR_materials_unlit)&&delete r.extensions.KHR_materials_unlit})}_getMToonExtension(e){var t,i;const s=(t=this.parser.json.materials)==null?void 0:t[e];if(s==null){console.warn(`MToonMaterialLoaderPlugin: Attempt to use materials[${e}] of glTF but the material doesn't exist`);return}const o=(i=s.extensions)==null?void 0:i[R_.EXTENSION_NAME];if(o==null)return;const l=o.specVersion;if(!yQ.has(l)){console.warn(`MToonMaterialLoaderPlugin: Unknown ${R_.EXTENSION_NAME} specVersion "${l}"`);return}return o}_extendMaterialParams(e,t){return Du(this,null,function*(){var i;delete t.metalness,delete t.roughness;const r=new pQ(this.parser,t);r.assignPrimitive("transparentWithZWrite",e.transparentWithZWrite),r.assignColor("shadeColorFactor",e.shadeColorFactor),r.assignTexture("shadeMultiplyTexture",e.shadeMultiplyTexture,!0),r.assignPrimitive("shadingShiftFactor",e.shadingShiftFactor),r.assignTexture("shadingShiftTexture",e.shadingShiftTexture,!0),r.assignPrimitive("shadingShiftTextureScale",(i=e.shadingShiftTexture)==null?void 0:i.scale),r.assignPrimitive("shadingToonyFactor",e.shadingToonyFactor),r.assignPrimitive("giEqualizationFactor",e.giEqualizationFactor),r.assignColor("matcapFactor",e.matcapFactor),r.assignTexture("matcapTexture",e.matcapTexture,!0),r.assignColor("parametricRimColorFactor",e.parametricRimColorFactor),r.assignTexture("rimMultiplyTexture",e.rimMultiplyTexture,!0),r.assignPrimitive("rimLightingMixFactor",e.rimLightingMixFactor),r.assignPrimitive("parametricRimFresnelPowerFactor",e.parametricRimFresnelPowerFactor),r.assignPrimitive("parametricRimLiftFactor",e.parametricRimLiftFactor),r.assignPrimitive("outlineWidthMode",e.outlineWidthMode),r.assignPrimitive("outlineWidthFactor",e.outlineWidthFactor),r.assignTexture("outlineWidthMultiplyTexture",e.outlineWidthMultiplyTexture,!1),r.assignColor("outlineColorFactor",e.outlineColorFactor),r.assignPrimitive("outlineLightingMixFactor",e.outlineLightingMixFactor),r.assignTexture("uvAnimationMaskTexture",e.uvAnimationMaskTexture,!1),r.assignPrimitive("uvAnimationScrollXSpeedFactor",e.uvAnimationScrollXSpeedFactor),r.assignPrimitive("uvAnimationScrollYSpeedFactor",e.uvAnimationScrollYSpeedFactor),r.assignPrimitive("uvAnimationRotationSpeedFactor",e.uvAnimationRotationSpeedFactor),r.assignPrimitive("v0CompatShade",this.v0CompatShade),r.assignPrimitive("debugMode",this.debugMode),yield r.pending})}_setupPrimitive(e,t){const i=this._getMToonExtension(t);if(i){const r=this._parseRenderOrder(i);e.renderOrder=r+this.renderOrderOffset,this._generateOutline(e),this._addToMaterialSet(e);return}}_shouldGenerateOutline(e){return typeof e.outlineWidthMode=="string"&&e.outlineWidthMode!=="none"&&typeof e.outlineWidthFactor=="number"&&e.outlineWidthFactor>0}_generateOutline(e){const t=e.material;if(!(t instanceof jn)||!this._shouldGenerateOutline(t))return;e.material=[t];const i=t.clone();i.name+=" (Outline)",i.isOutline=!0,i.side=Ii,e.material.push(i);const r=e.geometry,a=r.index?r.index.count:r.attributes.position.count/3;r.addGroup(0,a,0),r.addGroup(0,a,1)}_addToMaterialSet(e){const t=e.material,i=new Set;Array.isArray(t)?t.forEach(r=>i.add(r)):i.add(t);for(const r of i)this._mToonMaterialSet.add(r)}_parseRenderOrder(e){var t;return(e.transparentWithZWrite?0:19)+((t=e.renderQueueOffsetNumber)!=null?t:0)}};W8.EXTENSION_NAME="VRMC_materials_mtoon";var SQ=W8,TQ=(n,e,t)=>new Promise((i,r)=>{var a=l=>{try{o(t.next(l))}catch(h){r(h)}},s=l=>{try{o(t.throw(l))}catch(h){r(h)}},o=l=>l.done?i(l.value):Promise.resolve(l.value).then(a,s);o((t=t.apply(n,e)).next())}),X8=class FE{get name(){return FE.EXTENSION_NAME}constructor(e){this.parser=e}extendMaterialParams(e,t){return TQ(this,null,function*(){const i=this._getHDREmissiveMultiplierExtension(e);if(i==null)return;console.warn("VRMMaterialsHDREmissiveMultiplierLoaderPlugin: `VRMC_materials_hdr_emissiveMultiplier` is archived. Use `KHR_materials_emissive_strength` instead.");const r=i.emissiveMultiplier;t.emissiveIntensity=r})}_getHDREmissiveMultiplierExtension(e){var t,i;const s=(t=this.parser.json.materials)==null?void 0:t[e];if(s==null){console.warn(`VRMMaterialsHDREmissiveMultiplierLoaderPlugin: Attempt to use materials[${e}] of glTF but the material doesn't exist`);return}const o=(i=s.extensions)==null?void 0:i[FE.EXTENSION_NAME];if(o!=null)return o}};X8.EXTENSION_NAME="VRMC_materials_hdr_emissiveMultiplier";var EQ=X8,MQ=Object.defineProperty,bQ=Object.defineProperties,AQ=Object.getOwnPropertyDescriptors,zN=Object.getOwnPropertySymbols,wQ=Object.prototype.hasOwnProperty,RQ=Object.prototype.propertyIsEnumerable,BN=(n,e,t)=>e in n?MQ(n,e,{enumerable:!0,configurable:!0,writable:!0,value:t}):n[e]=t,qs=(n,e)=>{for(var t in e||(e={}))wQ.call(e,t)&&BN(n,t,e[t]);if(zN)for(var t of zN(e))RQ.call(e,t)&&BN(n,t,e[t]);return n},HN=(n,e)=>bQ(n,AQ(e)),CQ=(n,e,t)=>new Promise((i,r)=>{var a=l=>{try{o(t.next(l))}catch(h){r(h)}},s=l=>{try{o(t.throw(l))}catch(h){r(h)}},o=l=>l.done?i(l.value):Promise.resolve(l.value).then(a,s);o((t=t.apply(n,e)).next())});function yf(n){return Math.pow(n,2.2)}var DQ=class{get name(){return"VRMMaterialsV0CompatPlugin"}constructor(n){var e;this.parser=n,this._renderQueueMapTransparent=new Map,this._renderQueueMapTransparentZWrite=new Map;const t=this.parser.json;t.extensionsUsed=(e=t.extensionsUsed)!=null?e:[],t.extensionsUsed.indexOf("KHR_texture_transform")===-1&&t.extensionsUsed.push("KHR_texture_transform")}beforeRoot(){return CQ(this,null,function*(){var n;const e=this.parser.json,t=(n=e.extensions)==null?void 0:n.VRM,i=t==null?void 0:t.materialProperties;i&&(this._populateRenderQueueMap(i),i.forEach((r,a)=>{var s,o;const l=(s=e.materials)==null?void 0:s[a];if(l==null){console.warn(`VRMMaterialsV0CompatPlugin: Attempt to use materials[${a}] of glTF but the material doesn't exist`);return}if(r.shader==="VRM/MToon"){const h=this._parseV0MToonProperties(r,l);e.materials[a]=h}else if((o=r.shader)!=null&&o.startsWith("VRM/Unlit")){const h=this._parseV0UnlitProperties(r,l);e.materials[a]=h}else r.shader==="VRM_USE_GLTFSHADER"||console.warn(`VRMMaterialsV0CompatPlugin: Unknown shader: ${r.shader}`)}))})}_parseV0MToonProperties(n,e){var t,i,r,a,s,o,l,h,f,d,p,g,_,T,y,v,S,E,b,N,R,I,U,O,w,B,j,ee,se,ae,W,te,K,oe,ie,Ce,Xe,nt,tt,gt,ge,Ae,Ze,ue,it,bt,ot,Ke,Te,G,be,Ne,Fe,Be,$e;const Je=(i=(t=n.keywordMap)==null?void 0:t._ALPHABLEND_ON)!=null?i:!1,k=((r=n.floatProperties)==null?void 0:r._ZWrite)===1&&Je,P=this._v0ParseRenderQueue(n),ce=(s=(a=n.keywordMap)==null?void 0:a._ALPHATEST_ON)!=null?s:!1,Ee=Je?"BLEND":ce?"MASK":"OPAQUE",Le=ce?(l=(o=n.floatProperties)==null?void 0:o._Cutoff)!=null?l:.5:void 0,vt=((f=(h=n.floatProperties)==null?void 0:h._CullMode)!=null?f:2)===0,je=this._portTextureTransform(n),xt=((p=(d=n.vectorProperties)==null?void 0:d._Color)!=null?p:[1,1,1,1]).map((D,V)=>V===3?D:yf(D)),pt=(g=n.textureProperties)==null?void 0:g._MainTex,Ie=pt!=null?{index:pt,extensions:qs({},je)}:void 0,He=(T=(_=n.floatProperties)==null?void 0:_._BumpScale)!=null?T:1,ht=(y=n.textureProperties)==null?void 0:y._BumpMap,Q=ht!=null?{index:ht,scale:He,extensions:qs({},je)}:void 0,pe=((S=(v=n.vectorProperties)==null?void 0:v._EmissionColor)!=null?S:[0,0,0,1]).map(yf),Oe=(E=n.textureProperties)==null?void 0:E._EmissionMap,q=Oe!=null?{index:Oe,extensions:qs({},je)}:void 0,ke=((N=(b=n.vectorProperties)==null?void 0:b._ShadeColor)!=null?N:[.97,.81,.86,1]).map(yf),me=(R=n.textureProperties)==null?void 0:R._ShadeTexture,We=me!=null?{index:me,extensions:qs({},je)}:void 0;let Ge=(U=(I=n.floatProperties)==null?void 0:I._ShadeShift)!=null?U:0,we=(w=(O=n.floatProperties)==null?void 0:O._ShadeToony)!=null?w:.9;we=tn.lerp(we,1,.5+.5*Ge),Ge=-Ge-(1-we);const at=(j=(B=n.floatProperties)==null?void 0:B._IndirectLightIntensity)!=null?j:.1,St=at?1-at:void 0,Gt=(ee=n.textureProperties)==null?void 0:ee._SphereAdd,Vt=Gt!=null?[1,1,1]:void 0,li=Gt!=null?{index:Gt}:void 0,ci=(ae=(se=n.floatProperties)==null?void 0:se._RimLightingMix)!=null?ae:0,ho=(W=n.textureProperties)==null?void 0:W._RimTexture,Us=ho!=null?{index:ho,extensions:qs({},je)}:void 0,Ps=((K=(te=n.vectorProperties)==null?void 0:te._RimColor)!=null?K:[0,0,0,1]).map(yf),Mi=(ie=(oe=n.floatProperties)==null?void 0:oe._RimFresnelPower)!=null?ie:1,zs=(Xe=(Ce=n.floatProperties)==null?void 0:Ce._RimLift)!=null?Xe:0,fr=["none","worldCoordinates","screenCoordinates"][(tt=(nt=n.floatProperties)==null?void 0:nt._OutlineWidthMode)!=null?tt:0];let Xi=(ge=(gt=n.floatProperties)==null?void 0:gt._OutlineWidth)!=null?ge:0;Xi=.01*Xi;const Gr=(Ae=n.textureProperties)==null?void 0:Ae._OutlineWidthTexture,On=Gr!=null?{index:Gr,extensions:qs({},je)}:void 0,Ua=((ue=(Ze=n.vectorProperties)==null?void 0:Ze._OutlineColor)!=null?ue:[0,0,0]).map(yf),Hs=((bt=(it=n.floatProperties)==null?void 0:it._OutlineColorMode)!=null?bt:0)===1?(Ke=(ot=n.floatProperties)==null?void 0:ot._OutlineLightingMix)!=null?Ke:1:0,fo=(Te=n.textureProperties)==null?void 0:Te._UvAnimMaskTexture,la=fo!=null?{index:fo,extensions:qs({},je)}:void 0,dr=(be=(G=n.floatProperties)==null?void 0:G._UvAnimScrollX)!=null?be:0;let C=(Fe=(Ne=n.floatProperties)==null?void 0:Ne._UvAnimScrollY)!=null?Fe:0;C!=null&&(C=-C);const z=($e=(Be=n.floatProperties)==null?void 0:Be._UvAnimRotation)!=null?$e:0,Y={specVersion:"1.0",transparentWithZWrite:k,renderQueueOffsetNumber:P,shadeColorFactor:ke,shadeMultiplyTexture:We,shadingShiftFactor:Ge,shadingToonyFactor:we,giEqualizationFactor:St,matcapFactor:Vt,matcapTexture:li,rimLightingMixFactor:ci,rimMultiplyTexture:Us,parametricRimColorFactor:Ps,parametricRimFresnelPowerFactor:Mi,parametricRimLiftFactor:zs,outlineWidthMode:fr,outlineWidthFactor:Xi,outlineWidthMultiplyTexture:On,outlineColorFactor:Ua,outlineLightingMixFactor:Hs,uvAnimationMaskTexture:la,uvAnimationScrollXSpeedFactor:dr,uvAnimationScrollYSpeedFactor:C,uvAnimationRotationSpeedFactor:z};return HN(qs({},e),{pbrMetallicRoughness:{baseColorFactor:xt,baseColorTexture:Ie},normalTexture:Q,emissiveTexture:q,emissiveFactor:pe,alphaMode:Ee,alphaCutoff:Le,doubleSided:vt,extensions:{VRMC_materials_mtoon:Y}})}_parseV0UnlitProperties(n,e){var t,i,r,a,s;const o=n.shader==="VRM/UnlitTransparentZWrite",l=n.shader==="VRM/UnlitTransparent"||o,h=this._v0ParseRenderQueue(n),f=n.shader==="VRM/UnlitCutout",d=l?"BLEND":f?"MASK":"OPAQUE",p=f?(i=(t=n.floatProperties)==null?void 0:t._Cutoff)!=null?i:.5:void 0,g=this._portTextureTransform(n),_=((a=(r=n.vectorProperties)==null?void 0:r._Color)!=null?a:[1,1,1,1]).map(yf),T=(s=n.textureProperties)==null?void 0:s._MainTex,y=T!=null?{index:T,extensions:qs({},g)}:void 0,v={specVersion:"1.0",transparentWithZWrite:o,renderQueueOffsetNumber:h,shadeColorFactor:_,shadeMultiplyTexture:y};return HN(qs({},e),{pbrMetallicRoughness:{baseColorFactor:_,baseColorTexture:y},alphaMode:d,alphaCutoff:p,extensions:{VRMC_materials_mtoon:v}})}_portTextureTransform(n){var e,t,i,r,a;const s=(e=n.vectorProperties)==null?void 0:e._MainTex;if(s==null)return{};const o=[(t=s==null?void 0:s[0])!=null?t:0,(i=s==null?void 0:s[1])!=null?i:0],l=[(r=s==null?void 0:s[2])!=null?r:1,(a=s==null?void 0:s[3])!=null?a:1];return o[1]=1-l[1]-o[1],{KHR_texture_transform:{offset:o,scale:l}}}_v0ParseRenderQueue(n){var e,t;const i=n.shader==="VRM/UnlitTransparentZWrite",r=((e=n.keywordMap)==null?void 0:e._ALPHABLEND_ON)!=null||n.shader==="VRM/UnlitTransparent"||i,a=((t=n.floatProperties)==null?void 0:t._ZWrite)===1||i;let s=0;if(r){const o=n.renderQueue;o!=null&&(a?s=this._renderQueueMapTransparentZWrite.get(o):s=this._renderQueueMapTransparent.get(o))}return s}_populateRenderQueueMap(n){const e=new Set,t=new Set;n.forEach(i=>{var r,a;const s=i.shader==="VRM/UnlitTransparentZWrite",o=((r=i.keywordMap)==null?void 0:r._ALPHABLEND_ON)!=null||i.shader==="VRM/UnlitTransparent"||s,l=((a=i.floatProperties)==null?void 0:a._ZWrite)===1||s;if(o){const h=i.renderQueue;h!=null&&(l?t.add(h):e.add(h))}}),e.size>10&&console.warn(`VRMMaterialsV0CompatPlugin: This VRM uses ${e.size} render queues for Transparent materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`),t.size>10&&console.warn(`VRMMaterialsV0CompatPlugin: This VRM uses ${t.size} render queues for TransparentZWrite materials while VRM 1.0 only supports up to 10 render queues. The model might not be rendered correctly.`),Array.from(e).sort().forEach((i,r)=>{const a=Math.min(Math.max(r-e.size+1,-9),0);this._renderQueueMapTransparent.set(i,a)}),Array.from(t).sort().forEach((i,r)=>{const a=Math.min(Math.max(r,0),9);this._renderQueueMapTransparentZWrite.set(i,a)})}},FN=(n,e,t)=>new Promise((i,r)=>{var a=l=>{try{o(t.next(l))}catch(h){r(h)}},s=l=>{try{o(t.throw(l))}catch(h){r(h)}},o=l=>l.done?i(l.value):Promise.resolve(l.value).then(a,s);o((t=t.apply(n,e)).next())}),Bl=new L,B2=class extends Pr{constructor(n){super(),this._attrPosition=new Ot(new Float32Array([0,0,0,0,0,0]),3),this._attrPosition.setUsage(WU);const e=new Ct;e.setAttribute("position",this._attrPosition);const t=new Bi({color:16711935,depthTest:!1,depthWrite:!1});this._line=new oo(e,t),this.add(this._line),this.constraint=n}updateMatrixWorld(n){Bl.setFromMatrixPosition(this.constraint.destination.matrixWorld),this._attrPosition.setXYZ(0,Bl.x,Bl.y,Bl.z),this.constraint.source&&Bl.setFromMatrixPosition(this.constraint.source.matrixWorld),this._attrPosition.setXYZ(1,Bl.x,Bl.y,Bl.z),this._attrPosition.needsUpdate=!0,super.updateMatrixWorld(n)}};function GN(n,e){return e.set(n.elements[12],n.elements[13],n.elements[14])}var NQ=new L,OQ=new L;function LQ(n,e){return n.decompose(NQ,e,OQ),e}function e1(n){return n.invert?n.invert():n.inverse(),n}var dA=class{constructor(n,e){this.destination=n,this.source=e,this.weight=1}},IQ=new L,UQ=new L,PQ=new L,zQ=new _t,BQ=new _t,HQ=new _t,FQ=class extends dA{get aimAxis(){return this._aimAxis}set aimAxis(n){this._aimAxis=n,this._v3AimAxis.set(n==="PositiveX"?1:n==="NegativeX"?-1:0,n==="PositiveY"?1:n==="NegativeY"?-1:0,n==="PositiveZ"?1:n==="NegativeZ"?-1:0)}get dependencies(){const n=new Set([this.source]);return this.destination.parent&&n.add(this.destination.parent),n}constructor(n,e){super(n,e),this._aimAxis="PositiveX",this._v3AimAxis=new L(1,0,0),this._dstRestQuat=new _t}setInitState(){this._dstRestQuat.copy(this.destination.quaternion)}update(){this.destination.updateWorldMatrix(!0,!1),this.source.updateWorldMatrix(!0,!1);const n=zQ.identity(),e=BQ.identity();this.destination.parent&&(LQ(this.destination.parent.matrixWorld,n),e1(e.copy(n)));const t=IQ.copy(this._v3AimAxis).applyQuaternion(this._dstRestQuat).applyQuaternion(n),i=GN(this.source.matrixWorld,UQ).sub(GN(this.destination.matrixWorld,PQ)).normalize(),r=HQ.setFromUnitVectors(t,i).premultiply(e).multiply(n).multiply(this._dstRestQuat);this.destination.quaternion.copy(this._dstRestQuat).slerp(r,this.weight)}};function GQ(n,e){const t=[n];let i=n.parent;for(;i!==null;)t.unshift(i),i=i.parent;t.forEach(r=>{e(r)})}var VQ=class{constructor(){this._constraints=new Set,this._objectConstraintsMap=new Map}get constraints(){return this._constraints}addConstraint(n){this._constraints.add(n);let e=this._objectConstraintsMap.get(n.destination);e==null&&(e=new Set,this._objectConstraintsMap.set(n.destination,e)),e.add(n)}deleteConstraint(n){this._constraints.delete(n),this._objectConstraintsMap.get(n.destination).delete(n)}setInitState(){const n=new Set,e=new Set;for(const t of this._constraints)this._processConstraint(t,n,e,i=>i.setInitState())}update(){const n=new Set,e=new Set;for(const t of this._constraints)this._processConstraint(t,n,e,i=>i.update())}_processConstraint(n,e,t,i){if(t.has(n))return;if(e.has(n))throw new Error("VRMNodeConstraintManager: Circular dependency detected while updating constraints");e.add(n);const r=n.dependencies;for(const a of r)GQ(a,s=>{const o=this._objectConstraintsMap.get(s);if(o)for(const l of o)this._processConstraint(l,e,t,i)});i(n),t.add(n)}},kQ=new _t,WQ=new _t,XQ=class extends dA{get dependencies(){return new Set([this.source])}constructor(n,e){super(n,e),this._dstRestQuat=new _t,this._invSrcRestQuat=new _t}setInitState(){this._dstRestQuat.copy(this.destination.quaternion),e1(this._invSrcRestQuat.copy(this.source.quaternion))}update(){const n=kQ.copy(this._invSrcRestQuat).multiply(this.source.quaternion),e=WQ.copy(this._dstRestQuat).multiply(n);this.destination.quaternion.copy(this._dstRestQuat).slerp(e,this.weight)}},YQ=new L,qQ=new _t,jQ=new _t,ZQ=class extends dA{get rollAxis(){return this._rollAxis}set rollAxis(n){this._rollAxis=n,this._v3RollAxis.set(n==="X"?1:0,n==="Y"?1:0,n==="Z"?1:0)}get dependencies(){return new Set([this.source])}constructor(n,e){super(n,e),this._rollAxis="X",this._v3RollAxis=new L(1,0,0),this._dstRestQuat=new _t,this._invDstRestQuat=new _t,this._invSrcRestQuatMulDstRestQuat=new _t}setInitState(){this._dstRestQuat.copy(this.destination.quaternion),e1(this._invDstRestQuat.copy(this._dstRestQuat)),e1(this._invSrcRestQuatMulDstRestQuat.copy(this.source.quaternion)).multiply(this._dstRestQuat)}update(){const n=qQ.copy(this._invDstRestQuat).multiply(this.source.quaternion).multiply(this._invSrcRestQuatMulDstRestQuat),e=YQ.copy(this._v3RollAxis).applyQuaternion(n),i=jQ.setFromUnitVectors(e,this._v3RollAxis).premultiply(this._dstRestQuat).multiply(n);this.destination.quaternion.copy(this._dstRestQuat).slerp(i,this.weight)}},KQ=new Set(["1.0","1.0-beta"]),Y8=class vm{get name(){return vm.EXTENSION_NAME}constructor(e,t){this.parser=e,this.helperRoot=t==null?void 0:t.helperRoot}afterRoot(e){return FN(this,null,function*(){e.userData.vrmNodeConstraintManager=yield this._import(e)})}_import(e){return FN(this,null,function*(){var t;const i=this.parser.json;if(!(((t=i.extensionsUsed)==null?void 0:t.indexOf(vm.EXTENSION_NAME))!==-1))return null;const a=new VQ,s=yield this.parser.getDependencies("node");return s.forEach((o,l)=>{var h;const f=i.nodes[l],d=(h=f==null?void 0:f.extensions)==null?void 0:h[vm.EXTENSION_NAME];if(d==null)return;const p=d.specVersion;if(!KQ.has(p)){console.warn(`VRMNodeConstraintLoaderPlugin: Unknown ${vm.EXTENSION_NAME} specVersion "${p}"`);return}const g=d.constraint;if(g.roll!=null){const _=this._importRollConstraint(o,s,g.roll);a.addConstraint(_)}else if(g.aim!=null){const _=this._importAimConstraint(o,s,g.aim);a.addConstraint(_)}else if(g.rotation!=null){const _=this._importRotationConstraint(o,s,g.rotation);a.addConstraint(_)}}),e.scene.updateMatrixWorld(),a.setInitState(),a})}_importRollConstraint(e,t,i){const{source:r,rollAxis:a,weight:s}=i,o=t[r],l=new ZQ(e,o);if(a!=null&&(l.rollAxis=a),s!=null&&(l.weight=s),this.helperRoot){const h=new B2(l);this.helperRoot.add(h)}return l}_importAimConstraint(e,t,i){const{source:r,aimAxis:a,weight:s}=i,o=t[r],l=new FQ(e,o);if(a!=null&&(l.aimAxis=a),s!=null&&(l.weight=s),this.helperRoot){const h=new B2(l);this.helperRoot.add(h)}return l}_importRotationConstraint(e,t,i){const{source:r,weight:a}=i,s=t[r],o=new XQ(e,s);if(a!=null&&(o.weight=a),this.helperRoot){const l=new B2(o);this.helperRoot.add(l)}return o}};Y8.EXTENSION_NAME="VRMC_node_constraint";var QQ=Y8,Yv=(n,e,t)=>new Promise((i,r)=>{var a=l=>{try{o(t.next(l))}catch(h){r(h)}},s=l=>{try{o(t.throw(l))}catch(h){r(h)}},o=l=>l.done?i(l.value):Promise.resolve(l.value).then(a,s);o((t=t.apply(n,e)).next())}),pA=class{},H2=new L,du=new L,q8=class extends pA{get type(){return"capsule"}constructor(n){var e,t,i,r;super(),this.offset=(e=n==null?void 0:n.offset)!=null?e:new L(0,0,0),this.tail=(t=n==null?void 0:n.tail)!=null?t:new L(0,0,0),this.radius=(i=n==null?void 0:n.radius)!=null?i:0,this.inside=(r=n==null?void 0:n.inside)!=null?r:!1}calculateCollision(n,e,t,i){H2.setFromMatrixPosition(n),du.subVectors(this.tail,this.offset).applyMatrix4(n),du.sub(H2);const r=du.lengthSq();i.copy(e).sub(H2);const a=du.dot(i);a<=0||(r<=a||du.multiplyScalar(a/r),i.sub(du));const s=i.length(),o=this.inside?this.radius-t-s:s-t-this.radius;return o<0&&(i.multiplyScalar(1/s),this.inside&&i.negate()),o}},F2=new L,VN=new Et,j8=class extends pA{get type(){return"plane"}constructor(n){var e,t;super(),this.offset=(e=n==null?void 0:n.offset)!=null?e:new L(0,0,0),this.normal=(t=n==null?void 0:n.normal)!=null?t:new L(0,0,1)}calculateCollision(n,e,t,i){i.setFromMatrixPosition(n),i.negate().add(e),VN.getNormalMatrix(n),F2.copy(this.normal).applyNormalMatrix(VN).normalize();const r=i.dot(F2)-t;return i.copy(F2),r}},JQ=new L,Z8=class extends pA{get type(){return"sphere"}constructor(n){var e,t,i;super(),this.offset=(e=n==null?void 0:n.offset)!=null?e:new L(0,0,0),this.radius=(t=n==null?void 0:n.radius)!=null?t:0,this.inside=(i=n==null?void 0:n.inside)!=null?i:!1}calculateCollision(n,e,t,i){i.subVectors(e,JQ.setFromMatrixPosition(n));const r=i.length(),a=this.inside?this.radius-t-r:r-t-this.radius;return a<0&&(i.multiplyScalar(1/r),this.inside&&i.negate()),a}},js=new L,$Q=class extends Ct{constructor(n){super(),this.worldScale=1,this._currentRadius=0,this._currentOffset=new L,this._currentTail=new L,this._shape=n,this._attrPos=new Ot(new Float32Array(396),3),this.setAttribute("position",this._attrPos),this._attrIndex=new Ot(new Uint16Array(264),1),this.setIndex(this._attrIndex),this._buildIndex(),this.update()}update(){let n=!1;const e=this._shape.radius/this.worldScale;this._currentRadius!==e&&(this._currentRadius=e,n=!0),this._currentOffset.equals(this._shape.offset)||(this._currentOffset.copy(this._shape.offset),n=!0);const t=js.copy(this._shape.tail).divideScalar(this.worldScale);this._currentTail.distanceToSquared(t)>1e-10&&(this._currentTail.copy(t),n=!0),n&&this._buildPosition()}_buildPosition(){js.copy(this._currentTail).sub(this._currentOffset);const n=js.length()/this._currentRadius;for(let i=0;i<=16;i++){const r=i/16*Math.PI;this._attrPos.setXYZ(i,-Math.sin(r),-Math.cos(r),0),this._attrPos.setXYZ(17+i,n+Math.sin(r),Math.cos(r),0),this._attrPos.setXYZ(34+i,-Math.sin(r),0,-Math.cos(r)),this._attrPos.setXYZ(51+i,n+Math.sin(r),0,Math.cos(r))}for(let i=0;i<32;i++){const r=i/16*Math.PI;this._attrPos.setXYZ(68+i,0,Math.sin(r),Math.cos(r)),this._attrPos.setXYZ(100+i,n,Math.sin(r),Math.cos(r))}const e=Math.atan2(js.y,Math.sqrt(js.x*js.x+js.z*js.z)),t=-Math.atan2(js.z,js.x);this.rotateZ(e),this.rotateY(t),this.scale(this._currentRadius,this._currentRadius,this._currentRadius),this.translate(this._currentOffset.x,this._currentOffset.y,this._currentOffset.z),this._attrPos.needsUpdate=!0}_buildIndex(){for(let n=0;n<34;n++){const e=(n+1)%34;this._attrIndex.setXY(n*2,n,e),this._attrIndex.setXY(68+n*2,34+n,34+e)}for(let n=0;n<32;n++){const e=(n+1)%32;this._attrIndex.setXY(136+n*2,68+n,68+e),this._attrIndex.setXY(200+n*2,100+n,100+e)}this._attrIndex.needsUpdate=!0}},eJ=class extends Ct{constructor(n){super(),this.worldScale=1,this._currentOffset=new L,this._currentNormal=new L,this._shape=n,this._attrPos=new Ot(new Float32Array(6*3),3),this.setAttribute("position",this._attrPos),this._attrIndex=new Ot(new Uint16Array(10),1),this.setIndex(this._attrIndex),this._buildIndex(),this.update()}update(){let n=!1;this._currentOffset.equals(this._shape.offset)||(this._currentOffset.copy(this._shape.offset),n=!0),this._currentNormal.equals(this._shape.normal)||(this._currentNormal.copy(this._shape.normal),n=!0),n&&this._buildPosition()}_buildPosition(){this._attrPos.setXYZ(0,-.5,-.5,0),this._attrPos.setXYZ(1,.5,-.5,0),this._attrPos.setXYZ(2,.5,.5,0),this._attrPos.setXYZ(3,-.5,.5,0),this._attrPos.setXYZ(4,0,0,0),this._attrPos.setXYZ(5,0,0,.25),this.translate(this._currentOffset.x,this._currentOffset.y,this._currentOffset.z),this.lookAt(this._currentNormal),this._attrPos.needsUpdate=!0}_buildIndex(){this._attrIndex.setXY(0,0,1),this._attrIndex.setXY(2,1,2),this._attrIndex.setXY(4,2,3),this._attrIndex.setXY(6,3,0),this._attrIndex.setXY(8,4,5),this._attrIndex.needsUpdate=!0}},tJ=class extends Ct{constructor(n){super(),this.worldScale=1,this._currentRadius=0,this._currentOffset=new L,this._shape=n,this._attrPos=new Ot(new Float32Array(32*3*3),3),this.setAttribute("position",this._attrPos),this._attrIndex=new Ot(new Uint16Array(64*3),1),this.setIndex(this._attrIndex),this._buildIndex(),this.update()}update(){let n=!1;const e=this._shape.radius/this.worldScale;this._currentRadius!==e&&(this._currentRadius=e,n=!0),this._currentOffset.equals(this._shape.offset)||(this._currentOffset.copy(this._shape.offset),n=!0),n&&this._buildPosition()}_buildPosition(){for(let n=0;n<32;n++){const e=n/16*Math.PI;this._attrPos.setXYZ(n,Math.cos(e),Math.sin(e),0),this._attrPos.setXYZ(32+n,0,Math.cos(e),Math.sin(e)),this._attrPos.setXYZ(64+n,Math.sin(e),0,Math.cos(e))}this.scale(this._currentRadius,this._currentRadius,this._currentRadius),this.translate(this._currentOffset.x,this._currentOffset.y,this._currentOffset.z),this._attrPos.needsUpdate=!0}_buildIndex(){for(let n=0;n<32;n++){const e=(n+1)%32;this._attrIndex.setXY(n*2,n,e),this._attrIndex.setXY(64+n*2,32+n,32+e),this._attrIndex.setXY(128+n*2,64+n,64+e)}this._attrIndex.needsUpdate=!0}},nJ=new L,G2=class extends Pr{constructor(n){if(super(),this.matrixAutoUpdate=!1,this.collider=n,this.collider.shape instanceof Z8)this._geometry=new tJ(this.collider.shape);else if(this.collider.shape instanceof q8)this._geometry=new $Q(this.collider.shape);else if(this.collider.shape instanceof j8)this._geometry=new eJ(this.collider.shape);else throw new Error("VRMSpringBoneColliderHelper: Unknown collider shape type detected");const e=new Bi({color:16711935,depthTest:!1,depthWrite:!1});this._line=new aa(this._geometry,e),this.add(this._line)}dispose(){this._geometry.dispose()}updateMatrixWorld(n){this.collider.updateWorldMatrix(!0,!1),this.matrix.copy(this.collider.matrixWorld);const e=this.matrix.elements;this._geometry.worldScale=nJ.set(e[0],e[1],e[2]).length(),this._geometry.update(),super.updateMatrixWorld(n)}},iJ=class extends Ct{constructor(n){super(),this.worldScale=1,this._currentRadius=0,this._currentTail=new L,this._springBone=n,this._attrPos=new Ot(new Float32Array(294),3),this.setAttribute("position",this._attrPos),this._attrIndex=new Ot(new Uint16Array(194),1),this.setIndex(this._attrIndex),this._buildIndex(),this.update()}update(){let n=!1;const e=this._springBone.settings.hitRadius/this.worldScale;this._currentRadius!==e&&(this._currentRadius=e,n=!0),this._currentTail.equals(this._springBone.initialLocalChildPosition)||(this._currentTail.copy(this._springBone.initialLocalChildPosition),n=!0),n&&this._buildPosition()}_buildPosition(){for(let n=0;n<32;n++){const e=n/16*Math.PI;this._attrPos.setXYZ(n,Math.cos(e),Math.sin(e),0),this._attrPos.setXYZ(32+n,0,Math.cos(e),Math.sin(e)),this._attrPos.setXYZ(64+n,Math.sin(e),0,Math.cos(e))}this.scale(this._currentRadius,this._currentRadius,this._currentRadius),this.translate(this._currentTail.x,this._currentTail.y,this._currentTail.z),this._attrPos.setXYZ(96,0,0,0),this._attrPos.setXYZ(97,this._currentTail.x,this._currentTail.y,this._currentTail.z),this._attrPos.needsUpdate=!0}_buildIndex(){for(let n=0;n<32;n++){const e=(n+1)%32;this._attrIndex.setXY(n*2,n,e),this._attrIndex.setXY(64+n*2,32+n,32+e),this._attrIndex.setXY(128+n*2,64+n,64+e)}this._attrIndex.setXY(192,96,97),this._attrIndex.needsUpdate=!0}},rJ=new L,aJ=class extends Pr{constructor(n){super(),this.matrixAutoUpdate=!1,this.springBone=n,this._geometry=new iJ(this.springBone);const e=new Bi({color:16776960,depthTest:!1,depthWrite:!1});this._line=new aa(this._geometry,e),this.add(this._line)}dispose(){this._geometry.dispose()}updateMatrixWorld(n){this.springBone.bone.updateWorldMatrix(!0,!1),this.matrix.copy(this.springBone.bone.matrixWorld);const e=this.matrix.elements;this._geometry.worldScale=rJ.set(e[0],e[1],e[2]).length(),this._geometry.update(),super.updateMatrixWorld(n)}},V2=class extends Wt{constructor(n){super(),this.colliderMatrix=new Ve,this.shape=n}updateWorldMatrix(n,e){super.updateWorldMatrix(n,e),sJ(this.colliderMatrix,this.matrixWorld,this.shape.offset)}};function sJ(n,e,t){const i=e.elements;n.copy(e),t&&(n.elements[12]=i[0]*t.x+i[4]*t.y+i[8]*t.z+i[12],n.elements[13]=i[1]*t.x+i[5]*t.y+i[9]*t.z+i[13],n.elements[14]=i[2]*t.x+i[6]*t.y+i[10]*t.z+i[14])}var oJ=new Ve;function lJ(n){return n.invert?n.invert():n.getInverse(oJ.copy(n)),n}var cJ=class{constructor(n){this._inverseCache=new Ve,this._shouldUpdateInverse=!0,this.matrix=n;const e={set:(t,i,r)=>(this._shouldUpdateInverse=!0,t[i]=r,!0)};this._originalElements=n.elements,n.elements=new Proxy(n.elements,e)}get inverse(){return this._shouldUpdateInverse&&(lJ(this._inverseCache.copy(this.matrix)),this._shouldUpdateInverse=!1),this._inverseCache}revert(){this.matrix.elements=this._originalElements}},k2=new Ve,Sf=new L,$p=new L,em=new L,tm=new L,uJ=new Ve,hJ=class{constructor(n,e,t={},i=[]){this._currentTail=new L,this._prevTail=new L,this._boneAxis=new L,this._worldSpaceBoneLength=0,this._center=null,this._initialLocalMatrix=new Ve,this._initialLocalRotation=new _t,this._initialLocalChildPosition=new L;var r,a,s,o,l,h;this.bone=n,this.bone.matrixAutoUpdate=!1,this.child=e,this.settings={hitRadius:(r=t.hitRadius)!=null?r:0,stiffness:(a=t.stiffness)!=null?a:1,gravityPower:(s=t.gravityPower)!=null?s:0,gravityDir:(l=(o=t.gravityDir)==null?void 0:o.clone())!=null?l:new L(0,-1,0),dragForce:(h=t.dragForce)!=null?h:.4},this.colliderGroups=i}get dependencies(){const n=new Set,e=this.bone.parent;e&&n.add(e);for(let t=0;t{e(r)})}function GE(n,e){n.children.forEach(t=>{e(t)||GE(t,e)})}function dJ(n){var e;const t=new Map;for(const i of n){let r=i;do{const a=((e=t.get(r))!=null?e:0)+1;if(a===n.size)return r;t.set(r,a),r=r.parent}while(r!==null)}return null}var kN=class{constructor(){this._joints=new Set,this._sortedJoints=[],this._hasWarnedCircularDependency=!1,this._ancestors=[],this._objectSpringBonesMap=new Map,this._isSortedJointsDirty=!1,this._relevantChildrenUpdated=this._relevantChildrenUpdated.bind(this)}get joints(){return this._joints}get springBones(){return console.warn("VRMSpringBoneManager: springBones is deprecated. use joints instead."),this._joints}get colliderGroups(){const n=new Set;return this._joints.forEach(e=>{e.colliderGroups.forEach(t=>{n.add(t)})}),Array.from(n)}get colliders(){const n=new Set;return this.colliderGroups.forEach(e=>{e.colliders.forEach(t=>{n.add(t)})}),Array.from(n)}addJoint(n){this._joints.add(n);let e=this._objectSpringBonesMap.get(n.bone);e==null&&(e=new Set,this._objectSpringBonesMap.set(n.bone,e)),e.add(n),this._isSortedJointsDirty=!0}addSpringBone(n){console.warn("VRMSpringBoneManager: addSpringBone() is deprecated. use addJoint() instead."),this.addJoint(n)}deleteJoint(n){this._joints.delete(n),this._objectSpringBonesMap.get(n.bone).delete(n),this._isSortedJointsDirty=!0}deleteSpringBone(n){console.warn("VRMSpringBoneManager: deleteSpringBone() is deprecated. use deleteJoint() instead."),this.deleteJoint(n)}setInitState(){this._sortJoints();for(let n=0;n{var s,o;return((o=(s=this._objectSpringBonesMap.get(a))==null?void 0:s.size)!=null?o:0)>0?!0:(this._ancestors.push(a),!1)})),this._isSortedJointsDirty=!1}_insertJointSort(n,e,t,i,r){if(t.has(n))return;if(e.has(n)){this._hasWarnedCircularDependency||(console.warn("VRMSpringBoneManager: Circular dependency detected"),this._hasWarnedCircularDependency=!0);return}e.add(n);const a=n.dependencies;for(const s of a){let o=!1,l=null;fJ(s,h=>{const f=this._objectSpringBonesMap.get(h);if(f)for(const d of f)o=!0,this._insertJointSort(d,e,t,i,r);else o||(l=h)}),l&&r.add(l)}i.push(n),t.add(n)}_relevantChildrenUpdated(n){var e,t;return((t=(e=this._objectSpringBonesMap.get(n))==null?void 0:e.size)!=null?t:0)>0?!0:(n.updateWorldMatrix(!1,!1),!1)}},WN="VRMC_springBone_extended_collider",pJ=new Set(["1.0","1.0-beta"]),mJ=new Set(["1.0"]),K8=class Lf{get name(){return Lf.EXTENSION_NAME}constructor(e,t){var i;this.parser=e,this.jointHelperRoot=t==null?void 0:t.jointHelperRoot,this.colliderHelperRoot=t==null?void 0:t.colliderHelperRoot,this.useExtendedColliders=(i=t==null?void 0:t.useExtendedColliders)!=null?i:!0}afterRoot(e){return Yv(this,null,function*(){e.userData.vrmSpringBoneManager=yield this._import(e)})}_import(e){return Yv(this,null,function*(){const t=yield this._v1Import(e);if(t!=null)return t;const i=yield this._v0Import(e);return i??null})}_v1Import(e){return Yv(this,null,function*(){var t,i,r,a,s;const o=e.parser.json;if(!(((t=o.extensionsUsed)==null?void 0:t.indexOf(Lf.EXTENSION_NAME))!==-1))return null;const h=new kN,f=yield e.parser.getDependencies("node"),d=(i=o.extensions)==null?void 0:i[Lf.EXTENSION_NAME];if(!d)return null;const p=d.specVersion;if(!pJ.has(p))return console.warn(`VRMSpringBoneLoaderPlugin: Unknown ${Lf.EXTENSION_NAME} specVersion "${p}"`),null;const g=(r=d.colliders)==null?void 0:r.map((T,y)=>{var v,S,E,b,N,R,I,U,O,w,B,j,ee,se,ae;const W=f[T.node];if(W==null)return console.warn(`VRMSpringBoneLoaderPlugin: The collider #${y} attempted to use the node #${T.node} but not found`),null;const te=T.shape,K=(v=T.extensions)==null?void 0:v[WN];if(this.useExtendedColliders&&K!=null){const oe=K.specVersion;if(!mJ.has(oe))console.warn(`VRMSpringBoneLoaderPlugin: Unknown ${WN} specVersion "${oe}". Fallbacking to the ${Lf.EXTENSION_NAME} definition`);else{const ie=K.shape;if(ie.sphere)return this._importSphereCollider(W,{offset:new L().fromArray((S=ie.sphere.offset)!=null?S:[0,0,0]),radius:(E=ie.sphere.radius)!=null?E:0,inside:(b=ie.sphere.inside)!=null?b:!1});if(ie.capsule)return this._importCapsuleCollider(W,{offset:new L().fromArray((N=ie.capsule.offset)!=null?N:[0,0,0]),radius:(R=ie.capsule.radius)!=null?R:0,tail:new L().fromArray((I=ie.capsule.tail)!=null?I:[0,0,0]),inside:(U=ie.capsule.inside)!=null?U:!1});if(ie.plane)return this._importPlaneCollider(W,{offset:new L().fromArray((O=ie.plane.offset)!=null?O:[0,0,0]),normal:new L().fromArray((w=ie.plane.normal)!=null?w:[0,0,1])})}}if(te.sphere)return this._importSphereCollider(W,{offset:new L().fromArray((B=te.sphere.offset)!=null?B:[0,0,0]),radius:(j=te.sphere.radius)!=null?j:0,inside:!1});if(te.capsule)return this._importCapsuleCollider(W,{offset:new L().fromArray((ee=te.capsule.offset)!=null?ee:[0,0,0]),radius:(se=te.capsule.radius)!=null?se:0,tail:new L().fromArray((ae=te.capsule.tail)!=null?ae:[0,0,0]),inside:!1});throw new Error(`VRMSpringBoneLoaderPlugin: The collider #${y} has no valid shape`)}),_=(a=d.colliderGroups)==null?void 0:a.map((T,y)=>{var v;return{colliders:((v=T.colliders)!=null?v:[]).flatMap(E=>{const b=g==null?void 0:g[E];return b??(console.warn(`VRMSpringBoneLoaderPlugin: The colliderGroup #${y} attempted to use a collider #${E} but not found`),[])}),name:T.name}});return(s=d.springs)==null||s.forEach((T,y)=>{var v;const S=T.joints,E=(v=T.colliderGroups)==null?void 0:v.map(R=>{const I=_==null?void 0:_[R];if(I==null)throw new Error(`VRMSpringBoneLoaderPlugin: The spring #${y} attempted to use a colliderGroup ${R} but not found`);return I}),b=T.center!=null?f[T.center]:void 0;let N;S.forEach(R=>{if(N){const I=N.node,U=f[I],O=R.node,w=f[O],B={hitRadius:N.hitRadius,dragForce:N.dragForce,gravityPower:N.gravityPower,stiffness:N.stiffness,gravityDir:N.gravityDir!=null?new L().fromArray(N.gravityDir):void 0},j=this._importJoint(U,w,B,E);b&&(j.center=b),h.addJoint(j)}N=R})}),h.setInitState(),h})}_v0Import(e){return Yv(this,null,function*(){var t,i,r;const a=e.parser.json;if(!(((t=a.extensionsUsed)==null?void 0:t.indexOf("VRM"))!==-1))return null;const o=(i=a.extensions)==null?void 0:i.VRM,l=o==null?void 0:o.secondaryAnimation;if(!l)return null;const h=l==null?void 0:l.boneGroups;if(!h)return null;const f=new kN,d=yield e.parser.getDependencies("node"),p=(r=l.colliderGroups)==null?void 0:r.map(g=>{var _;const T=d[g.node];return{colliders:((_=g.colliders)!=null?_:[]).map((v,S)=>{var E,b,N;const R=new L(0,0,0);return v.offset&&R.set((E=v.offset.x)!=null?E:0,(b=v.offset.y)!=null?b:0,v.offset.z?-v.offset.z:0),this._importSphereCollider(T,{offset:R,radius:(N=v.radius)!=null?N:0,inside:!1})})}});return h==null||h.forEach((g,_)=>{const T=g.bones;T&&T.forEach(y=>{var v,S,E,b;const N=d[y],R=new L;g.gravityDir?R.set((v=g.gravityDir.x)!=null?v:0,(S=g.gravityDir.y)!=null?S:0,(E=g.gravityDir.z)!=null?E:0):R.set(0,-1,0);const I=g.center!=null?d[g.center]:void 0,U={hitRadius:g.hitRadius,dragForce:g.dragForce,gravityPower:g.gravityPower,stiffness:g.stiffiness,gravityDir:R},O=(b=g.colliderGroups)==null?void 0:b.map(w=>{const B=p==null?void 0:p[w];if(B==null)throw new Error(`VRMSpringBoneLoaderPlugin: The spring #${_} attempted to use a colliderGroup ${w} but not found`);return B});N.traverse(w=>{var B;const j=(B=w.children[0])!=null?B:null,ee=this._importJoint(w,j,U,O);I&&(ee.center=I),f.addJoint(ee)})})}),e.scene.updateMatrixWorld(),f.setInitState(),f})}_importJoint(e,t,i,r){const a=new hJ(e,t,i,r);if(this.jointHelperRoot){const s=new aJ(a);this.jointHelperRoot.add(s),s.renderOrder=this.jointHelperRoot.renderOrder}return a}_importSphereCollider(e,t){const i=new Z8(t),r=new V2(i);if(e.add(r),this.colliderHelperRoot){const a=new G2(r);this.colliderHelperRoot.add(a),a.renderOrder=this.colliderHelperRoot.renderOrder}return r}_importCapsuleCollider(e,t){const i=new q8(t),r=new V2(i);if(e.add(r),this.colliderHelperRoot){const a=new G2(r);this.colliderHelperRoot.add(a),a.renderOrder=this.colliderHelperRoot.renderOrder}return r}_importPlaneCollider(e,t){const i=new j8(t),r=new V2(i);if(e.add(r),this.colliderHelperRoot){const a=new G2(r);this.colliderHelperRoot.add(a),a.renderOrder=this.colliderHelperRoot.renderOrder}return r}};K8.EXTENSION_NAME="VRMC_springBone";var gJ=K8,vJ=class{get name(){return"VRMLoaderPlugin"}constructor(n,e){var t,i,r,a,s,o,l,h,f,d;this.parser=n;const p=e==null?void 0:e.helperRoot,g=e==null?void 0:e.autoUpdateHumanBones;this.expressionPlugin=(t=e==null?void 0:e.expressionPlugin)!=null?t:new LK(n),this.firstPersonPlugin=(i=e==null?void 0:e.firstPersonPlugin)!=null?i:new UK(n),this.humanoidPlugin=(r=e==null?void 0:e.humanoidPlugin)!=null?r:new VK(n,{helperRoot:p,autoUpdateHumanBones:g}),this.lookAtPlugin=(a=e==null?void 0:e.lookAtPlugin)!=null?a:new iQ(n,{helperRoot:p}),this.metaPlugin=(s=e==null?void 0:e.metaPlugin)!=null?s:new sQ(n),this.mtoonMaterialPlugin=(o=e==null?void 0:e.mtoonMaterialPlugin)!=null?o:new SQ(n),this.materialsHDREmissiveMultiplierPlugin=(l=e==null?void 0:e.materialsHDREmissiveMultiplierPlugin)!=null?l:new EQ(n),this.materialsV0CompatPlugin=(h=e==null?void 0:e.materialsV0CompatPlugin)!=null?h:new DQ(n),this.springBonePlugin=(f=e==null?void 0:e.springBonePlugin)!=null?f:new gJ(n,{colliderHelperRoot:p,jointHelperRoot:p}),this.nodeConstraintPlugin=(d=e==null?void 0:e.nodeConstraintPlugin)!=null?d:new QQ(n,{helperRoot:p})}beforeRoot(){return kv(this,null,function*(){yield this.materialsV0CompatPlugin.beforeRoot(),yield this.mtoonMaterialPlugin.beforeRoot()})}loadMesh(n){return kv(this,null,function*(){return yield this.mtoonMaterialPlugin.loadMesh(n)})}getMaterialType(n){const e=this.mtoonMaterialPlugin.getMaterialType(n);return e??null}extendMaterialParams(n,e){return kv(this,null,function*(){yield this.materialsHDREmissiveMultiplierPlugin.extendMaterialParams(n,e),yield this.mtoonMaterialPlugin.extendMaterialParams(n,e)})}afterRoot(n){return kv(this,null,function*(){yield this.metaPlugin.afterRoot(n),yield this.humanoidPlugin.afterRoot(n),yield this.expressionPlugin.afterRoot(n),yield this.lookAtPlugin.afterRoot(n),yield this.firstPersonPlugin.afterRoot(n),yield this.springBonePlugin.afterRoot(n),yield this.nodeConstraintPlugin.afterRoot(n),yield this.mtoonMaterialPlugin.afterRoot(n);const e=n.userData.vrmMeta,t=n.userData.vrmHumanoid;if(e&&t){const i=new lQ({scene:n.scene,expressionManager:n.userData.vrmExpressionManager,firstPerson:n.userData.vrmFirstPerson,humanoid:t,lookAt:n.userData.vrmLookAt,meta:e,materials:n.userData.vrmMToonMaterials,springBoneManager:n.userData.vrmSpringBoneManager,nodeConstraintManager:n.userData.vrmNodeConstraintManager});n.userData.vrm=i}})}};function _J(n){const e=new Set;return n.traverse(t=>{if(!t.isMesh)return;const i=t;e.add(i)}),e}function XN(n,e,t){if(e.size===1){const s=e.values().next().value;if(s.weight===1)return n[s.index]}const i=new Float32Array(n[0].count*3);let r=0;if(t)r=1;else for(const s of e)r+=s.weight;for(const s of e){const o=n[s.index],l=s.weight/r;for(let h=0;hf.getOrCreate(O)).join(","),I=`${b};${v};${R}`;let U=o.get(I);U==null&&(U=E.clone(),bJ(U,N,_),o.set(I,U)),S.geometry.setAttribute("skinIndex",U)}for(const S of g)S.bind(y,new Ve)}}function SJ(n){const e=new Set;return n.traverse(t=>{if(!t.isSkinnedMesh)return;const i=t;e.add(i)}),e}function TJ(n,e){const t=new Set;for(let i=0;it)return!1;return!0}var W2=class{constructor(){this._objectIndexMap=new Map,this._index=0}get(n){return this._objectIndexMap.get(n)}getOrCreate(n){let e=this._objectIndexMap.get(n);return e==null&&(e=this._index,this._objectIndexMap.set(n,e),this._index++),e}};function wJ(n){var e,t,i,r;const a=new Ct;a.name=n.name,a.setIndex(n.index);for(const[s,o]of Object.entries(n.attributes))a.setAttribute(s,o);for(const[s,o]of Object.entries(n.morphAttributes)){const l=s;a.morphAttributes[l]=o.concat()}a.morphTargetsRelative=n.morphTargetsRelative,a.groups=[];for(const s of n.groups)a.addGroup(s.start,s.count,s.materialIndex);return a.boundingSphere=(t=(e=n.boundingSphere)==null?void 0:e.clone())!=null?t:null,a.boundingBox=(r=(i=n.boundingBox)==null?void 0:i.clone())!=null?r:null,a.drawRange.start=n.drawRange.start,a.drawRange.count=n.drawRange.count,a.userData=n.userData,a}function YN(n){if(Object.values(n).forEach(e=>{e!=null&&e.isTexture&&e.dispose()}),n.isShaderMaterial){const e=n.uniforms;e&&Object.values(e).forEach(t=>{const i=t.value;i!=null&&i.isTexture&&i.dispose()})}n.dispose()}function RJ(n){const e=n.geometry;e&&e.dispose();const t=n.skeleton;t&&t.dispose();const i=n.material;i&&(Array.isArray(i)?i.forEach(r=>YN(r)):i&&YN(i))}function CJ(n){n.traverse(RJ)}function DJ(n,e){var t,i;console.warn("VRMUtils.removeUnnecessaryJoints: removeUnnecessaryJoints is deprecated. Use combineSkeletons instead. combineSkeletons contributes more to the performance improvement. This function will be removed in the next major version.");const r=(t=e==null?void 0:e.experimentalSameBoneCounts)!=null?t:!1,a=[];n.traverse(l=>{l.type==="SkinnedMesh"&&a.push(l)});const s=new Map;let o=0;for(const l of a){const f=l.geometry.getAttribute("skinIndex");if(s.has(f))continue;const d=new Map,p=new Map;for(let g=0;g{var i,r,a,s;if(!t.isMesh)return;const o=t,l=o.geometry,h=l.index;if(h==null)return;const f=e.get(l);if(f!=null){o.geometry=f;return}const d=Object.values(l.attributes)[0].count,p=new Array(d);let g=0;const _=h.array;for(let b=0;b<_.length;b++){const N=_[b];p[N]||(p[N]=!0,g++)}if(g===d)return;const T=[],y=[];let v=0;for(let b=0;b{S.addGroup(b.start,b.count,b.materialIndex)}),S.boundingBox=(r=(i=l.boundingBox)==null?void 0:i.clone())!=null?r:null,S.boundingSphere=(s=(a=l.boundingSphere)==null?void 0:a.clone())!=null?s:null,S.setDrawRange(l.drawRange.start,l.drawRange.count),S.userData=l.userData,e.set(l,S);{const b=h.array,N=new b.constructor(b.length);for(let R=0;R{const N=l.attributes[b];if(N.isInterleavedBufferAttribute)throw new Error("removeUnnecessaryVertices: InterleavedBufferAttribute is not supported");const R=N.array,{itemSize:I,normalized:U}=N,O=new R.constructor(y.length*I);y.forEach((w,B)=>{for(let j=0;j{for(let ae=0;aeee===0),S.morphAttributes[R][I]=new Ot(j,w,B)}}E&&(S.morphAttributes={}),o.geometry=S}),Array.from(e.keys()).forEach(t=>{t.dispose()})}function OJ(n){var e;((e=n.meta)==null?void 0:e.metaVersion)==="0"&&(n.scene.rotation.y=Math.PI)}var vh=class{constructor(){}};vh.combineMorphs=xJ;vh.combineSkeletons=yJ;vh.deepDispose=CJ;vh.removeUnnecessaryJoints=DJ;vh.removeUnnecessaryVertices=NJ;vh.rotateVRM0=OJ;/*! + * @pixiv/three-vrm-core v3.4.4 + * The implementation of core features of VRM, for @pixiv/three-vrm + * + * Copyright (c) 2019-2025 pixiv Inc. + * @pixiv/three-vrm-core is distributed under MIT License + * https://github.com/pixiv/three-vrm/blob/release/LICENSE + *//*! + * @pixiv/three-vrm-materials-mtoon v3.4.4 + * MToon (toon material) module for @pixiv/three-vrm + * + * Copyright (c) 2019-2025 pixiv Inc. + * @pixiv/three-vrm-materials-mtoon is distributed under MIT License + * https://github.com/pixiv/three-vrm/blob/release/LICENSE + *//*! + * @pixiv/three-vrm-materials-hdr-emissive-multiplier v3.4.4 + * Support VRMC_hdr_emissiveMultiplier for @pixiv/three-vrm + * + * Copyright (c) 2019-2025 pixiv Inc. + * @pixiv/three-vrm-materials-hdr-emissive-multiplier is distributed under MIT License + * https://github.com/pixiv/three-vrm/blob/release/LICENSE + *//*! + * @pixiv/three-vrm-materials-v0compat v3.4.4 + * VRM0.0 materials compatibility layer plugin for @pixiv/three-vrm + * + * Copyright (c) 2019-2025 pixiv Inc. + * @pixiv/three-vrm-materials-v0compat is distributed under MIT License + * https://github.com/pixiv/three-vrm/blob/release/LICENSE + *//*! + * @pixiv/three-vrm-node-constraint v3.4.4 + * Node constraint module for @pixiv/three-vrm + * + * Copyright (c) 2019-2025 pixiv Inc. + * @pixiv/three-vrm-node-constraint is distributed under MIT License + * https://github.com/pixiv/three-vrm/blob/release/LICENSE + *//*! + * @pixiv/three-vrm-springbone v3.4.4 + * Spring bone module for @pixiv/three-vrm + * + * Copyright (c) 2019-2025 pixiv Inc. + * @pixiv/three-vrm-springbone is distributed under MIT License + * https://github.com/pixiv/three-vrm/blob/release/LICENSE + *//*! + * @pixiv/three-vrm-animation v3.4.4 + * The implementation of VRM Animation + * + * Copyright (c) 2019-2025 pixiv Inc. + * @pixiv/three-vrm-animation is distributed under MIT License + * https://github.com/pixiv/three-vrm/blob/release/LICENSE + */var qN=(n,e,t)=>new Promise((i,r)=>{var a=l=>{try{o(t.next(l))}catch(h){r(h)}},s=l=>{try{o(t.throw(l))}catch(h){r(h)}},o=l=>l.done?i(l.value):Promise.resolve(l.value).then(a,s);o((t=t.apply(n,e)).next())}),LJ={Aa:"aa",Ih:"ih",Ou:"ou",Ee:"ee",Oh:"oh",Blink:"blink",Happy:"happy",Angry:"angry",Sad:"sad",Relaxed:"relaxed",LookUp:"lookUp",Surprised:"surprised",LookDown:"lookDown",LookLeft:"lookLeft",LookRight:"lookRight",BlinkLeft:"blinkLeft",BlinkRight:"blinkRight",Neutral:"neutral"};new qe;new de;new L;new L;var jN={hips:null,spine:"hips",chest:"spine",upperChest:"chest",neck:"upperChest",head:"neck",leftEye:"head",rightEye:"head",jaw:"head",leftUpperLeg:"hips",leftLowerLeg:"leftUpperLeg",leftFoot:"leftLowerLeg",leftToes:"leftFoot",rightUpperLeg:"hips",rightLowerLeg:"rightUpperLeg",rightFoot:"rightLowerLeg",rightToes:"rightFoot",leftShoulder:"upperChest",leftUpperArm:"leftShoulder",leftLowerArm:"leftUpperArm",leftHand:"leftLowerArm",rightShoulder:"upperChest",rightUpperArm:"rightShoulder",rightLowerArm:"rightUpperArm",rightHand:"rightLowerArm",leftThumbMetacarpal:"leftHand",leftThumbProximal:"leftThumbMetacarpal",leftThumbDistal:"leftThumbProximal",leftIndexProximal:"leftHand",leftIndexIntermediate:"leftIndexProximal",leftIndexDistal:"leftIndexIntermediate",leftMiddleProximal:"leftHand",leftMiddleIntermediate:"leftMiddleProximal",leftMiddleDistal:"leftMiddleIntermediate",leftRingProximal:"leftHand",leftRingIntermediate:"leftRingProximal",leftRingDistal:"leftRingIntermediate",leftLittleProximal:"leftHand",leftLittleIntermediate:"leftLittleProximal",leftLittleDistal:"leftLittleIntermediate",rightThumbMetacarpal:"rightHand",rightThumbProximal:"rightThumbMetacarpal",rightThumbDistal:"rightThumbProximal",rightIndexProximal:"rightHand",rightIndexIntermediate:"rightIndexProximal",rightIndexDistal:"rightIndexIntermediate",rightMiddleProximal:"rightHand",rightMiddleIntermediate:"rightMiddleProximal",rightMiddleDistal:"rightMiddleIntermediate",rightRingProximal:"rightHand",rightRingIntermediate:"rightRingProximal",rightRingDistal:"rightRingIntermediate",rightLittleProximal:"rightHand",rightLittleIntermediate:"rightLittleProximal",rightLittleDistal:"rightLittleIntermediate"};function IJ(n){return n.invert?n.invert():n.inverse(),n}new L;new L;new L;new L;new L;new L(0,1,0);var UJ=new L,PJ=new L;function zJ(n,e){return n.matrixWorld.decompose(UJ,e,PJ),e}function X2(n){return[Math.atan2(-n.z,n.x),Math.atan2(n.y,Math.sqrt(n.x*n.x+n.z*n.z))]}function ZN(n){const e=Math.round(n/2/Math.PI);return n-2*Math.PI*e}var KN=new L(0,0,1),BJ=new L,HJ=new L,FJ=new L,GJ=new _t,Y2=new _t,QN=new _t,VJ=new _t,q2=new zi,J8=class $8{constructor(e,t){this.offsetFromHeadBone=new L,this.autoUpdate=!0,this.faceFront=new L(0,0,1),this.humanoid=e,this.applier=t,this._yaw=0,this._pitch=0,this._needsUpdate=!0,this._restHeadWorldQuaternion=this.getLookAtWorldQuaternion(new _t)}get yaw(){return this._yaw}set yaw(e){this._yaw=e,this._needsUpdate=!0}get pitch(){return this._pitch}set pitch(e){this._pitch=e,this._needsUpdate=!0}get euler(){return console.warn("VRMLookAt: euler is deprecated. use getEuler() instead."),this.getEuler(new zi)}getEuler(e){return e.set(tn.DEG2RAD*this._pitch,tn.DEG2RAD*this._yaw,0,"YXZ")}copy(e){if(this.humanoid!==e.humanoid)throw new Error("VRMLookAt: humanoid must be same in order to copy");return this.offsetFromHeadBone.copy(e.offsetFromHeadBone),this.applier=e.applier,this.autoUpdate=e.autoUpdate,this.target=e.target,this.faceFront.copy(e.faceFront),this}clone(){return new $8(this.humanoid,this.applier).copy(this)}reset(){this._yaw=0,this._pitch=0,this._needsUpdate=!0}getLookAtWorldPosition(e){const t=this.humanoid.getRawBoneNode("head");return e.copy(this.offsetFromHeadBone).applyMatrix4(t.matrixWorld)}getLookAtWorldQuaternion(e){const t=this.humanoid.getRawBoneNode("head");return zJ(t,e)}getFaceFrontQuaternion(e){if(this.faceFront.distanceToSquared(KN)<.01)return e.copy(this._restHeadWorldQuaternion).invert();const[t,i]=X2(this.faceFront);return q2.set(0,.5*Math.PI+t,i,"YZX"),e.setFromEuler(q2).premultiply(VJ.copy(this._restHeadWorldQuaternion).invert())}getLookAtWorldDirection(e){return this.getLookAtWorldQuaternion(Y2),this.getFaceFrontQuaternion(QN),e.copy(KN).applyQuaternion(Y2).applyQuaternion(QN).applyEuler(this.getEuler(q2))}lookAt(e){const t=GJ.copy(this._restHeadWorldQuaternion).multiply(IJ(this.getLookAtWorldQuaternion(Y2))),i=this.getLookAtWorldPosition(HJ),r=FJ.copy(e).sub(i).applyQuaternion(t).normalize(),[a,s]=X2(this.faceFront),[o,l]=X2(r),h=ZN(o-a),f=ZN(s-l);this._yaw=tn.RAD2DEG*h,this._pitch=tn.RAD2DEG*f,this._needsUpdate=!0}update(e){this.target!=null&&this.autoUpdate&&this.lookAt(this.target.getWorldPosition(BJ)),this._needsUpdate&&(this._needsUpdate=!1,this.applier.applyYawPitch(this._yaw,this._pitch))}};J8.EULER_ORDER="YXZ";var kJ=J8;new L(0,0,1);new zi(0,0,0,"YXZ");var JN=180/Math.PI,j2=new zi,$N=class extends Wt{constructor(n){super(),this.vrmLookAt=n,this.type="VRMLookAtQuaternionProxy";const e=this.rotation._onChangeCallback;this.rotation._onChange(()=>{e(),this._applyToLookAt()});const t=this.quaternion._onChangeCallback;this.quaternion._onChange(()=>{t(),this._applyToLookAt()})}_applyToLookAt(){j2.setFromQuaternion(this.quaternion,kJ.EULER_ORDER),this.vrmLookAt.yaw=JN*j2.y,this.vrmLookAt.pitch=JN*j2.x}};function WJ(n,e,t){var i,r;const a=new Map,s=new Map;for(const[o,l]of n.humanoidTracks.rotation.entries()){const h=(i=e.getNormalizedBoneNode(o))==null?void 0:i.name;if(h!=null){const f=new Sc(`${h}.quaternion`,l.times,l.values.map((d,p)=>t==="0"&&p%2===0?-d:d));s.set(o,f)}}for(const[o,l]of n.humanoidTracks.translation.entries()){const h=(r=e.getNormalizedBoneNode(o))==null?void 0:r.name;if(h!=null){const f=n.restHipsPosition.y,p=e.normalizedRestPose.hips.position[1]/f,g=l.clone();g.values=g.values.map((_,T)=>(t==="0"&&T%3!==1?-_:_)*p),g.name=`${h}.position`,a.set(o,g)}}return{translation:a,rotation:s}}function XJ(n,e){const t=new Map,i=new Map;for(const[r,a]of n.expressionTracks.preset.entries()){const s=e.getExpressionTrackName(r);if(s!=null){const o=a.clone();o.name=s,t.set(r,o)}}for(const[r,a]of n.expressionTracks.custom.entries()){const s=e.getExpressionTrackName(r);if(s!=null){const o=a.clone();o.name=s,i.set(r,o)}}return{preset:t,custom:i}}function YJ(n,e){if(n.lookAtTrack==null)return null;const t=n.lookAtTrack.clone();return t.name=e,t}function qJ(n,e){const t=[],i=WJ(n,e.humanoid,e.meta.metaVersion);if(t.push(...i.translation.values()),t.push(...i.rotation.values()),e.expressionManager!=null){const r=XJ(n,e.expressionManager);t.push(...r.preset.values()),t.push(...r.custom.values())}if(e.lookAt!=null){let r=e.scene.children.find(s=>s instanceof $N);r==null?(console.warn("createVRMAnimationClip: VRMLookAtQuaternionProxy is not found. Creating a new one automatically. To suppress this warning, create a VRMLookAtQuaternionProxy manually"),r=new $N(e.lookAt),r.name="VRMLookAtQuaternionProxy",e.scene.add(r)):r.name===""&&(console.warn("createVRMAnimationClip: VRMLookAtQuaternionProxy is found but its name is not set. Setting the name automatically. To suppress this warning, set the name manually"),r.name="VRMLookAtQuaternionProxy");const a=YJ(n,`${r.name}.quaternion`);a!=null&&t.push(a)}return new th("Clip",n.duration,t)}var jJ=class{constructor(){this.duration=0,this.restHipsPosition=new L,this.humanoidTracks={translation:new Map,rotation:new Map},this.expressionTracks={preset:new Map,custom:new Map},this.lookAtTrack=null}};function eO(n,e){const t=n.length,i=[];let r=[],a=0;for(let s=0;s{const v=r.animations[y],S=this._parseAnimation(T,v,l,h);return S.restHipsPosition=p,S});n.userData.vrmAnimations=_})}_createNodeMap(n){var e,t,i,r,a;const s=new Map,o=new Map,l=(e=n.humanoid)==null?void 0:e.humanBones;l&&Object.entries(l).forEach(([p,g])=>{const _=g==null?void 0:g.node;_!=null&&s.set(_,p)});const h=(t=n.expressions)==null?void 0:t.preset;h&&Object.entries(h).forEach(([p,g])=>{const _=g==null?void 0:g.node;_!=null&&o.set(_,p)});const f=(i=n.expressions)==null?void 0:i.custom;f&&Object.entries(f).forEach(([p,g])=>{const{node:_}=g;o.set(_,p)});const d=(a=(r=n.lookAt)==null?void 0:r.node)!=null?a:null;return{humanoidIndexToName:s,expressionsIndexToName:o,lookAtIndex:d}}_createBoneWorldMatrixMap(n,e){return qN(this,null,function*(){var t,i;n.scene.updateWorldMatrix(!1,!0);const r=yield n.parser.getDependencies("node"),a=new Map;if(e.humanoid==null)return a;for(const[s,o]of Object.entries(e.humanoid.humanBones)){const l=o==null?void 0:o.node;if(l!=null){const h=r[l];a.set(s,h.matrixWorld),s==="hips"&&a.set("hipsParent",(i=(t=h.parent)==null?void 0:t.matrixWorld)!=null?i:ZJ)}}return a})}_parseAnimation(n,e,t,i){const r=n.tracks,a=e.channels,s=new jJ;return s.duration=n.duration,a.forEach((o,l)=>{const{node:h,path:f}=o.target,d=r[l];if(h==null)return;const p=t.humanoidIndexToName.get(h);if(p!=null){let _=jN[p];for(;_!=null&&i.get(_)==null;)_=jN[_];if(_==null&&(_="hipsParent"),f==="translation")if(p!=="hips")console.warn(`The loading animation contains a translation track for ${p}, which is not permitted in the VRMC_vrm_animation spec. ignoring the track`);else{const T=i.get("hipsParent"),y=eO(d.values,3).flatMap(S=>nm.fromArray(S).applyMatrix4(T).toArray()),v=d.clone();v.values=new Float32Array(y),s.humanoidTracks.translation.set(p,v)}else if(f==="rotation"){const T=i.get(p),y=i.get(_);T.decompose(nm,Z2,nm),Z2.invert(),y.decompose(nm,tO,nm);const v=eO(d.values,4).flatMap(E=>KJ.fromArray(E).premultiply(tO).multiply(Z2).toArray()),S=d.clone();S.values=new Float32Array(v),s.humanoidTracks.rotation.set(p,S)}else throw new Error(`Invalid path "${f}"`);return}const g=t.expressionsIndexToName.get(h);if(g!=null){if(f==="translation"){const _=d.times,T=new Float32Array(d.values.length/3);for(let v=0;ve in n?e$(n,e,{enumerable:!0,configurable:!0,writable:!0,value:t}):n[e]=t,n$=(n,e,t)=>(t$(n,e+"",t),t);class i${constructor(){n$(this,"_listeners")}addEventListener(e,t){this._listeners===void 0&&(this._listeners={});const 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d=Me.useRef(null),p=l$(e);Me.useLayoutEffect(()=>{a.manual||(f.current.aspect=h.width/h.height)},[h,a]),Me.useLayoutEffect(()=>{f.current.updateProjectionMatrix()});let g=0,_=null;const T=c$(r);return fl(y=>{T&&(t===1/0||g{if(i){const y=l;return o(()=>({camera:f.current})),()=>o(()=>({camera:y}))}},[f,i,o]),Me.createElement(Me.Fragment,null,Me.createElement("perspectiveCamera",n1({ref:f},a),!T&&r),Me.createElement("group",{ref:d},T&&r(p.texture)))}),u$=Me.forwardRef(({makeDefault:n,camera:e,regress:t,domElement:i,enableDamping:r=!0,keyEvents:a=!1,onChange:s,onStart:o,onEnd:l,...h},f)=>{const d=Ni(R=>R.invalidate),p=Ni(R=>R.camera),g=Ni(R=>R.gl),_=Ni(R=>R.events),T=Ni(R=>R.setEvents),y=Ni(R=>R.set),v=Ni(R=>R.get),S=Ni(R=>R.performance),E=e||p,b=i||_.connected||g.domElement,N=Me.useMemo(()=>new o$(E),[E]);return fl(()=>{N.enabled&&N.update()},-1),Me.useEffect(()=>(a&&N.connect(a===!0?b:a),N.connect(b),()=>void N.dispose()),[a,b,t,N,d]),Me.useEffect(()=>{const R=O=>{d(),t&&S.regress(),s&&s(O)},I=O=>{o&&o(O)},U=O=>{l&&l(O)};return N.addEventListener("change",R),N.addEventListener("start",I),N.addEventListener("end",U),()=>{N.removeEventListener("start",I),N.removeEventListener("end",U),N.removeEventListener("change",R)}},[s,o,l,N,d,T]),Me.useEffect(()=>{if(n){const R=v().controls;return y({controls:N}),()=>y({controls:R})}},[n,N]),Me.createElement("primitive",n1({ref:f,object:N,enableDamping:r},h))});/** + * postprocessing v6.38.0 build Sat Nov 08 2025 + * https://github.com/pmndrs/postprocessing + * Copyright 2015-2025 Raoul van Rüschen + * @license Zlib + */var K2=1/1e3,h$=1e3,f$=class{constructor(){this.startTime=performance.now(),this.previousTime=0,this.currentTime=0,this._delta=0,this._elapsed=0,this._fixedDelta=1e3/60,this.timescale=1,this.useFixedDelta=!1,this._autoReset=!1}get autoReset(){return this._autoReset}set autoReset(n){typeof document<"u"&&document.hidden!==void 0&&(n?document.addEventListener("visibilitychange",this):document.removeEventListener("visibilitychange",this),this._autoReset=n)}get delta(){return this._delta*K2}get fixedDelta(){return this._fixedDelta*K2}set fixedDelta(n){this._fixedDelta=n*h$}get elapsed(){return this._elapsed*K2}update(n){this.useFixedDelta?this._delta=this.fixedDelta:(this.previousTime=this.currentTime,this.currentTime=(n!==void 0?n:performance.now())-this.startTime,this._delta=this.currentTime-this.previousTime),this._delta*=this.timescale,this._elapsed+=this._delta}reset(){this._delta=0,this._elapsed=0,this.currentTime=performance.now()-this.startTime}getDelta(){return this.delta}getElapsed(){return this.elapsed}handleEvent(n){document.hidden||(this.currentTime=performance.now()-this.startTime)}dispose(){this.autoReset=!1}},d$=(()=>{const n=new Float32Array([-1,-1,0,3,-1,0,-1,3,0]),e=new Float32Array([0,0,2,0,0,2]),t=new Ct;return t.setAttribute("position",new Ot(n,3)),t.setAttribute("uv",new Ot(e,2)),t})(),Br=class VE{static get fullscreenGeometry(){return d$}constructor(e="Pass",t=new Nd,i=new ao){this.name=e,this.renderer=null,this.scene=t,this.camera=i,this.screen=null,this.rtt=!0,this.needsSwap=!0,this.needsDepthTexture=!1,this.enabled=!0}get renderToScreen(){return!this.rtt}set renderToScreen(e){if(this.rtt===e){const t=this.fullscreenMaterial;t!==null&&(t.needsUpdate=!0),this.rtt=!e}}set mainScene(e){}set mainCamera(e){}setRenderer(e){this.renderer=e}isEnabled(){return this.enabled}setEnabled(e){this.enabled=e}get fullscreenMaterial(){return this.screen!==null?this.screen.material:null}set fullscreenMaterial(e){let t=this.screen;t!==null?t.material=e:(t=new oi(VE.fullscreenGeometry,e),t.frustumCulled=!1,this.scene===null&&(this.scene=new Nd),this.scene.add(t),this.screen=t)}getFullscreenMaterial(){return this.fullscreenMaterial}setFullscreenMaterial(e){this.fullscreenMaterial=e}getDepthTexture(){return null}setDepthTexture(e,t=bc){}render(e,t,i,r,a){throw new Error("Render method not implemented!")}setSize(e,t){}initialize(e,t,i){}dispose(){for(const e of Object.keys(this)){const t=this[e];(t instanceof xi||t instanceof jn||t instanceof Nn||t instanceof VE)&&this[e].dispose()}this.fullscreenMaterial!==null&&this.fullscreenMaterial.dispose()}},p$=class extends Br{constructor(){super("ClearMaskPass",null,null),this.needsSwap=!1}render(n,e,t,i,r){const a=n.state.buffers.stencil;a.setLocked(!1),a.setTest(!1)}},m$=`#ifdef COLOR_WRITE +#include +#include +#ifdef FRAMEBUFFER_PRECISION_HIGH +uniform mediump sampler2D inputBuffer; +#else +uniform lowp sampler2D inputBuffer; +#endif +#endif +#ifdef DEPTH_WRITE +#include +#ifdef GL_FRAGMENT_PRECISION_HIGH +uniform highp sampler2D depthBuffer; +#else +uniform mediump sampler2D depthBuffer; +#endif +float readDepth(const in vec2 uv){ +#if DEPTH_PACKING == 3201 +return unpackRGBAToDepth(texture2D(depthBuffer,uv)); +#else +return texture2D(depthBuffer,uv).r; +#endif +} +#endif +#ifdef USE_WEIGHTS +uniform vec4 channelWeights; +#endif +uniform float opacity;varying vec2 vUv;void main(){ +#ifdef COLOR_WRITE +vec4 texel=texture2D(inputBuffer,vUv); +#ifdef USE_WEIGHTS +texel*=channelWeights; +#endif +gl_FragColor=opacity*texel; +#ifdef COLOR_SPACE_CONVERSION +#include +#endif +#include +#else +gl_FragColor=vec4(0.0); +#endif +#ifdef DEPTH_WRITE +gl_FragDepth=readDepth(vUv); +#endif +}`,mA="varying vec2 vUv;void main(){vUv=position.xy*0.5+0.5;gl_Position=vec4(position.xy,1.0,1.0);}",g$=class extends Vi{constructor(){super({name:"CopyMaterial",defines:{DEPTH_PACKING:"0",COLOR_WRITE:"1"},uniforms:{inputBuffer:new J(null),depthBuffer:new J(null),channelWeights:new J(null),opacity:new J(1)},blending:Er,toneMapped:!1,depthWrite:!1,depthTest:!1,fragmentShader:m$,vertexShader:mA}),this.depthFunc=u0}get inputBuffer(){return this.uniforms.inputBuffer.value}set inputBuffer(n){const e=n!==null;this.colorWrite!==e&&(e?this.defines.COLOR_WRITE=!0:delete this.defines.COLOR_WRITE,this.colorWrite=e,this.needsUpdate=!0),this.uniforms.inputBuffer.value=n}get depthBuffer(){return this.uniforms.depthBuffer.value}set depthBuffer(n){const e=n!==null;this.depthWrite!==e&&(e?this.defines.DEPTH_WRITE=!0:delete this.defines.DEPTH_WRITE,this.depthTest=e,this.depthWrite=e,this.needsUpdate=!0),this.uniforms.depthBuffer.value=n}set depthPacking(n){this.defines.DEPTH_PACKING=n.toFixed(0),this.needsUpdate=!0}get channelWeights(){return this.uniforms.channelWeights.value}set channelWeights(n){n!==null?(this.defines.USE_WEIGHTS="1",this.uniforms.channelWeights.value=n):delete this.defines.USE_WEIGHTS,this.needsUpdate=!0}setInputBuffer(n){this.uniforms.inputBuffer.value=n}getOpacity(n){return this.uniforms.opacity.value}setOpacity(n){this.uniforms.opacity.value=n}},tP=class extends Br{constructor(n,e=!0){super("CopyPass"),this.fullscreenMaterial=new g$,this.needsSwap=!1,this.renderTarget=n,n===void 0&&(this.renderTarget=new xi(1,1,{minFilter:Ht,magFilter:Ht,stencilBuffer:!1,depthBuffer:!1}),this.renderTarget.texture.name="CopyPass.Target"),this.autoResize=e}get resize(){return this.autoResize}set resize(n){this.autoResize=n}get texture(){return this.renderTarget.texture}getTexture(){return this.renderTarget.texture}setAutoResizeEnabled(n){this.autoResize=n}render(n,e,t,i,r){this.fullscreenMaterial.inputBuffer=e.texture,n.setRenderTarget(this.renderToScreen?null:this.renderTarget),n.render(this.scene,this.camera)}setSize(n,e){this.autoResize&&this.renderTarget.setSize(n,e)}initialize(n,e,t){t!==void 0&&(this.renderTarget.texture.type=t,t!==Pi?this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH="1":n!==null&&n.outputColorSpace===dn&&(this.renderTarget.texture.colorSpace=dn))}},rO=new qe,nP=class extends Br{constructor(n=!0,e=!0,t=!1){super("ClearPass",null,null),this.needsSwap=!1,this.color=n,this.depth=e,this.stencil=t,this.overrideClearColor=null,this.overrideClearAlpha=-1}setClearFlags(n,e,t){this.color=n,this.depth=e,this.stencil=t}getOverrideClearColor(){return this.overrideClearColor}setOverrideClearColor(n){this.overrideClearColor=n}getOverrideClearAlpha(){return this.overrideClearAlpha}setOverrideClearAlpha(n){this.overrideClearAlpha=n}render(n,e,t,i,r){const a=this.overrideClearColor,s=this.overrideClearAlpha,o=n.getClearAlpha(),l=a!==null,h=s>=0;l?(n.getClearColor(rO),n.setClearColor(a,h?s:o)):h&&n.setClearAlpha(s),n.setRenderTarget(this.renderToScreen?null:e),n.clear(this.color,this.depth,this.stencil),l?n.setClearColor(rO,o):h&&n.setClearAlpha(o)}},v$=class extends Br{constructor(n,e){super("MaskPass",n,e),this.needsSwap=!1,this.clearPass=new nP(!1,!1,!0),this.inverse=!1}set mainScene(n){this.scene=n}set mainCamera(n){this.camera=n}get inverted(){return this.inverse}set inverted(n){this.inverse=n}get clear(){return this.clearPass.enabled}set clear(n){this.clearPass.enabled=n}getClearPass(){return this.clearPass}isInverted(){return this.inverted}setInverted(n){this.inverted=n}render(n,e,t,i,r){const a=n.getContext(),s=n.state.buffers,o=this.scene,l=this.camera,h=this.clearPass,f=this.inverted?0:1,d=1-f;s.color.setMask(!1),s.depth.setMask(!1),s.color.setLocked(!0),s.depth.setLocked(!0),s.stencil.setTest(!0),s.stencil.setOp(a.REPLACE,a.REPLACE,a.REPLACE),s.stencil.setFunc(a.ALWAYS,f,4294967295),s.stencil.setClear(d),s.stencil.setLocked(!0),this.clearPass.enabled&&(this.renderToScreen?h.render(n,null):(h.render(n,e),h.render(n,t))),this.renderToScreen?(n.setRenderTarget(null),n.render(o,l)):(n.setRenderTarget(e),n.render(o,l),n.setRenderTarget(t),n.render(o,l)),s.color.setLocked(!1),s.depth.setLocked(!1),s.stencil.setLocked(!1),s.stencil.setFunc(a.EQUAL,1,4294967295),s.stencil.setOp(a.KEEP,a.KEEP,a.KEEP),s.stencil.setLocked(!0)}},_$=class{constructor(n=null,{depthBuffer:e=!0,stencilBuffer:t=!1,multisampling:i=0,frameBufferType:r}={}){this.renderer=null,this.inputBuffer=this.createBuffer(e,t,r,i),this.outputBuffer=this.inputBuffer.clone(),this.copyPass=new tP,this.depthTexture=null,this.passes=[],this.timer=new f$,this.autoRenderToScreen=!0,this.setRenderer(n)}get multisampling(){return this.inputBuffer.samples||0}set multisampling(n){const e=this.inputBuffer,t=this.multisampling;t>0&&n>0?(this.inputBuffer.samples=n,this.outputBuffer.samples=n,this.inputBuffer.dispose(),this.outputBuffer.dispose()):t!==n&&(this.inputBuffer.dispose(),this.outputBuffer.dispose(),this.inputBuffer=this.createBuffer(e.depthBuffer,e.stencilBuffer,e.texture.type,n),this.inputBuffer.depthTexture=this.depthTexture,this.outputBuffer=this.inputBuffer.clone())}getTimer(){return this.timer}getRenderer(){return this.renderer}setRenderer(n){if(this.renderer=n,n!==null){const e=n.getSize(new de),t=n.getContext().getContextAttributes().alpha,i=this.inputBuffer.texture.type;i===Pi&&n.outputColorSpace===dn&&(this.inputBuffer.texture.colorSpace=dn,this.outputBuffer.texture.colorSpace=dn,this.inputBuffer.dispose(),this.outputBuffer.dispose()),n.autoClear=!1,this.setSize(e.width,e.height);for(const r of this.passes)r.initialize(n,t,i)}}replaceRenderer(n,e=!0){const t=this.renderer,i=t.domElement.parentNode;return this.setRenderer(n),e&&i!==null&&(i.removeChild(t.domElement),i.appendChild(n.domElement)),t}createDepthTexture(){const n=this.depthTexture=new V0;return this.inputBuffer.depthTexture=n,this.inputBuffer.dispose(),this.inputBuffer.stencilBuffer?(n.format=Qu,n.type=Ku):n.type=Os,n}deleteDepthTexture(){if(this.depthTexture!==null){this.depthTexture.dispose(),this.depthTexture=null,this.inputBuffer.depthTexture=null,this.inputBuffer.dispose();for(const n of this.passes)n.setDepthTexture(null)}}createBuffer(n,e,t,i){const r=this.renderer,a=r===null?new de:r.getDrawingBufferSize(new de),s={minFilter:Ht,magFilter:Ht,stencilBuffer:e,depthBuffer:n,type:t},o=new xi(a.width,a.height,s);return i>0&&(o.samples=i),t===Pi&&r!==null&&r.outputColorSpace===dn&&(o.texture.colorSpace=dn),o.texture.name="EffectComposer.Buffer",o.texture.generateMipmaps=!1,o}setMainScene(n){for(const e of this.passes)e.mainScene=n}setMainCamera(n){for(const e of this.passes)e.mainCamera=n}addPass(n,e){const t=this.passes,i=this.renderer,r=i.getDrawingBufferSize(new de),a=i.getContext().getContextAttributes().alpha,s=this.inputBuffer.texture.type;if(n.setRenderer(i),n.setSize(r.width,r.height),n.initialize(i,a,s),this.autoRenderToScreen&&(t.length>0&&(t[t.length-1].renderToScreen=!1),n.renderToScreen&&(this.autoRenderToScreen=!1)),e!==void 0?t.splice(e,0,n):t.push(n),this.autoRenderToScreen&&(t[t.length-1].renderToScreen=!0),n.needsDepthTexture||this.depthTexture!==null)if(this.depthTexture===null){const o=this.createDepthTexture();for(n of t)n.setDepthTexture(o)}else n.setDepthTexture(this.depthTexture)}removePass(n){const e=this.passes,t=e.indexOf(n);if(t!==-1&&e.splice(t,1).length>0){if(this.depthTexture!==null){const a=(o,l)=>o||l.needsDepthTexture;e.reduce(a,!1)||(n.getDepthTexture()===this.depthTexture&&n.setDepthTexture(null),this.deleteDepthTexture())}this.autoRenderToScreen&&t===e.length&&(n.renderToScreen=!1,e.length>0&&(e[e.length-1].renderToScreen=!0))}}removeAllPasses(){const n=this.passes;this.deleteDepthTexture(),n.length>0&&(this.autoRenderToScreen&&(n[n.length-1].renderToScreen=!1),this.passes=[])}render(n){const e=this.renderer,t=this.copyPass;let i=this.inputBuffer,r=this.outputBuffer,a=!1,s,o,l;n===void 0&&(this.timer.update(),n=this.timer.getDelta());for(const h of this.passes)h.enabled&&(h.render(e,i,r,n,a),h.needsSwap&&(a&&(t.renderToScreen=h.renderToScreen,s=e.getContext(),o=e.state.buffers.stencil,o.setFunc(s.NOTEQUAL,1,4294967295),t.render(e,i,r,n,a),o.setFunc(s.EQUAL,1,4294967295)),l=i,i=r,r=l),h instanceof v$?a=!0:h instanceof p$&&(a=!1))}setSize(n,e,t){const i=this.renderer,r=i.getSize(new de);(n===void 0||e===void 0)&&(n=r.width,e=r.height),(r.width!==n||r.height!==e)&&i.setSize(n,e,t);const a=i.getDrawingBufferSize(new de);this.inputBuffer.setSize(a.width,a.height),this.outputBuffer.setSize(a.width,a.height);for(const s of this.passes)s.setSize(a.width,a.height)}reset(){this.dispose(),this.autoRenderToScreen=!0}dispose(){for(const n of this.passes)n.dispose();this.passes=[],this.inputBuffer!==null&&this.inputBuffer.dispose(),this.outputBuffer!==null&&this.outputBuffer.dispose(),this.deleteDepthTexture(),this.copyPass.dispose(),this.timer.dispose(),Br.fullscreenGeometry.dispose()}},tl={NONE:0,DEPTH:1,CONVOLUTION:2},xn={FRAGMENT_HEAD:"FRAGMENT_HEAD",FRAGMENT_MAIN_UV:"FRAGMENT_MAIN_UV",FRAGMENT_MAIN_IMAGE:"FRAGMENT_MAIN_IMAGE",VERTEX_HEAD:"VERTEX_HEAD",VERTEX_MAIN_SUPPORT:"VERTEX_MAIN_SUPPORT"},x$=class{constructor(){this.shaderParts=new Map([[xn.FRAGMENT_HEAD,null],[xn.FRAGMENT_MAIN_UV,null],[xn.FRAGMENT_MAIN_IMAGE,null],[xn.VERTEX_HEAD,null],[xn.VERTEX_MAIN_SUPPORT,null]]),this.defines=new Map,this.uniforms=new Map,this.blendModes=new Map,this.extensions=new Set,this.attributes=tl.NONE,this.varyings=new Set,this.uvTransformation=!1,this.readDepth=!1,this.colorSpace=Fn}},Q2=!1,aO=class{constructor(n=null){this.originalMaterials=new Map,this.material=null,this.materials=null,this.materialsBackSide=null,this.materialsDoubleSide=null,this.materialsFlatShaded=null,this.materialsFlatShadedBackSide=null,this.materialsFlatShadedDoubleSide=null,this.setMaterial(n),this.meshCount=0,this.replaceMaterial=e=>{if(e.isMesh){let t;if(e.material.flatShading)switch(e.material.side){case cr:t=this.materialsFlatShadedDoubleSide;break;case Ii:t=this.materialsFlatShadedBackSide;break;default:t=this.materialsFlatShaded;break}else switch(e.material.side){case cr:t=this.materialsDoubleSide;break;case Ii:t=this.materialsBackSide;break;default:t=this.materials;break}this.originalMaterials.set(e,e.material),e.isSkinnedMesh?e.material=t[2]:e.isInstancedMesh?e.material=t[1]:e.material=t[0],++this.meshCount}}}cloneMaterial(n){if(!(n instanceof Vi))return n.clone();const e=n.uniforms,t=new Map;for(const r in e){const a=e[r].value;a.isRenderTargetTexture&&(e[r].value=null,t.set(r,a))}const i=n.clone();for(const r of t)e[r[0]].value=r[1],i.uniforms[r[0]].value=r[1];return i}setMaterial(n){if(this.disposeMaterials(),this.material=n,n!==null){const e=this.materials=[this.cloneMaterial(n),this.cloneMaterial(n),this.cloneMaterial(n)];for(const t of e)t.uniforms=Object.assign({},n.uniforms),t.side=Ns;e[2].skinning=!0,this.materialsBackSide=e.map(t=>{const i=this.cloneMaterial(t);return i.uniforms=Object.assign({},n.uniforms),i.side=Ii,i}),this.materialsDoubleSide=e.map(t=>{const i=this.cloneMaterial(t);return i.uniforms=Object.assign({},n.uniforms),i.side=cr,i}),this.materialsFlatShaded=e.map(t=>{const i=this.cloneMaterial(t);return i.uniforms=Object.assign({},n.uniforms),i.flatShading=!0,i}),this.materialsFlatShadedBackSide=e.map(t=>{const i=this.cloneMaterial(t);return i.uniforms=Object.assign({},n.uniforms),i.flatShading=!0,i.side=Ii,i}),this.materialsFlatShadedDoubleSide=e.map(t=>{const i=this.cloneMaterial(t);return i.uniforms=Object.assign({},n.uniforms),i.flatShading=!0,i.side=cr,i})}}render(n,e,t){const i=n.shadowMap.enabled;if(n.shadowMap.enabled=!1,Q2){const r=this.originalMaterials;this.meshCount=0,e.traverse(this.replaceMaterial),n.render(e,t);for(const a of r)a[0].material=a[1];this.meshCount!==r.size&&r.clear()}else{const r=e.overrideMaterial;e.overrideMaterial=this.material,n.render(e,t),e.overrideMaterial=r}n.shadowMap.enabled=i}disposeMaterials(){if(this.material!==null){const n=this.materials.concat(this.materialsBackSide).concat(this.materialsDoubleSide).concat(this.materialsFlatShaded).concat(this.materialsFlatShadedBackSide).concat(this.materialsFlatShadedDoubleSide);for(const e of n)e.dispose()}}dispose(){this.originalMaterials.clear(),this.disposeMaterials()}static get workaroundEnabled(){return Q2}static set workaroundEnabled(n){Q2=n}},Hl=-1,os=class extends ra{constructor(n,e=Hl,t=Hl,i=1){super(),this.resizable=n,this.baseSize=new de(1,1),this.preferredSize=new de(e,t),this.target=this.preferredSize,this.s=i,this.effectiveSize=new de,this.addEventListener("change",()=>this.updateEffectiveSize()),this.updateEffectiveSize()}updateEffectiveSize(){const n=this.baseSize,e=this.preferredSize,t=this.effectiveSize,i=this.scale;e.width!==Hl?t.width=e.width:e.height!==Hl?t.width=Math.round(e.height*(n.width/Math.max(n.height,1))):t.width=Math.round(n.width*i),e.height!==Hl?t.height=e.height:e.width!==Hl?t.height=Math.round(e.width/Math.max(n.width/Math.max(n.height,1),1)):t.height=Math.round(n.height*i)}get width(){return this.effectiveSize.width}set width(n){this.preferredWidth=n}get height(){return this.effectiveSize.height}set height(n){this.preferredHeight=n}getWidth(){return this.width}getHeight(){return this.height}get scale(){return this.s}set scale(n){this.s!==n&&(this.s=n,this.preferredSize.setScalar(Hl),this.dispatchEvent({type:"change"}),this.resizable.setSize(this.baseSize.width,this.baseSize.height))}getScale(){return this.scale}setScale(n){this.scale=n}get baseWidth(){return this.baseSize.width}set baseWidth(n){this.baseSize.width!==n&&(this.baseSize.width=n,this.dispatchEvent({type:"change"}),this.resizable.setSize(this.baseSize.width,this.baseSize.height))}getBaseWidth(){return this.baseWidth}setBaseWidth(n){this.baseWidth=n}get baseHeight(){return this.baseSize.height}set baseHeight(n){this.baseSize.height!==n&&(this.baseSize.height=n,this.dispatchEvent({type:"change"}),this.resizable.setSize(this.baseSize.width,this.baseSize.height))}getBaseHeight(){return this.baseHeight}setBaseHeight(n){this.baseHeight=n}setBaseSize(n,e){(this.baseSize.width!==n||this.baseSize.height!==e)&&(this.baseSize.set(n,e),this.dispatchEvent({type:"change"}),this.resizable.setSize(this.baseSize.width,this.baseSize.height))}get preferredWidth(){return this.preferredSize.width}set preferredWidth(n){this.preferredSize.width!==n&&(this.preferredSize.width=n,this.dispatchEvent({type:"change"}),this.resizable.setSize(this.baseSize.width,this.baseSize.height))}getPreferredWidth(){return this.preferredWidth}setPreferredWidth(n){this.preferredWidth=n}get preferredHeight(){return this.preferredSize.height}set preferredHeight(n){this.preferredSize.height!==n&&(this.preferredSize.height=n,this.dispatchEvent({type:"change"}),this.resizable.setSize(this.baseSize.width,this.baseSize.height))}getPreferredHeight(){return this.preferredHeight}setPreferredHeight(n){this.preferredHeight=n}setPreferredSize(n,e){(this.preferredSize.width!==n||this.preferredSize.height!==e)&&(this.preferredSize.set(n,e),this.dispatchEvent({type:"change"}),this.resizable.setSize(this.baseSize.width,this.baseSize.height))}copy(n){this.s=n.scale,this.baseSize.set(n.baseWidth,n.baseHeight),this.preferredSize.set(n.preferredWidth,n.preferredHeight),this.dispatchEvent({type:"change"}),this.resizable.setSize(this.baseSize.width,this.baseSize.height)}static get AUTO_SIZE(){return Hl}},ln={ADD:0,AVERAGE:2,COLOR:3,COLOR_BURN:4,COLOR_DODGE:5,DARKEN:6,DIFFERENCE:7,DIVIDE:8,DST:9,EXCLUSION:10,HARD_LIGHT:11,HARD_MIX:12,HUE:13,INVERT:14,INVERT_RGB:15,LIGHTEN:16,LINEAR_BURN:17,LINEAR_DODGE:18,LINEAR_LIGHT:19,LUMINOSITY:20,MULTIPLY:21,NEGATION:22,NORMAL:23,OVERLAY:24,PIN_LIGHT:25,REFLECT:26,SATURATION:27,SCREEN:28,SOFT_LIGHT:29,SRC:30,SUBTRACT:31,VIVID_LIGHT:32},y$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(x.rgb+y.rgb,y.a),y.a*opacity);}",S$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4((x.rgb+y.rgb)*0.5,y.a),y.a*opacity);}",T$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(yHSL.xy,xHSL.z));return mix(x,vec4(z,y.a),y.a*opacity);}",E$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 a=x.rgb,b=y.rgb;vec3 z=mix(step(0.0,b)*(1.0-min(vec3(1.0),(1.0-a)/b)),vec3(1.0),step(1.0,a));return mix(x,vec4(z,y.a),y.a*opacity);}",M$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 a=x.rgb,b=y.rgb;vec3 z=step(0.0,a)*mix(min(vec3(1.0),a/max(1.0-b,1e-9)),vec3(1.0),step(1.0,b));return mix(x,vec4(z,y.a),y.a*opacity);}",b$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(min(x.rgb,y.rgb),y.a),y.a*opacity);}",A$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(abs(x.rgb-y.rgb),y.a),y.a*opacity);}",w$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(x.rgb/max(y.rgb,1e-12),y.a),y.a*opacity);}",R$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4((x.rgb+y.rgb-2.0*x.rgb*y.rgb),y.a),y.a*opacity);}",C$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 a=min(x.rgb,1.0);vec3 b=min(y.rgb,1.0);vec3 z=mix(2.0*a*b,1.0-2.0*(1.0-a)*(1.0-b),step(0.5,b));return mix(x,vec4(z,y.a),y.a*opacity);}",D$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(step(1.0,x.rgb+y.rgb),y.a),y.a*opacity);}",N$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(yHSL.x,xHSL.yz));return mix(x,vec4(z,y.a),y.a*opacity);}",O$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(1.0-y.rgb,y.a),y.a*opacity);}",L$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(y.rgb*(1.0-x.rgb),y.a),y.a*opacity);}",I$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(max(x.rgb,y.rgb),y.a),y.a*opacity);}",U$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(clamp(y.rgb+x.rgb-1.0,0.0,1.0),y.a),y.a*opacity);}",P$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(min(x.rgb+y.rgb,1.0),y.a),y.a*opacity);}",z$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(clamp(2.0*y.rgb+x.rgb-1.0,0.0,1.0),y.a),y.a*opacity);}",B$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(xHSL.xy,yHSL.z));return mix(x,vec4(z,y.a),y.a*opacity);}",H$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(x.rgb*y.rgb,y.a),y.a*opacity);}",F$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(1.0-abs(1.0-x.rgb-y.rgb),y.a),y.a*opacity);}",G$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,y,y.a*opacity);}",V$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 z=mix(2.0*y.rgb*x.rgb,1.0-2.0*(1.0-y.rgb)*(1.0-x.rgb),step(0.5,x.rgb));return mix(x,vec4(z,y.a),y.a*opacity);}",k$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 y2=2.0*y.rgb;vec3 z=mix(mix(y2,x.rgb,step(0.5*x.rgb,y.rgb)),max(y2-1.0,vec3(0.0)),step(x.rgb,y2-1.0));return mix(x,vec4(z,y.a),y.a*opacity);}",W$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 z=mix(min(x.rgb*x.rgb/max(1.0-y.rgb,1e-12),1.0),y.rgb,step(1.0,y.rgb));return mix(x,vec4(z,y.a),y.a*opacity);}",X$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 xHSL=RGBToHSL(x.rgb);vec3 yHSL=RGBToHSL(y.rgb);vec3 z=HSLToRGB(vec3(xHSL.x,yHSL.y,xHSL.z));return mix(x,vec4(z,y.a),y.a*opacity);}",Y$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(x.rgb+y.rgb-min(x.rgb*y.rgb,1.0),y.a),y.a*opacity);}",q$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 a=x.rgb;vec3 b=y.rgb;vec3 y2=2.0*b;vec3 w=step(0.5,b);vec3 c=a-(1.0-y2)*a*(1.0-a);vec3 d=mix(a+(y2-1.0)*(sqrt(a)-a),a+(y2-1.0)*a*((16.0*a-12.0)*a+3.0),w*(1.0-step(0.25,a)));vec3 z=mix(c,d,w);return mix(x,vec4(z,y.a),y.a*opacity);}",j$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return y;}",Z$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){return mix(x,vec4(max(x.rgb+y.rgb-1.0,0.0),y.a),y.a*opacity);}",K$="vec4 blend(const in vec4 x,const in vec4 y,const in float opacity){vec3 z=mix(max(1.0-min((1.0-x.rgb)/(2.0*y.rgb),1.0),0.0),min(x.rgb/(2.0*(1.0-y.rgb)),1.0),step(0.5,y.rgb));return mix(x,vec4(z,y.a),y.a*opacity);}",Q$=new Map([[ln.ADD,y$],[ln.AVERAGE,S$],[ln.COLOR,T$],[ln.COLOR_BURN,E$],[ln.COLOR_DODGE,M$],[ln.DARKEN,b$],[ln.DIFFERENCE,A$],[ln.DIVIDE,w$],[ln.DST,null],[ln.EXCLUSION,R$],[ln.HARD_LIGHT,C$],[ln.HARD_MIX,D$],[ln.HUE,N$],[ln.INVERT,O$],[ln.INVERT_RGB,L$],[ln.LIGHTEN,I$],[ln.LINEAR_BURN,U$],[ln.LINEAR_DODGE,P$],[ln.LINEAR_LIGHT,z$],[ln.LUMINOSITY,B$],[ln.MULTIPLY,H$],[ln.NEGATION,F$],[ln.NORMAL,G$],[ln.OVERLAY,V$],[ln.PIN_LIGHT,k$],[ln.REFLECT,W$],[ln.SATURATION,X$],[ln.SCREEN,Y$],[ln.SOFT_LIGHT,q$],[ln.SRC,j$],[ln.SUBTRACT,Z$],[ln.VIVID_LIGHT,K$]]),J$=class extends ra{constructor(n,e=1){super(),this._blendFunction=n,this.opacity=new J(e)}getOpacity(){return this.opacity.value}setOpacity(n){this.opacity.value=n}get blendFunction(){return this._blendFunction}set blendFunction(n){this._blendFunction=n,this.dispatchEvent({type:"change"})}getBlendFunction(){return this.blendFunction}setBlendFunction(n){this.blendFunction=n}getShaderCode(){return Q$.get(this.blendFunction)}},T0=class extends ra{constructor(n,e,{attributes:t=tl.NONE,blendFunction:i=ln.NORMAL,defines:r=new Map,uniforms:a=new Map,extensions:s=null,vertexShader:o=null}={}){super(),this.name=n,this.renderer=null,this.attributes=t,this.fragmentShader=e,this.vertexShader=o,this.defines=r,this.uniforms=a,this.extensions=s,this.blendMode=new J$(i),this.blendMode.addEventListener("change",l=>this.setChanged()),this._inputColorSpace=Fn,this._outputColorSpace=Or}get inputColorSpace(){return this._inputColorSpace}set inputColorSpace(n){this._inputColorSpace=n,this.setChanged()}get outputColorSpace(){return this._outputColorSpace}set outputColorSpace(n){this._outputColorSpace=n,this.setChanged()}set mainScene(n){}set mainCamera(n){}getName(){return this.name}setRenderer(n){this.renderer=n}getDefines(){return this.defines}getUniforms(){return this.uniforms}getExtensions(){return this.extensions}getBlendMode(){return this.blendMode}getAttributes(){return this.attributes}setAttributes(n){this.attributes=n,this.setChanged()}getFragmentShader(){return this.fragmentShader}setFragmentShader(n){this.fragmentShader=n,this.setChanged()}getVertexShader(){return this.vertexShader}setVertexShader(n){this.vertexShader=n,this.setChanged()}setChanged(){this.dispatchEvent({type:"change"})}setDepthTexture(n,e=bc){}update(n,e,t){}setSize(n,e){}initialize(n,e,t){}dispose(){for(const n of Object.keys(this)){const e=this[n];(e instanceof xi||e instanceof jn||e instanceof Nn||e instanceof Br)&&this[n].dispose()}}},$$=`#include +#ifdef FRAMEBUFFER_PRECISION_HIGH +uniform mediump sampler2D inputBuffer; +#else +uniform lowp sampler2D inputBuffer; +#endif +#ifdef RANGE +uniform vec2 range; +#elif defined(THRESHOLD) +uniform float threshold;uniform float smoothing; +#endif +varying vec2 vUv;void main(){vec4 texel=texture2D(inputBuffer,vUv);float l=luminance(texel.rgb);float mask=1.0; +#ifdef RANGE +float low=step(range.x,l);float high=step(l,range.y);mask=low*high; +#elif defined(THRESHOLD) +mask=smoothstep(threshold,threshold+smoothing,l); +#endif +#ifdef COLOR +gl_FragColor=texel*mask; +#else +gl_FragColor=vec4(l*mask); +#endif +}`,eee=class extends Vi{constructor(n=!1,e=null){super({name:"LuminanceMaterial",defines:{THREE_REVISION:Ds.replace(/\D+/g,"")},uniforms:{inputBuffer:new J(null),threshold:new J(0),smoothing:new J(1),range:new J(null)},blending:Er,toneMapped:!1,depthWrite:!1,depthTest:!1,fragmentShader:$$,vertexShader:mA}),this.colorOutput=n,this.luminanceRange=e}set inputBuffer(n){this.uniforms.inputBuffer.value=n}setInputBuffer(n){this.uniforms.inputBuffer.value=n}get threshold(){return this.uniforms.threshold.value}set threshold(n){this.smoothing>0||n>0?this.defines.THRESHOLD="1":delete this.defines.THRESHOLD,this.uniforms.threshold.value=n}getThreshold(){return this.threshold}setThreshold(n){this.threshold=n}get smoothing(){return this.uniforms.smoothing.value}set smoothing(n){this.threshold>0||n>0?this.defines.THRESHOLD="1":delete this.defines.THRESHOLD,this.uniforms.smoothing.value=n}getSmoothingFactor(){return this.smoothing}setSmoothingFactor(n){this.smoothing=n}get useThreshold(){return this.threshold>0||this.smoothing>0}set useThreshold(n){}get colorOutput(){return this.defines.COLOR!==void 0}set colorOutput(n){n?this.defines.COLOR="1":delete this.defines.COLOR,this.needsUpdate=!0}isColorOutputEnabled(n){return this.colorOutput}setColorOutputEnabled(n){this.colorOutput=n}get useRange(){return this.luminanceRange!==null}set useRange(n){this.luminanceRange=null}get luminanceRange(){return this.uniforms.range.value}set luminanceRange(n){n!==null?this.defines.RANGE="1":delete this.defines.RANGE,this.uniforms.range.value=n,this.needsUpdate=!0}getLuminanceRange(){return this.luminanceRange}setLuminanceRange(n){this.luminanceRange=n}},tee=class extends Br{constructor({renderTarget:n,luminanceRange:e,colorOutput:t,resolutionScale:i=1,width:r=os.AUTO_SIZE,height:a=os.AUTO_SIZE,resolutionX:s=r,resolutionY:o=a}={}){super("LuminancePass"),this.fullscreenMaterial=new eee(t,e),this.needsSwap=!1,this.renderTarget=n,this.renderTarget===void 0&&(this.renderTarget=new xi(1,1,{depthBuffer:!1}),this.renderTarget.texture.name="LuminancePass.Target");const l=this.resolution=new os(this,s,o,i);l.addEventListener("change",h=>this.setSize(l.baseWidth,l.baseHeight))}get texture(){return this.renderTarget.texture}getTexture(){return this.renderTarget.texture}getResolution(){return this.resolution}render(n,e,t,i,r){const a=this.fullscreenMaterial;a.inputBuffer=e.texture,n.setRenderTarget(this.renderToScreen?null:this.renderTarget),n.render(this.scene,this.camera)}setSize(n,e){const t=this.resolution;t.setBaseSize(n,e),this.renderTarget.setSize(t.width,t.height)}initialize(n,e,t){t!==void 0&&t!==Pi&&(this.renderTarget.texture.type=t,this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH="1")}},kE=class extends Br{constructor(n,e="inputBuffer"){super("ShaderPass"),this.fullscreenMaterial=n,this.input=e}setInput(n){this.input=n}render(n,e,t,i,r){const a=this.fullscreenMaterial.uniforms;e!==null&&a!==void 0&&a[this.input]!==void 0&&(a[this.input].value=e.texture),n.setRenderTarget(this.renderToScreen?null:t),n.render(this.scene,this.camera)}initialize(n,e,t){t!==void 0&&t!==Pi&&(this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH="1")}},gA=class extends Br{constructor(n,e,t=null){super("RenderPass",n,e),this.needsSwap=!1,this.clearPass=new nP,this.overrideMaterialManager=t===null?null:new aO(t),this.ignoreBackground=!1,this.skipShadowMapUpdate=!1,this.selection=null}set mainScene(n){this.scene=n}set mainCamera(n){this.camera=n}get renderToScreen(){return super.renderToScreen}set renderToScreen(n){super.renderToScreen=n,this.clearPass.renderToScreen=n}get overrideMaterial(){const n=this.overrideMaterialManager;return n!==null?n.material:null}set overrideMaterial(n){const e=this.overrideMaterialManager;n!==null?e!==null?e.setMaterial(n):this.overrideMaterialManager=new aO(n):e!==null&&(e.dispose(),this.overrideMaterialManager=null)}getOverrideMaterial(){return this.overrideMaterial}setOverrideMaterial(n){this.overrideMaterial=n}get clear(){return this.clearPass.enabled}set clear(n){this.clearPass.enabled=n}getSelection(){return this.selection}setSelection(n){this.selection=n}isBackgroundDisabled(){return this.ignoreBackground}setBackgroundDisabled(n){this.ignoreBackground=n}isShadowMapDisabled(){return this.skipShadowMapUpdate}setShadowMapDisabled(n){this.skipShadowMapUpdate=n}getClearPass(){return this.clearPass}render(n,e,t,i,r){const a=this.scene,s=this.camera,o=this.selection,l=s.layers.mask,h=a.background,f=n.shadowMap.autoUpdate,d=this.renderToScreen?null:e;o!==null&&s.layers.set(o.getLayer()),this.skipShadowMapUpdate&&(n.shadowMap.autoUpdate=!1),(this.ignoreBackground||this.clearPass.overrideClearColor!==null)&&(a.background=null),this.clearPass.enabled&&this.clearPass.render(n,e),n.setRenderTarget(d),this.overrideMaterialManager!==null?this.overrideMaterialManager.render(n,a,s):n.render(a,s),s.layers.mask=l,a.background=h,n.shadowMap.autoUpdate=f}},jr={LINEAR:0,REINHARD:1,REINHARD2:2,REINHARD2_ADAPTIVE:3,OPTIMIZED_CINEON:5,CINEON:5,ACES_FILMIC:6,AGX:7,NEUTRAL:8},nee=`#include +#ifdef GL_FRAGMENT_PRECISION_HIGH +uniform highp sampler2D depthBuffer; +#else +uniform mediump sampler2D depthBuffer; +#endif +#ifdef DOWNSAMPLE_NORMALS +uniform lowp sampler2D normalBuffer; +#endif +varying vec2 vUv0;varying vec2 vUv1;varying vec2 vUv2;varying vec2 vUv3;float readDepth(const in vec2 uv){ +#if DEPTH_PACKING == 3201 +return unpackRGBAToDepth(texture2D(depthBuffer,uv)); +#else +return texture2D(depthBuffer,uv).r; +#endif +}int findBestDepth(const in float samples[4]){float c=(samples[0]+samples[1]+samples[2]+samples[3])*0.25;float distances[4];distances[0]=abs(c-samples[0]);distances[1]=abs(c-samples[1]);distances[2]=abs(c-samples[2]);distances[3]=abs(c-samples[3]);float maxDistance=max(max(distances[0],distances[1]),max(distances[2],distances[3]));int remaining[3];int rejected[3];int i,j,k;for(i=0,j=0,k=0;i<4;++i){if(distances[i]this.setSize(o.baseWidth,o.baseHeight))}get texture(){return this.renderTarget.texture}getTexture(){return this.renderTarget.texture}getResolution(){return this.resolution}setDepthTexture(n,e=bc){this.fullscreenMaterial.depthBuffer=n,this.fullscreenMaterial.depthPacking=e}render(n,e,t,i,r){n.setRenderTarget(this.renderToScreen?null:this.renderTarget),n.render(this.scene,this.camera)}setSize(n,e){const t=this.resolution;t.setBaseSize(n,e),this.renderTarget.setSize(t.width,t.height),this.fullscreenMaterial.setSize(n,e)}initialize(n,e,t){const i=n.getContext();if(!(i.getExtension("EXT_color_buffer_float")||i.getExtension("EXT_color_buffer_half_float")))throw new Error("Rendering to float texture is not supported.")}},see=`#include +#define packFloatToRGBA(v) packDepthToRGBA(v) +#define unpackRGBAToFloat(v) unpackRGBAToDepth(v) +uniform lowp sampler2D luminanceBuffer0;uniform lowp sampler2D luminanceBuffer1;uniform float minLuminance;uniform float deltaTime;uniform float tau;varying vec2 vUv;void main(){float l0=unpackRGBAToFloat(texture2D(luminanceBuffer0,vUv)); +#if __VERSION__ < 300 +float l1=texture2DLodEXT(luminanceBuffer1,vUv,MIP_LEVEL_1X1).r; +#else +float l1=textureLod(luminanceBuffer1,vUv,MIP_LEVEL_1X1).r; +#endif +l0=max(minLuminance,l0);l1=max(minLuminance,l1);float adaptedLum=l0+(l1-l0)*(1.0-exp(-deltaTime*tau));gl_FragColor=(adaptedLum==1.0)?vec4(1.0):packFloatToRGBA(adaptedLum);}`,oee=class extends Vi{constructor(){super({name:"AdaptiveLuminanceMaterial",defines:{MIP_LEVEL_1X1:"0.0"},uniforms:{luminanceBuffer0:new J(null),luminanceBuffer1:new J(null),minLuminance:new J(.01),deltaTime:new J(0),tau:new J(1)},extensions:{shaderTextureLOD:!0},blending:Er,toneMapped:!1,depthWrite:!1,depthTest:!1,fragmentShader:see,vertexShader:mA})}set luminanceBuffer0(n){this.uniforms.luminanceBuffer0.value=n}setLuminanceBuffer0(n){this.uniforms.luminanceBuffer0.value=n}set luminanceBuffer1(n){this.uniforms.luminanceBuffer1.value=n}setLuminanceBuffer1(n){this.uniforms.luminanceBuffer1.value=n}set mipLevel1x1(n){this.defines.MIP_LEVEL_1X1=n.toFixed(1),this.needsUpdate=!0}setMipLevel1x1(n){this.mipLevel1x1=n}set deltaTime(n){this.uniforms.deltaTime.value=n}setDeltaTime(n){this.uniforms.deltaTime.value=n}get minLuminance(){return this.uniforms.minLuminance.value}set minLuminance(n){this.uniforms.minLuminance.value=n}getMinLuminance(){return this.uniforms.minLuminance.value}setMinLuminance(n){this.uniforms.minLuminance.value=n}get adaptationRate(){return this.uniforms.tau.value}set adaptationRate(n){this.uniforms.tau.value=n}getAdaptationRate(){return this.uniforms.tau.value}setAdaptationRate(n){this.uniforms.tau.value=n}},lee=class extends Br{constructor(n,{minLuminance:e=.01,adaptationRate:t=1}={}){super("AdaptiveLuminancePass"),this.fullscreenMaterial=new oee,this.needsSwap=!1,this.renderTargetPrevious=new xi(1,1,{minFilter:Vn,magFilter:Vn,depthBuffer:!1}),this.renderTargetPrevious.texture.name="Luminance.Previous";const i=this.fullscreenMaterial;i.luminanceBuffer0=this.renderTargetPrevious.texture,i.luminanceBuffer1=n,i.minLuminance=e,i.adaptationRate=t,this.renderTargetAdapted=this.renderTargetPrevious.clone(),this.renderTargetAdapted.texture.name="Luminance.Adapted",this.copyPass=new tP(this.renderTargetPrevious,!1)}get texture(){return this.renderTargetAdapted.texture}getTexture(){return this.renderTargetAdapted.texture}set mipLevel1x1(n){this.fullscreenMaterial.mipLevel1x1=n}get adaptationRate(){return this.fullscreenMaterial.adaptationRate}set adaptationRate(n){this.fullscreenMaterial.adaptationRate=n}render(n,e,t,i,r){this.fullscreenMaterial.deltaTime=i,n.setRenderTarget(this.renderToScreen?null:this.renderTargetAdapted),n.render(this.scene,this.camera),this.copyPass.render(n,this.renderTargetAdapted)}},cee=`#include +uniform float whitePoint; +#if TONE_MAPPING_MODE == 2 || TONE_MAPPING_MODE == 3 +uniform float middleGrey; +#if TONE_MAPPING_MODE == 3 +uniform lowp sampler2D luminanceBuffer; +#else +uniform float averageLuminance; +#endif +vec3 Reinhard2ToneMapping(vec3 color){color*=toneMappingExposure;float l=luminance(color); +#if TONE_MAPPING_MODE == 3 +float lumAvg=unpackRGBAToFloat(texture2D(luminanceBuffer,vec2(0.5))); +#else +float lumAvg=averageLuminance; +#endif +float lumScaled=(l*middleGrey)/max(lumAvg,1e-6);float lumCompressed=lumScaled*(1.0+lumScaled/(whitePoint*whitePoint));lumCompressed/=(1.0+lumScaled);return clamp(lumCompressed*color,0.0,1.0);} +#elif TONE_MAPPING_MODE == 4 +#define A 0.15 +#define B 0.50 +#define C 0.10 +#define D 0.20 +#define E 0.02 +#define F 0.30 +vec3 Uncharted2Helper(const in vec3 x){return((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;}vec3 Uncharted2ToneMapping(vec3 color){color*=toneMappingExposure;return clamp(Uncharted2Helper(color)/Uncharted2Helper(vec3(whitePoint)),0.0,1.0);} +#endif +void mainImage(const in vec4 inputColor,const in vec2 uv,out vec4 outputColor){ +#if TONE_MAPPING_MODE == 2 || TONE_MAPPING_MODE == 3 +outputColor=vec4(Reinhard2ToneMapping(inputColor.rgb),inputColor.a); +#elif TONE_MAPPING_MODE == 4 +outputColor=vec4(Uncharted2ToneMapping(inputColor.rgb),inputColor.a); +#else +outputColor=vec4(toneMapping(inputColor.rgb),inputColor.a); +#endif +}`,uee=class extends T0{constructor({blendFunction:n=ln.SRC,adaptive:e=!1,mode:t=e?jr.REINHARD2_ADAPTIVE:jr.AGX,resolution:i=256,maxLuminance:r=4,whitePoint:a=r,middleGrey:s=.6,minLuminance:o=.01,averageLuminance:l=1,adaptationRate:h=1}={}){super("ToneMappingEffect",cee,{blendFunction:n,uniforms:new Map([["luminanceBuffer",new J(null)],["maxLuminance",new J(r)],["whitePoint",new J(a)],["middleGrey",new J(s)],["averageLuminance",new J(l)]])}),this.renderTargetLuminance=new xi(1,1,{minFilter:Aa,depthBuffer:!1}),this.renderTargetLuminance.texture.generateMipmaps=!0,this.renderTargetLuminance.texture.name="Luminance",this.luminancePass=new tee({renderTarget:this.renderTargetLuminance}),this.adaptiveLuminancePass=new lee(this.luminancePass.texture,{minLuminance:o,adaptationRate:h}),this.uniforms.get("luminanceBuffer").value=this.adaptiveLuminancePass.texture,this.resolution=i,this.mode=t}get mode(){return Number(this.defines.get("TONE_MAPPING_MODE"))}set mode(n){if(this.mode===n)return;const t=Ds.replace(/\D+/g,"")>=168?"CineonToneMapping(texel)":"OptimizedCineonToneMapping(texel)";switch(this.defines.clear(),this.defines.set("TONE_MAPPING_MODE",n.toFixed(0)),n){case jr.LINEAR:this.defines.set("toneMapping(texel)","LinearToneMapping(texel)");break;case jr.REINHARD:this.defines.set("toneMapping(texel)","ReinhardToneMapping(texel)");break;case jr.CINEON:case jr.OPTIMIZED_CINEON:this.defines.set("toneMapping(texel)",t);break;case jr.ACES_FILMIC:this.defines.set("toneMapping(texel)","ACESFilmicToneMapping(texel)");break;case jr.AGX:this.defines.set("toneMapping(texel)","AgXToneMapping(texel)");break;case jr.NEUTRAL:this.defines.set("toneMapping(texel)","NeutralToneMapping(texel)");break;default:this.defines.set("toneMapping(texel)","texel");break}this.adaptiveLuminancePass.enabled=n===jr.REINHARD2_ADAPTIVE,this.setChanged()}getMode(){return this.mode}setMode(n){this.mode=n}get whitePoint(){return this.uniforms.get("whitePoint").value}set whitePoint(n){this.uniforms.get("whitePoint").value=n}get middleGrey(){return this.uniforms.get("middleGrey").value}set middleGrey(n){this.uniforms.get("middleGrey").value=n}get averageLuminance(){return this.uniforms.get("averageLuminance").value}set averageLuminance(n){this.uniforms.get("averageLuminance").value=n}get adaptiveLuminanceMaterial(){return this.adaptiveLuminancePass.fullscreenMaterial}getAdaptiveLuminanceMaterial(){return this.adaptiveLuminanceMaterial}get resolution(){return this.luminancePass.resolution.width}set resolution(n){const e=Math.max(0,Math.ceil(Math.log2(n))),t=Math.pow(2,e);this.luminancePass.resolution.setPreferredSize(t,t),this.adaptiveLuminanceMaterial.mipLevel1x1=e}getResolution(){return this.resolution}setResolution(n){this.resolution=n}get adaptive(){return this.mode===jr.REINHARD2_ADAPTIVE}set adaptive(n){this.mode=n?jr.REINHARD2_ADAPTIVE:jr.REINHARD2}get adaptationRate(){return this.adaptiveLuminanceMaterial.adaptationRate}set adaptationRate(n){this.adaptiveLuminanceMaterial.adaptationRate=n}get distinction(){return console.warn(this.name,"distinction was removed."),1}set distinction(n){console.warn(this.name,"distinction was removed.")}update(n,e,t){this.adaptiveLuminancePass.enabled&&(this.luminancePass.render(n,e),this.adaptiveLuminancePass.render(n,null,null,t))}initialize(n,e,t){this.adaptiveLuminancePass.initialize(n,e,t)}},hee=`#include +#include +#include +#define packFloatToRGBA(v) packDepthToRGBA(v) +#define unpackRGBAToFloat(v) unpackRGBAToDepth(v) +#ifdef FRAMEBUFFER_PRECISION_HIGH +uniform mediump sampler2D inputBuffer; +#else +uniform lowp sampler2D inputBuffer; +#endif +#if DEPTH_PACKING == 3201 +uniform lowp sampler2D depthBuffer; +#elif defined(GL_FRAGMENT_PRECISION_HIGH) +uniform highp sampler2D depthBuffer; +#else +uniform mediump sampler2D depthBuffer; +#endif +uniform vec2 resolution;uniform vec2 texelSize;uniform float cameraNear;uniform float cameraFar;uniform float aspect;uniform float time;varying vec2 vUv;vec4 sRGBToLinear(const in vec4 value){return vec4(mix(pow(value.rgb*0.9478672986+vec3(0.0521327014),vec3(2.4)),value.rgb*0.0773993808,vec3(lessThanEqual(value.rgb,vec3(0.04045)))),value.a);}float readDepth(const in vec2 uv){ +#if DEPTH_PACKING == 3201 +float depth=unpackRGBAToDepth(texture2D(depthBuffer,uv)); +#else +float depth=texture2D(depthBuffer,uv).r; +#endif +#if defined(USE_LOGARITHMIC_DEPTH_BUFFER) || defined(LOG_DEPTH) +float d=pow(2.0,depth*log2(cameraFar+1.0))-1.0;float a=cameraFar/(cameraFar-cameraNear);float b=cameraFar*cameraNear/(cameraNear-cameraFar);depth=a+b/d; +#elif defined(USE_REVERSED_DEPTH_BUFFER) +depth=1.0-depth; +#endif +return depth;}float getViewZ(const in float depth){ +#ifdef PERSPECTIVE_CAMERA +return perspectiveDepthToViewZ(depth,cameraNear,cameraFar); +#else +return orthographicDepthToViewZ(depth,cameraNear,cameraFar); +#endif +}vec3 RGBToHCV(const in vec3 RGB){vec4 P=mix(vec4(RGB.bg,-1.0,2.0/3.0),vec4(RGB.gb,0.0,-1.0/3.0),step(RGB.b,RGB.g));vec4 Q=mix(vec4(P.xyw,RGB.r),vec4(RGB.r,P.yzx),step(P.x,RGB.r));float C=Q.x-min(Q.w,Q.y);float H=abs((Q.w-Q.y)/(6.0*C+EPSILON)+Q.z);return vec3(H,C,Q.x);}vec3 RGBToHSL(const in vec3 RGB){vec3 HCV=RGBToHCV(RGB);float L=HCV.z-HCV.y*0.5;float S=HCV.y/(1.0-abs(L*2.0-1.0)+EPSILON);return vec3(HCV.x,S,L);}vec3 HueToRGB(const in float H){float R=abs(H*6.0-3.0)-1.0;float G=2.0-abs(H*6.0-2.0);float B=2.0-abs(H*6.0-4.0);return clamp(vec3(R,G,B),0.0,1.0);}vec3 HSLToRGB(const in vec3 HSL){vec3 RGB=HueToRGB(HSL.x);float C=(1.0-abs(2.0*HSL.z-1.0))*HSL.y;return(RGB-0.5)*C+HSL.z;}FRAGMENT_HEAD void main(){FRAGMENT_MAIN_UV vec4 color0=texture2D(inputBuffer,UV);vec4 color1=vec4(0.0);FRAGMENT_MAIN_IMAGE color0.a=clamp(color0.a,0.0,1.0);gl_FragColor=color0; +#ifdef ENCODE_OUTPUT +#include +#endif +#include +}`,fee="uniform vec2 resolution;uniform vec2 texelSize;uniform float cameraNear;uniform float cameraFar;uniform float aspect;uniform float time;varying vec2 vUv;VERTEX_HEAD void main(){vUv=position.xy*0.5+0.5;VERTEX_MAIN_SUPPORT gl_Position=vec4(position.xy,1.0,1.0);}",dee=class extends Vi{constructor(n,e,t,i,r=!1){super({name:"EffectMaterial",defines:{THREE_REVISION:Ds.replace(/\D+/g,""),DEPTH_PACKING:"0",ENCODE_OUTPUT:"1"},uniforms:{inputBuffer:new J(null),depthBuffer:new J(null),resolution:new J(new de),texelSize:new J(new de),cameraNear:new J(.3),cameraFar:new J(1e3),aspect:new J(1),time:new J(0)},blending:Er,toneMapped:!1,depthWrite:!1,depthTest:!1,dithering:r}),n&&this.setShaderParts(n),e&&this.setDefines(e),t&&this.setUniforms(t),this.copyCameraSettings(i)}set inputBuffer(n){this.uniforms.inputBuffer.value=n}setInputBuffer(n){this.uniforms.inputBuffer.value=n}get depthBuffer(){return this.uniforms.depthBuffer.value}set depthBuffer(n){this.uniforms.depthBuffer.value=n}get depthPacking(){return Number(this.defines.DEPTH_PACKING)}set depthPacking(n){this.defines.DEPTH_PACKING=n.toFixed(0),this.needsUpdate=!0}setDepthBuffer(n,e=bc){this.depthBuffer=n,this.depthPacking=e}setShaderData(n){this.setShaderParts(n.shaderParts),this.setDefines(n.defines),this.setUniforms(n.uniforms),this.setExtensions(n.extensions)}setShaderParts(n){return this.fragmentShader=hee.replace(xn.FRAGMENT_HEAD,n.get(xn.FRAGMENT_HEAD)||"").replace(xn.FRAGMENT_MAIN_UV,n.get(xn.FRAGMENT_MAIN_UV)||"").replace(xn.FRAGMENT_MAIN_IMAGE,n.get(xn.FRAGMENT_MAIN_IMAGE)||""),this.vertexShader=fee.replace(xn.VERTEX_HEAD,n.get(xn.VERTEX_HEAD)||"").replace(xn.VERTEX_MAIN_SUPPORT,n.get(xn.VERTEX_MAIN_SUPPORT)||""),this.needsUpdate=!0,this}setDefines(n){for(const e of n.entries())this.defines[e[0]]=e[1];return this.needsUpdate=!0,this}setUniforms(n){for(const e of n.entries())this.uniforms[e[0]]=e[1];return this}setExtensions(n){this.extensions={};for(const e of n)this.extensions[e]=!0;return this}get encodeOutput(){return this.defines.ENCODE_OUTPUT!==void 0}set encodeOutput(n){this.encodeOutput!==n&&(n?this.defines.ENCODE_OUTPUT="1":delete this.defines.ENCODE_OUTPUT,this.needsUpdate=!0)}isOutputEncodingEnabled(n){return this.encodeOutput}setOutputEncodingEnabled(n){this.encodeOutput=n}get time(){return this.uniforms.time.value}set time(n){this.uniforms.time.value=n}setDeltaTime(n){this.uniforms.time.value+=n}adoptCameraSettings(n){this.copyCameraSettings(n)}copyCameraSettings(n){n&&(this.uniforms.cameraNear.value=n.near,this.uniforms.cameraFar.value=n.far,n instanceof hi?this.defines.PERSPECTIVE_CAMERA="1":delete this.defines.PERSPECTIVE_CAMERA,this.needsUpdate=!0)}setSize(n,e){const t=this.uniforms;t.resolution.value.set(n,e),t.texelSize.value.set(1/n,1/e),t.aspect.value=n/e}static get Section(){return xn}};function sO(n,e,t){for(const i of e){const r="$1"+n+i.charAt(0).toUpperCase()+i.slice(1),a=new RegExp("([^\\.])(\\b"+i+"\\b)","g");for(const s of t.entries())s[1]!==null&&t.set(s[0],s[1].replace(a,r))}}function pee(n,e,t){let i=e.getFragmentShader(),r=e.getVertexShader();const a=i!==void 0&&/mainImage/.test(i),s=i!==void 0&&/mainUv/.test(i);if(t.attributes|=e.getAttributes(),i===void 0)throw new Error(`Missing fragment shader (${e.name})`);if(s&&t.attributes&tl.CONVOLUTION)throw new Error(`Effects that transform UVs are incompatible with convolution effects (${e.name})`);if(!a&&!s)throw new Error(`Could not find mainImage or mainUv function (${e.name})`);{const o=/\w+\s+(\w+)\([\w\s,]*\)\s*{/g,l=t.shaderParts;let h=l.get(xn.FRAGMENT_HEAD)||"",f=l.get(xn.FRAGMENT_MAIN_UV)||"",d=l.get(xn.FRAGMENT_MAIN_IMAGE)||"",p=l.get(xn.VERTEX_HEAD)||"",g=l.get(xn.VERTEX_MAIN_SUPPORT)||"";const _=new Set,T=new Set;if(s&&(f+=` ${n}MainUv(UV); +`,t.uvTransformation=!0),r!==null&&/mainSupport/.test(r)){const S=/mainSupport *\([\w\s]*?uv\s*?\)/.test(r);g+=` ${n}MainSupport(`,g+=S?`vUv); +`:`); +`;for(const E of r.matchAll(/(?:varying\s+\w+\s+([\S\s]*?);)/g))for(const b of E[1].split(/\s*,\s*/))t.varyings.add(b),_.add(b),T.add(b);for(const E of r.matchAll(o))T.add(E[1])}for(const S of i.matchAll(o))T.add(S[1]);for(const S of e.defines.keys())T.add(S.replace(/\([\w\s,]*\)/g,""));for(const S of e.uniforms.keys())T.add(S);T.delete("while"),T.delete("for"),T.delete("if"),e.uniforms.forEach((S,E)=>t.uniforms.set(n+E.charAt(0).toUpperCase()+E.slice(1),S)),e.defines.forEach((S,E)=>t.defines.set(n+E.charAt(0).toUpperCase()+E.slice(1),S));const y=new Map([["fragment",i],["vertex",r]]);sO(n,T,t.defines),sO(n,T,y),i=y.get("fragment"),r=y.get("vertex");const v=e.blendMode;if(t.blendModes.set(v.blendFunction,v),a){e.inputColorSpace!==null&&e.inputColorSpace!==t.colorSpace&&(d+=e.inputColorSpace===dn?`color0 = sRGBTransferOETF(color0); + `:`color0 = sRGBToLinear(color0); + `),e.outputColorSpace!==Or?t.colorSpace=e.outputColorSpace:e.inputColorSpace!==null&&(t.colorSpace=e.inputColorSpace);const S=/MainImage *\([\w\s,]*?depth[\w\s,]*?\)/;d+=`${n}MainImage(color0, UV, `,t.attributes&tl.DEPTH&&S.test(i)&&(d+="depth, ",t.readDepth=!0),d+=`color1); + `;const E=n+"BlendOpacity";t.uniforms.set(E,v.opacity),d+=`color0 = blend${v.blendFunction}(color0, color1, ${E}); + + `,h+=`uniform float ${E}; + +`}if(h+=i+` +`,r!==null&&(p+=r+` +`),l.set(xn.FRAGMENT_HEAD,h),l.set(xn.FRAGMENT_MAIN_UV,f),l.set(xn.FRAGMENT_MAIN_IMAGE,d),l.set(xn.VERTEX_HEAD,p),l.set(xn.VERTEX_MAIN_SUPPORT,g),e.extensions!==null)for(const S of e.extensions)t.extensions.add(S)}}var mee=class extends Br{constructor(n,...e){super("EffectPass"),this.fullscreenMaterial=new dee(null,null,null,n),this.listener=t=>this.handleEvent(t),this.effects=[],this.setEffects(e),this.skipRendering=!1,this.minTime=1,this.maxTime=Number.POSITIVE_INFINITY,this.timeScale=1}set mainScene(n){for(const e of this.effects)e.mainScene=n}set mainCamera(n){this.fullscreenMaterial.copyCameraSettings(n);for(const e of this.effects)e.mainCamera=n}get encodeOutput(){return this.fullscreenMaterial.encodeOutput}set encodeOutput(n){this.fullscreenMaterial.encodeOutput=n}get dithering(){return this.fullscreenMaterial.dithering}set dithering(n){const e=this.fullscreenMaterial;e.dithering=n,e.needsUpdate=!0}setEffects(n){for(const e of this.effects)e.removeEventListener("change",this.listener);this.effects=n.sort((e,t)=>t.attributes-e.attributes);for(const e of this.effects)e.addEventListener("change",this.listener)}updateMaterial(){const n=new x$;let e=0;for(const s of this.effects)if(s.blendMode.blendFunction===ln.DST)n.attributes|=s.getAttributes()&tl.DEPTH;else{if(n.attributes&s.getAttributes()&tl.CONVOLUTION)throw new Error(`Convolution effects cannot be merged (${s.name})`);pee("e"+e++,s,n)}let t=n.shaderParts.get(xn.FRAGMENT_HEAD),i=n.shaderParts.get(xn.FRAGMENT_MAIN_IMAGE),r=n.shaderParts.get(xn.FRAGMENT_MAIN_UV);const a=/\bblend\b/g;for(const s of n.blendModes.values())t+=s.getShaderCode().replace(a,`blend${s.blendFunction}`)+` +`;n.attributes&tl.DEPTH?(n.readDepth&&(i=`float depth = readDepth(UV); + + `+i),this.needsDepthTexture=this.getDepthTexture()===null):this.needsDepthTexture=!1,n.colorSpace===dn&&(i+=`color0 = sRGBToLinear(color0); + `),n.uvTransformation?(r=`vec2 transformedUv = vUv; +`+r,n.defines.set("UV","transformedUv")):n.defines.set("UV","vUv"),n.shaderParts.set(xn.FRAGMENT_HEAD,t),n.shaderParts.set(xn.FRAGMENT_MAIN_IMAGE,i),n.shaderParts.set(xn.FRAGMENT_MAIN_UV,r);for(const[s,o]of n.shaderParts)o!==null&&n.shaderParts.set(s,o.trim().replace(/^#/,` +#`));this.skipRendering=e===0,this.needsSwap=!this.skipRendering,this.fullscreenMaterial.setShaderData(n)}recompile(){this.updateMaterial()}getDepthTexture(){return this.fullscreenMaterial.depthBuffer}setDepthTexture(n,e=bc){this.fullscreenMaterial.depthBuffer=n,this.fullscreenMaterial.depthPacking=e;for(const t of this.effects)t.setDepthTexture(n,e)}render(n,e,t,i,r){for(const a of this.effects)a.update(n,e,i);if(!this.skipRendering||this.renderToScreen){const a=this.fullscreenMaterial;a.inputBuffer=e.texture,a.time+=i*this.timeScale,n.setRenderTarget(this.renderToScreen?null:t),n.render(this.scene,this.camera)}}setSize(n,e){this.fullscreenMaterial.setSize(n,e);for(const t of this.effects)t.setSize(n,e)}initialize(n,e,t){this.renderer=n;for(const i of this.effects)i.initialize(n,e,t);this.updateMaterial(),t!==void 0&&t!==Pi&&(this.fullscreenMaterial.defines.FRAMEBUFFER_PRECISION_HIGH="1")}dispose(){super.dispose();for(const n of this.effects)n.removeEventListener("change",this.listener),n.dispose()}handleEvent(n){switch(n.type){case"change":this.recompile();break}}},gee=class extends Br{constructor(n,e,{renderTarget:t,resolutionScale:i=1,width:r=os.AUTO_SIZE,height:a=os.AUTO_SIZE,resolutionX:s=r,resolutionY:o=a}={}){super("NormalPass"),this.needsSwap=!1,this.renderPass=new gA(n,e,new Xb);const l=this.renderPass;l.ignoreBackground=!0,l.skipShadowMapUpdate=!0;const h=l.getClearPass();h.overrideClearColor=new qe(7829503),h.overrideClearAlpha=1,this.renderTarget=t,this.renderTarget===void 0&&(this.renderTarget=new xi(1,1,{minFilter:Vn,magFilter:Vn}),this.renderTarget.texture.name="NormalPass.Target");const f=this.resolution=new os(this,s,o,i);f.addEventListener("change",d=>this.setSize(f.baseWidth,f.baseHeight))}set mainScene(n){this.renderPass.mainScene=n}set mainCamera(n){this.renderPass.mainCamera=n}get texture(){return this.renderTarget.texture}getTexture(){return this.renderTarget.texture}getResolution(){return this.resolution}getResolutionScale(){return this.resolution.scale}setResolutionScale(n){this.resolution.scale=n}render(n,e,t,i,r){const a=this.renderToScreen?null:this.renderTarget;this.renderPass.render(n,a,a)}setSize(n,e){const t=this.resolution;t.setBaseSize(n,e),this.renderTarget.setSize(t.width,t.height)}};function Xm(n,e,t){return e in n?Object.defineProperty(n,e,{value:t,enumerable:!0,configurable:!0,writable:!0}):n[e]=t,n}new de;new de;function iP(n,e){if(!(n instanceof 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Mu=class extends yi{constructor(e,t,i={},r){super(r),this.textureClass=e,this.parser=t,this.options={format:$n,minFilter:Ht,magFilter:Ht,...i}}load(e,t,i,r){const a=new this.textureClass,s=new kte(this.parser,this.manager);return s.setRequestHeader(this.requestHeader),s.setPath(this.path),s.setWithCredentials(this.withCredentials),s.load(e,o=>{a.image.data=o instanceof dl?new Uint16Array(o.buffer):o;const{width:l,height:h,depth:f,...d}=this.options;l!=null&&(a.image.width=l),h!=null&&(a.image.height=h),"depth"in a.image&&f!=null&&(a.image.depth=f),a.type=Wte(o),Object.assign(a,d),a.needsUpdate=!0,t==null||t(a)},i,r),a}};const M0=tn.clamp;tn.euclideanModulo;tn.inverseLerp;const PP=tn.lerp,Tu=tn.degToRad;tn.radToDeg;tn.isPowerOfTwo;tn.ceilPowerOfTwo;tn.floorPowerOfTwo;tn.normalize;function Xte(n,e,t,i=0,r=1){return tn.mapLinear(n,e,t,i,r)}function Yte(n){return Math.min(Math.max(n,0),1)}function pn(n){return(e,t)=>{e instanceof jn?Object.defineProperty(e,t,{enumerable:!0,get(){var 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instanceof jn?Object.defineProperty(r,a,{enumerable:!0,get(){var o;const s=(o=this.defines)==null?void 0:o[n];return s!=null?parseFloat(s):0},set(s){const o=this[a];s!==o&&(this.defines??(this.defines={}),this.defines[n]=M0(s,e,t).toFixed(i),this.needsUpdate=!0)}}):Object.defineProperty(r,a,{enumerable:!0,get(){const s=this.defines.get(n);return s!=null?parseFloat(s):0},set(s){const o=this[a];s!==o&&(this.defines.set(n,M0(s,e,t).toFixed(i)),this.setChanged())}})}}function zP(n,{validate:e}={}){return(t,i)=>{t instanceof jn?Object.defineProperty(t,i,{enumerable:!0,get(){var r;return((r=this.defines)==null?void 0:r[n])??""},set(r){if(r!==this[i]){if((e==null?void 0:e(r))===!1){console.error(`Expression validation failed: ${r}`);return}this.defines??(this.defines={}),this.defines[n]=r,this.needsUpdate=!0}}}):Object.defineProperty(t,i,{enumerable:!0,get(){return this.defines.get(n)??""},set(r){if(r!==this[i]){if((e==null?void 0:e(r))===!1){console.error(`Expression validation failed: 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yi{constructor(e={},t){super(t),this.options=e}load(e,t,i,r){const{width:a,height:s}=this.options,o=new ea(null,a,s),l=new hP(this.manager);return l.setRequestHeader(this.requestHeader),l.setPath(this.path),l.setWithCredentials(this.withCredentials),l.load(e,h=>{const{image:f}=h;o.image={data:f.data,width:a??f.width,height:s??f.height},o.type=h.type,o.format=h.format,o.colorSpace=h.colorSpace,o.needsUpdate=!0;try{t==null||t(o)}catch(d){r!=null?r(d):console.error(d),this.manager.itemError(e)}},i,r),o}}const o3=1e-6,$v=new L,e_=new L,Po=new L,rm=new L,l3=new L,qte=new L,jte=new Ve,Zte=new _t,Kte=new Ac;let Qte=class BP{constructor(e=0,t=0,i=0,r=0){this.distance=e,this.heading=t,this.pitch=i,this.roll=r}get distance(){return this._distance}set distance(e){this._distance=Math.max(e,o3)}get pitch(){return this._pitch}set pitch(e){this._pitch=M0(e,-Math.PI/2+o3,Math.PI/2-o3)}set(e,t,i,r){return this.distance=e,this.heading=t,this.pitch=i,r!=null&&(this.roll=r),this}clone(){return new BP(this.distance,this.heading,this.pitch,this.roll)}copy(e){return this.distance=e.distance,this.heading=e.heading,this.pitch=e.pitch,this.roll=e.roll,this}equals(e){return e.distance===this.distance&&e.heading===this.heading&&e.pitch===this.pitch&&e.roll===this.roll}decompose(e,t,i,r,a=ih.WGS84){a.getEastNorthUpVectors(e,$v,e_,Po),r==null||r.copy(Po);const s=rm.copy($v).multiplyScalar(Math.cos(this.heading)).add(l3.copy(e_).multiplyScalar(Math.sin(this.heading))).multiplyScalar(Math.cos(this.pitch)).add(l3.copy(Po).multiplyScalar(Math.sin(this.pitch))).normalize().multiplyScalar(this.distance);if(t.copy(e).sub(s),this.roll!==0){const o=rm.copy(e).sub(t).normalize();Po.applyQuaternion(Zte.setFromAxisAngle(o,this.roll))}i.setFromRotationMatrix(jte.lookAt(t,e,Po))}setFromCamera(e,t=ih.WGS84){const i=rm.setFromMatrixPosition(e.matrixWorld),r=l3.set(0,0,.5).unproject(e).sub(i).normalize(),a=t.getIntersection(Kte.set(i,r));if(a==null)return;this.distance=i.distanceTo(a),t.getEastNorthUpVectors(a,$v,e_,Po),this.heading=Math.atan2(e_.dot(r),$v.dot(r)),this.pitch=Math.asin(Po.dot(r));const s=rm.copy(e.up).applyQuaternion(e.quaternion),o=qte.copy(r).multiplyScalar(-s.dot(r)).add(s).normalize(),l=rm.copy(r).multiplyScalar(-Po.dot(r)).add(Po).normalize(),h=l.dot(o),f=r.dot(l.cross(o));return this.roll=Math.atan2(f,h),this}};const Jte=/^[ \t]*#include +"([\w\d./]+)"/gm;function Nr(n,e){return n.replace(Jte,(t,i)=>{const r=i.split("/").reduce((a,s)=>typeof a!="string"&&a!=null?a[s]:void 0,e);if(typeof r!="string")throw new Error(`Could not find include for ${i}.`);return Nr(r,e)})}let t_;function $te(){if(t_!=null)return t_;const n=new Uint32Array([268435456]);return t_=new Uint8Array(n.buffer,n.byteOffset,n.byteLength)[0]===0,t_}function ene(n,e,t,i=!0){if(i===$te())return new e(n);const r=Object.assign(new DataView(n),{getFloat16(s,o){return Vte(this,s,o)}}),a=new e(r.byteLength/e.BYTES_PER_ELEMENT);for(let s=0,o=0;snew Uint8Array(n),am=(n,e)=>ene(n,dl,"getFloat16",e);class FP extends Mu{constructor(e){super(ss,HP,{format:ws,minFilter:Vn,magFilter:Vn,wrapS:Mr,wrapT:Mr,wrapR:Mr,width:kee,height:Wee,depth:Xee},e)}}const tne=/#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*(?:i\s*\+\+|\+\+\s*i)\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;function nne(n,e,t,i){let r="";for(let a=parseInt(e,10);a= interval.x && depth < interval.y) { + return UNROLLED_LOOP_INDEX; + } + #endif // UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT + } + #pragma unroll_loop_end + return SHADOW_CASCADE_COUNT - 1; +} + +int getFadedCascadeIndex( + const mat4 viewMatrix, + const vec3 worldPosition, + const vec2 intervals[SHADOW_CASCADE_COUNT], + const float near, + const float far, + const float jitter +) { + vec4 viewPosition = viewMatrix * vec4(worldPosition, 1.0); + float depth = viewZToOrthographicDepth(viewPosition.z, near, far); + + vec2 interval; + float intervalCenter; + float closestEdge; + float margin; + int nextIndex = -1; + int prevIndex = -1; + float alpha; + + #pragma unroll_loop_start + for (int i = 0; i < 4; ++i) { + #if UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT + interval = intervals[i]; + intervalCenter = (interval.x + interval.y) * 0.5; + closestEdge = depth < intervalCenter ? interval.x : interval.y; + margin = closestEdge * closestEdge * 0.5; + interval += margin * vec2(-0.5, 0.5); + + #if UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT - 1 + if (depth >= interval.x && depth < interval.y) { + prevIndex = nextIndex; + nextIndex = UNROLLED_LOOP_INDEX; + alpha = saturate(min(depth - interval.x, interval.y - depth) / margin); + } + #else // UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT - 1 + // Don't fade out the last cascade. + if (depth >= interval.x) { + prevIndex = nextIndex; + nextIndex = UNROLLED_LOOP_INDEX; + alpha = saturate((depth - interval.x) / margin); + } + #endif // UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT - 1 + #endif // UNROLLED_LOOP_INDEX < SHADOW_CASCADE_COUNT + } + #pragma unroll_loop_end + + return jitter <= alpha + ? nextIndex + : prevIndex; +} +`,rne=`// cSpell:words logdepthbuf + +float reverseLogDepth(const float depth, const float near, const float far) { + #if defined(USE_LOGDEPTHBUF) || defined(USE_LOGARITHMIC_DEPTH_BUFFER) + float d = pow(2.0, depth * log2(far + 1.0)) - 1.0; + float a = far / (far - near); + float b = far * near / (near - far); + return a + b / d; + #else // defined(USE_LOGARITHMIC_DEPTH_BUFFER) || defined(USE_LOGARITHMIC_DEPTH_BUFFER) + return depth; + #endif // defined(USE_LOGARITHMIC_DEPTH_BUFFER) || defined(USE_LOGARITHMIC_DEPTH_BUFFER) +} + +float linearizeDepth(const float depth, const float near, const float far) { + float ndc = depth * 2.0 - 1.0; + return 2.0 * near * far / (far + near - ndc * (far - near)); +} +`,ane=`float checker(const vec2 uv, const vec2 repeats) { + vec2 c = floor(repeats * uv); + float result = mod(c.x + c.y, 2.0); + return sign(result); +} + +float checker(const vec2 uv, const float repeats) { + return checker(uv, vec2(repeats)); +} +`,sne=`// Reference: https://advances.realtimerendering.com/s2014/index.html#_NEXT_GENERATION_POST + +float interleavedGradientNoise(const vec2 coord) { + const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189); + return fract(magic.z * fract(dot(coord, magic.xy))); +} +`,one=`#if !defined(saturate) +#define saturate(a) clamp(a, 0.0, 1.0) +#endif // !defined(saturate) + +float remap(const float x, const float min1, const float max1, const float min2, const float max2) { + return min2 + (x - min1) / (max1 - min1) * (max2 - min2); +} + +vec2 remap(const vec2 x, const vec2 min1, const vec2 max1, const vec2 min2, const vec2 max2) { + return min2 + (x - min1) / (max1 - min1) * (max2 - min2); +} + +vec3 remap(const vec3 x, const vec3 min1, const vec3 max1, const vec3 min2, const vec3 max2) { + return min2 + (x - min1) / (max1 - min1) * (max2 - min2); +} + +vec4 remap(const vec4 x, const vec4 min1, const vec4 max1, const vec4 min2, const vec4 max2) { + return min2 + (x - min1) / (max1 - min1) * (max2 - min2); +} + +float remapClamped( + const float x, + const float min1, + const float max1, + const float min2, + const float max2 +) { + return clamp(min2 + (x - min1) / (max1 - min1) * (max2 - min2), min2, max2); +} + +vec2 remapClamped( + const vec2 x, + const vec2 min1, + const vec2 max1, + const vec2 min2, + const vec2 max2 +) { + return clamp(min2 + (x - min1) / (max1 - min1) * (max2 - min2), min2, max2); +} + +vec3 remapClamped( + const vec3 x, + const vec3 min1, + const vec3 max1, + const vec3 min2, + const vec3 max2 +) { + return clamp(min2 + (x - min1) / (max1 - min1) * (max2 - min2), min2, max2); +} + +vec4 remapClamped( + const vec4 x, + const vec4 min1, + const vec4 max1, + const vec4 min2, + const vec4 max2 +) { + return clamp(min2 + (x - min1) / (max1 - min1) * (max2 - min2), min2, max2); +} + +// Implicitly remap to 0 and 1 +float remap(const float x, const float min1, const float max1) { + return (x - min1) / (max1 - min1); +} + +vec2 remap(const vec2 x, const vec2 min1, const vec2 max1) { + return (x - min1) / (max1 - min1); +} + +vec3 remap(const vec3 x, const vec3 min1, const vec3 max1) { + return (x - min1) / (max1 - min1); +} + +vec4 remap(const vec4 x, const vec4 min1, const vec4 max1) { + return (x - min1) / (max1 - min1); +} + +float remapClamped(const float x, const float min1, const float max1) { + return saturate((x - min1) / (max1 - min1)); +} + +vec2 remapClamped(const vec2 x, const vec2 min1, const vec2 max1) { + return saturate((x - min1) / (max1 - min1)); +} + +vec3 remapClamped(const vec3 x, const vec3 min1, const vec3 max1) { + return saturate((x - min1) / (max1 - min1)); +} + +vec4 remapClamped(const vec4 x, const vec4 min1, const vec4 max1) { + return saturate((x - min1) / (max1 - min1)); +} +`,lne=`// Reference: https://jcgt.org/published/0003/02/01/paper.pdf + +vec2 signNotZero(vec2 v) { + return vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0); +} + +vec2 packNormalToVec2(vec3 v) { + vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z))); + return v.z <= 0.0 + ? (1.0 - abs(p.yx)) * signNotZero(p) + : p; +} + +vec3 unpackVec2ToNormal(vec2 e) { + vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); + if (v.z < 0.0) { + v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy); + } + return normalize(v); +} +`,cne=`float raySphereFirstIntersection( + const vec3 origin, + const vec3 direction, + const vec3 center, + const float radius +) { + vec3 a = origin - center; + float b = 2.0 * dot(direction, a); + float c = dot(a, a) - radius * radius; + float discriminant = b * b - 4.0 * c; + return discriminant < 0.0 + ? -1.0 + : (-b - sqrt(discriminant)) * 0.5; +} + +float raySphereFirstIntersection(const vec3 origin, const vec3 direction, const float radius) { + return raySphereFirstIntersection(origin, direction, vec3(0.0), radius); +} + +vec4 raySphereFirstIntersection( + const vec3 origin, + const vec3 direction, + const vec3 center, + const vec4 radius +) { + vec3 a = origin - center; + float b = 2.0 * dot(direction, a); + vec4 c = dot(a, a) - radius * radius; + vec4 discriminant = b * b - 4.0 * c; + vec4 mask = step(discriminant, vec4(0.0)); + return mix((-b - sqrt(max(vec4(0.0), discriminant))) * 0.5, vec4(-1.0), mask); +} + +vec4 raySphereFirstIntersection(const vec3 origin, const vec3 direction, const vec4 radius) { + return raySphereFirstIntersection(origin, direction, vec3(0.0), radius); +} + +float raySphereSecondIntersection( + const vec3 origin, + const vec3 direction, + const vec3 center, + const float radius +) { + vec3 a = origin - center; + float b = 2.0 * dot(direction, a); + float c = dot(a, a) - radius * radius; + float discriminant = b * b - 4.0 * c; + return discriminant < 0.0 + ? -1.0 + : (-b + sqrt(discriminant)) * 0.5; +} + +float raySphereSecondIntersection(const vec3 origin, const vec3 direction, const float radius) { + return raySphereSecondIntersection(origin, direction, vec3(0.0), radius); +} + +vec4 raySphereSecondIntersection( + const vec3 origin, + const vec3 direction, + const vec3 center, + const vec4 radius +) { + vec3 a = origin - center; + float b = 2.0 * dot(direction, a); + vec4 c = dot(a, a) - radius * radius; + vec4 discriminant = b * b - 4.0 * c; + vec4 mask = step(discriminant, vec4(0.0)); + return mix((-b + sqrt(max(vec4(0.0), discriminant))) * 0.5, vec4(-1.0), mask); +} + +vec4 raySphereSecondIntersection(const vec3 origin, const vec3 direction, const vec4 radius) { + return raySphereSecondIntersection(origin, direction, vec3(0.0), radius); +} + +void raySphereIntersections( + const vec3 origin, + const vec3 direction, + const vec3 center, + const float radius, + out float intersection1, + out float intersection2 +) { + vec3 a = origin - center; + float b = 2.0 * dot(direction, a); + float c = dot(a, a) - radius * radius; + float discriminant = b * b - 4.0 * c; + if (discriminant < 0.0) { + intersection1 = -1.0; + intersection2 = -1.0; + return; + } else { + float Q = sqrt(discriminant); + intersection1 = (-b - Q) * 0.5; + intersection2 = (-b + Q) * 0.5; + } +} + +void raySphereIntersections( + const vec3 origin, + const vec3 direction, + const float radius, + out float intersection1, + out float intersection2 +) { + raySphereIntersections(origin, direction, vec3(0.0), radius, intersection1, intersection2); +} + +void raySphereIntersections( + const vec3 origin, + const vec3 direction, + const vec3 center, + const vec4 radius, + out vec4 intersection1, + out vec4 intersection2 +) { + vec3 a = origin - center; + float b = 2.0 * dot(direction, a); + vec4 c = dot(a, a) - radius * radius; + vec4 discriminant = b * b - 4.0 * c; + vec4 mask = step(discriminant, vec4(0.0)); + vec4 Q = sqrt(max(vec4(0.0), discriminant)); + intersection1 = mix((-b - Q) * 0.5, vec4(-1.0), mask); + intersection2 = mix((-b + Q) * 0.5, vec4(-1.0), mask); +} + +void raySphereIntersections( + const vec3 origin, + const vec3 direction, + const vec4 radius, + out vec4 intersection1, + out vec4 intersection2 +) { + raySphereIntersections(origin, direction, vec3(0.0), radius, intersection1, intersection2); +} +`,une=`vec3 screenToView( + const vec2 uv, + const float depth, + const float viewZ, + const mat4 projectionMatrix, + const mat4 inverseProjectionMatrix +) { + vec4 clip = vec4(vec3(uv, depth) * 2.0 - 1.0, 1.0); + float clipW = projectionMatrix[2][3] * viewZ + projectionMatrix[3][3]; + clip *= clipW; + return (inverseProjectionMatrix * clip).xyz; +} +`,hne=`// A fifth-order polynomial approximation of Turbo color map. +// See: https://observablehq.com/@mbostock/turbo +// prettier-ignore +vec3 turbo(const float x) { + float r = 0.1357 + x * (4.5974 - x * (42.3277 - x * (130.5887 - x * (150.5666 - x * 58.1375)))); + float g = 0.0914 + x * (2.1856 + x * (4.8052 - x * (14.0195 - x * (4.2109 + x * 2.7747)))); + float b = 0.1067 + x * (12.5925 - x * (60.1097 - x * (109.0745 - x * (88.5066 - x * 26.8183)))); + return vec3(r, g, b); +} +`,fne=`// Reference: https://www.gamedev.net/tutorials/programming/graphics/contact-hardening-soft-shadows-made-fast-r4906/ + +vec2 vogelDisk(const int index, const int sampleCount, const float phi) { + const float goldenAngle = 2.39996322972865332; + float r = sqrt(float(index) + 0.5) / sqrt(float(sampleCount)); + float theta = float(index) * goldenAngle + phi; + return r * vec2(cos(theta), sin(theta)); +} +`,GP=ine,VP=rne,dne=ane,kP=sne,wA=one,pne=lne,Sy=cne,mne=une,WP=hne,XP=fne,np=64,ip=16,Ty=32,Ey=128,My=32,by=8,Fu=by*My,Gu=Ey,Vu=Ty,rp=256,ap=64,u1=1/1e3,gne=new L;function RA(n,e,t,i){const r=t.projectOnSurface(n,gne);return r!=null?t.getOsculatingSphereCenter(r,e,i).negate():i.setScalar(0)}var vne="Invariant failed";function _ne(n,e){if(!n)throw new Error(vne)}const OO=typeof window<"u"&&window.requestIdleCallback!=null?window.requestIdleCallback:function(n,e={}){const t=e.timeout??1,i=performance.now();return setTimeout(function(){n({get didTimeout(){return e.timeout!=null?!1:performance.now()-i-1>t},timeRemaining:function(){return Math.max(0,1+(performance.now()-i))}})},1)},Qs=`// Based on: https://github.com/ebruneton/precomputed_atmospheric_scattering/blob/master/atmosphere/functions.glsl + +/** + * Copyright (c) 2017 Eric Bruneton + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. Neither the name of the copyright holders nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF + * THE POSSIBILITY OF SUCH DAMAGE. + * + * Precomputed Atmospheric Scattering + * Copyright (c) 2008 INRIA + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. Neither the name of the copyright holders nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF + * THE POSSIBILITY OF SUCH DAMAGE. + */ + +Number ClampCosine(const Number mu) { + return clamp(mu, Number(-1.0), Number(1.0)); +} + +Length ClampDistance(const Length d) { + return max(d, 0.0 * m); +} + +Length ClampRadius(const AtmosphereParameters atmosphere, const Length r) { + return clamp(r, atmosphere.bottom_radius, atmosphere.top_radius); +} + +Length SafeSqrt(const Area a) { + return sqrt(max(a, 0.0 * m2)); +} + +Length DistanceToTopAtmosphereBoundary(const AtmosphereParameters atmosphere, + const Length r, const Number mu) { + assert(r <= atmosphere.top_radius); + assert(mu >= -1.0 && mu <= 1.0); + Area discriminant = r * r * (mu * mu - 1.0) + + atmosphere.top_radius * atmosphere.top_radius; + return ClampDistance(-r * mu + SafeSqrt(discriminant)); +} + +Length DistanceToBottomAtmosphereBoundary(const AtmosphereParameters atmosphere, + const Length r, const Number mu) { + assert(r >= atmosphere.bottom_radius); + assert(mu >= -1.0 && mu <= 1.0); + Area discriminant = r * r * (mu * mu - 1.0) + + atmosphere.bottom_radius * atmosphere.bottom_radius; + return ClampDistance(-r * mu - SafeSqrt(discriminant)); +} + +bool RayIntersectsGround(const AtmosphereParameters atmosphere, + const Length r, const Number mu) { + assert(r >= atmosphere.bottom_radius); + assert(mu >= -1.0 && mu <= 1.0); + return mu < 0.0 && r * r * (mu * mu - 1.0) + + atmosphere.bottom_radius * atmosphere.bottom_radius >= 0.0 * m2; +} + +Number GetTextureCoordFromUnitRange(const Number x, const int texture_size) { + return 0.5 / Number(texture_size) + x * (1.0 - 1.0 / Number(texture_size)); +} + +vec2 GetTransmittanceTextureUvFromRMu(const AtmosphereParameters atmosphere, + const Length r, const Number mu) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu >= -1.0 && mu <= 1.0); + // Distance to top atmosphere boundary for a horizontal ray at ground level. + Length H = sqrt(atmosphere.top_radius * atmosphere.top_radius - + atmosphere.bottom_radius * atmosphere.bottom_radius); + // Distance to the horizon. + Length rho = + SafeSqrt(r * r - atmosphere.bottom_radius * atmosphere.bottom_radius); + // Distance to the top atmosphere boundary for the ray (r,mu), and its minimum + // and maximum values over all mu - obtained for (r,1) and (r,mu_horizon). + Length d = DistanceToTopAtmosphereBoundary(atmosphere, r, mu); + Length d_min = atmosphere.top_radius - r; + Length d_max = rho + H; + Number x_mu = (d - d_min) / (d_max - d_min); + Number x_r = rho / H; + return vec2(GetTextureCoordFromUnitRange(x_mu, TRANSMITTANCE_TEXTURE_WIDTH), + GetTextureCoordFromUnitRange(x_r, TRANSMITTANCE_TEXTURE_HEIGHT)); +} + +DimensionlessSpectrum GetTransmittanceToTopAtmosphereBoundary( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const Length r, const Number mu) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + vec2 uv = GetTransmittanceTextureUvFromRMu(atmosphere, r, mu); + // @shotamatsuda: Added for the precomputation stage in half-float precision. + #ifdef TRANSMITTANCE_PRECISION_LOG + // Manually interpolate the transmittance instead of the optical depth. + const vec2 size = vec2(TRANSMITTANCE_TEXTURE_WIDTH, TRANSMITTANCE_TEXTURE_HEIGHT); + const vec3 texel_size = vec3(1.0 / size, 0.0); + vec2 coord = (uv * size) - 0.5; + vec2 i = (floor(coord) + 0.5) * texel_size.xy; + vec2 f = fract(coord); + vec4 t1 = exp(-texture(transmittance_texture, i)); + vec4 t2 = exp(-texture(transmittance_texture, i + texel_size.xz)); + vec4 t3 = exp(-texture(transmittance_texture, i + texel_size.zy)); + vec4 t4 = exp(-texture(transmittance_texture, i + texel_size.xy)); + return DimensionlessSpectrum(mix(mix(t1, t2, f.x), mix(t3, t4, f.x), f.y)); + #else // TRANSMITTANCE_PRECISION_LOG + return DimensionlessSpectrum(texture(transmittance_texture, uv)); + #endif // TRANSMITTANCE_PRECISION_LOG +} + +DimensionlessSpectrum GetTransmittance( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const Length r, const Number mu, const Length d, + const bool ray_r_mu_intersects_ground) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu >= -1.0 && mu <= 1.0); + assert(d >= 0.0 * m); + + Length r_d = ClampRadius(atmosphere, sqrt(d * d + 2.0 * r * mu * d + r * r)); + Number mu_d = ClampCosine((r * mu + d) / r_d); + + if (ray_r_mu_intersects_ground) { + return min( + GetTransmittanceToTopAtmosphereBoundary( + atmosphere, transmittance_texture, r_d, -mu_d) / + GetTransmittanceToTopAtmosphereBoundary( + atmosphere, transmittance_texture, r, -mu), + DimensionlessSpectrum(1.0)); + } else { + return min( + GetTransmittanceToTopAtmosphereBoundary( + atmosphere, transmittance_texture, r, mu) / + GetTransmittanceToTopAtmosphereBoundary( + atmosphere, transmittance_texture, r_d, mu_d), + DimensionlessSpectrum(1.0)); + } +} + +DimensionlessSpectrum GetTransmittanceToSun( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const Length r, const Number mu_s) { + Number sin_theta_h = atmosphere.bottom_radius / r; + Number cos_theta_h = -sqrt(max(1.0 - sin_theta_h * sin_theta_h, 0.0)); + return GetTransmittanceToTopAtmosphereBoundary( + atmosphere, transmittance_texture, r, mu_s) * + smoothstep(-sin_theta_h * atmosphere.sun_angular_radius / rad, + sin_theta_h * atmosphere.sun_angular_radius / rad, + mu_s - cos_theta_h); +} + +InverseSolidAngle RayleighPhaseFunction(const Number nu) { + InverseSolidAngle k = 3.0 / (16.0 * PI * sr); + return k * (1.0 + nu * nu); +} + +InverseSolidAngle MiePhaseFunction(const Number g, const Number nu) { + InverseSolidAngle k = 3.0 / (8.0 * PI * sr) * (1.0 - g * g) / (2.0 + g * g); + return k * (1.0 + nu * nu) / pow(1.0 + g * g - 2.0 * g * nu, 1.5); +} + +vec4 GetScatteringTextureUvwzFromRMuMuSNu(const AtmosphereParameters atmosphere, + const Length r, const Number mu, const Number mu_s, const Number nu, + const bool ray_r_mu_intersects_ground) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu >= -1.0 && mu <= 1.0); + assert(mu_s >= -1.0 && mu_s <= 1.0); + assert(nu >= -1.0 && nu <= 1.0); + + // Distance to top atmosphere boundary for a horizontal ray at ground level. + Length H = sqrt(atmosphere.top_radius * atmosphere.top_radius - + atmosphere.bottom_radius * atmosphere.bottom_radius); + // Distance to the horizon. + Length rho = + SafeSqrt(r * r - atmosphere.bottom_radius * atmosphere.bottom_radius); + Number u_r = GetTextureCoordFromUnitRange(rho / H, SCATTERING_TEXTURE_R_SIZE); + + // Discriminant of the quadratic equation for the intersections of the ray + // (r,mu) with the ground (see RayIntersectsGround). + Length r_mu = r * mu; + Area discriminant = + r_mu * r_mu - r * r + atmosphere.bottom_radius * atmosphere.bottom_radius; + Number u_mu; + if (ray_r_mu_intersects_ground) { + // Distance to the ground for the ray (r,mu), and its minimum and maximum + // values over all mu - obtained for (r,-1) and (r,mu_horizon). + Length d = -r_mu - SafeSqrt(discriminant); + Length d_min = r - atmosphere.bottom_radius; + Length d_max = rho; + u_mu = 0.5 - 0.5 * GetTextureCoordFromUnitRange(d_max == d_min ? 0.0 : + (d - d_min) / (d_max - d_min), SCATTERING_TEXTURE_MU_SIZE / 2); + } else { + // Distance to the top atmosphere boundary for the ray (r,mu), and its + // minimum and maximum values over all mu - obtained for (r,1) and + // (r,mu_horizon). + Length d = -r_mu + SafeSqrt(discriminant + H * H); + Length d_min = atmosphere.top_radius - r; + Length d_max = rho + H; + u_mu = 0.5 + 0.5 * GetTextureCoordFromUnitRange( + (d - d_min) / (d_max - d_min), SCATTERING_TEXTURE_MU_SIZE / 2); + } + + Length d = DistanceToTopAtmosphereBoundary( + atmosphere, atmosphere.bottom_radius, mu_s); + Length d_min = atmosphere.top_radius - atmosphere.bottom_radius; + Length d_max = H; + Number a = (d - d_min) / (d_max - d_min); + Length D = DistanceToTopAtmosphereBoundary( + atmosphere, atmosphere.bottom_radius, atmosphere.mu_s_min); + Number A = (D - d_min) / (d_max - d_min); + // An ad-hoc function equal to 0 for mu_s = mu_s_min (because then d = D and + // thus a = A), equal to 1 for mu_s = 1 (because then d = d_min and thus + // a = 0), and with a large slope around mu_s = 0, to get more texture + // samples near the horizon. + Number u_mu_s = GetTextureCoordFromUnitRange( + max(1.0 - a / A, 0.0) / (1.0 + a), SCATTERING_TEXTURE_MU_S_SIZE); + + Number u_nu = (nu + 1.0) / 2.0; + return vec4(u_nu, u_mu_s, u_mu, u_r); +} + +vec2 GetIrradianceTextureUvFromRMuS(const AtmosphereParameters atmosphere, + const Length r, const Number mu_s) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu_s >= -1.0 && mu_s <= 1.0); + Number x_r = (r - atmosphere.bottom_radius) / + (atmosphere.top_radius - atmosphere.bottom_radius); + Number x_mu_s = mu_s * 0.5 + 0.5; + return vec2(GetTextureCoordFromUnitRange(x_mu_s, IRRADIANCE_TEXTURE_WIDTH), + GetTextureCoordFromUnitRange(x_r, IRRADIANCE_TEXTURE_HEIGHT)); +} + +IrradianceSpectrum GetIrradiance( + const AtmosphereParameters atmosphere, + const IrradianceTexture irradiance_texture, + const Length r, const Number mu_s) { + vec2 uv = GetIrradianceTextureUvFromRMuS(atmosphere, r, mu_s); + return IrradianceSpectrum(texture(irradiance_texture, uv)); +} +`,Js=`// Based on: https://github.com/ebruneton/precomputed_atmospheric_scattering/blob/master/atmosphere/definitions.glsl + +/** + * Copyright (c) 2017 Eric Bruneton + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. Neither the name of the copyright holders nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF + * THE POSSIBILITY OF SUCH DAMAGE. + */ + +#define assert(x) + +#define Length float +#define Wavelength float +#define Angle float +#define SolidAngle float +#define Power float +#define LuminousPower float + +#define Number float +#define InverseLength float +#define Area float +#define Volume float +#define NumberDensity float +#define Irradiance float +#define Radiance float +#define SpectralPower float +#define SpectralIrradiance float +#define SpectralRadiance float +#define SpectralRadianceDensity float +#define ScatteringCoefficient float +#define InverseSolidAngle float +#define LuminousIntensity float +#define Luminance float +#define Illuminance float + +// A generic function from Wavelength to some other type. +#define AbstractSpectrum vec3 +// A function from Wavelength to Number. +#define DimensionlessSpectrum vec3 +// A function from Wavelength to SpectralPower. +#define PowerSpectrum vec3 +// A function from Wavelength to SpectralIrradiance. +#define IrradianceSpectrum vec3 +// A function from Wavelength to SpectralRadiance. +#define RadianceSpectrum vec3 +// A function from Wavelength to SpectralRadianceDensity. +#define RadianceDensitySpectrum vec3 +// A function from Wavelength to ScatteringCoefficient. +#define ScatteringSpectrum vec3 + +// A position in 3D (3 length values). +#define Position vec3 +// A unit direction vector in 3D (3 unit-less values). +#define Direction vec3 +// A vector of 3 luminance values. +#define Luminance3 vec3 +// A vector of 3 illuminance values. +#define Illuminance3 vec3 + +#define TransmittanceTexture sampler2D +#define AbstractScatteringTexture sampler3D +#define ReducedScatteringTexture sampler3D +#define ScatteringTexture sampler3D +#define ScatteringDensityTexture sampler3D +#define IrradianceTexture sampler2D + +const Length m = 1.0; +const Wavelength nm = 1.0; +const Angle rad = 1.0; +const SolidAngle sr = 1.0; +const Power watt = 1.0; +const LuminousPower lm = 1.0; + +#if !defined(PI) +const float PI = 3.14159265358979323846; +#endif // !defined(PI) + +const Length km = 1000.0 * m; +const Area m2 = m * m; +const Volume m3 = m * m * m; +const Angle pi = PI * rad; +const Angle deg = pi / 180.0; +const Irradiance watt_per_square_meter = watt / m2; +const Radiance watt_per_square_meter_per_sr = watt / (m2 * sr); +const SpectralIrradiance watt_per_square_meter_per_nm = watt / (m2 * nm); +const SpectralRadiance watt_per_square_meter_per_sr_per_nm = watt / (m2 * sr * nm); +const SpectralRadianceDensity watt_per_cubic_meter_per_sr_per_nm = watt / (m3 * sr * nm); +const LuminousIntensity cd = lm / sr; +const LuminousIntensity kcd = 1000.0 * cd; +const Luminance cd_per_square_meter = cd / m2; +const Luminance kcd_per_square_meter = kcd / m2; + +struct DensityProfileLayer { + Length width; + Number exp_term; + InverseLength exp_scale; + InverseLength linear_term; + Number constant_term; +}; + +struct DensityProfile { + DensityProfileLayer layers[2]; +}; + +// See AtmosphereParameter.ts for further details. +struct AtmosphereParameters { + IrradianceSpectrum solar_irradiance; + Angle sun_angular_radius; + Length bottom_radius; + Length top_radius; + DensityProfile rayleigh_density; + ScatteringSpectrum rayleigh_scattering; + DensityProfile mie_density; + ScatteringSpectrum mie_scattering; + ScatteringSpectrum mie_extinction; + Number mie_phase_function_g; + DensityProfile absorption_density; + ScatteringSpectrum absorption_extinction; + DimensionlessSpectrum ground_albedo; + Number mu_s_min; +}; +`,Ay=`// Based on: https://github.com/ebruneton/precomputed_atmospheric_scattering/blob/master/atmosphere/functions.glsl + +/** + * Copyright (c) 2017 Eric Bruneton + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. Neither the name of the copyright holders nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF + * THE POSSIBILITY OF SUCH DAMAGE. + * + * Precomputed Atmospheric Scattering + * Copyright (c) 2008 INRIA + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. Neither the name of the copyright holders nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF + * THE POSSIBILITY OF SUCH DAMAGE. + */ + +#ifdef COMBINED_SCATTERING_TEXTURES +vec3 GetExtrapolatedSingleMieScattering( + const AtmosphereParameters atmosphere, const vec4 scattering) { + // Algebraically this can never be negative, but rounding errors can produce + // that effect for sufficiently short view rays. + // @shotamatsuda: Avoid division by infinitesimal values. + // See https://github.com/takram-design-engineering/three-geospatial/issues/47 + if (scattering.r < 1e-5) { + return vec3(0.0); + } + return scattering.rgb * scattering.a / scattering.r * + (atmosphere.rayleigh_scattering.r / atmosphere.mie_scattering.r) * + (atmosphere.mie_scattering / atmosphere.rayleigh_scattering); +} +#endif // COMBINED_SCATTERING_TEXTURES + +IrradianceSpectrum GetCombinedScattering( + const AtmosphereParameters atmosphere, + const ReducedScatteringTexture scattering_texture, + const ReducedScatteringTexture single_mie_scattering_texture, + const Length r, const Number mu, const Number mu_s, const Number nu, + const bool ray_r_mu_intersects_ground, + out IrradianceSpectrum single_mie_scattering) { + vec4 uvwz = GetScatteringTextureUvwzFromRMuMuSNu( + atmosphere, r, mu, mu_s, nu, ray_r_mu_intersects_ground); + Number tex_coord_x = uvwz.x * Number(SCATTERING_TEXTURE_NU_SIZE - 1); + Number tex_x = floor(tex_coord_x); + Number lerp = tex_coord_x - tex_x; + vec3 uvw0 = vec3((tex_x + uvwz.y) / Number(SCATTERING_TEXTURE_NU_SIZE), + uvwz.z, uvwz.w); + vec3 uvw1 = vec3((tex_x + 1.0 + uvwz.y) / Number(SCATTERING_TEXTURE_NU_SIZE), + uvwz.z, uvwz.w); +#ifdef COMBINED_SCATTERING_TEXTURES + vec4 combined_scattering = + texture(scattering_texture, uvw0) * (1.0 - lerp) + + texture(scattering_texture, uvw1) * lerp; + IrradianceSpectrum scattering = IrradianceSpectrum(combined_scattering); + single_mie_scattering = + GetExtrapolatedSingleMieScattering(atmosphere, combined_scattering); +#else // COMBINED_SCATTERING_TEXTURES + IrradianceSpectrum scattering = IrradianceSpectrum( + texture(scattering_texture, uvw0) * (1.0 - lerp) + + texture(scattering_texture, uvw1) * lerp); + single_mie_scattering = IrradianceSpectrum( + texture(single_mie_scattering_texture, uvw0) * (1.0 - lerp) + + texture(single_mie_scattering_texture, uvw1) * lerp); +#endif // COMBINED_SCATTERING_TEXTURES + return scattering; +} + +// @shotamatsuda: Added for reading higher-order scattering texture. +#ifdef HAS_HIGHER_ORDER_SCATTERING_TEXTURE +IrradianceSpectrum GetScattering( + const AtmosphereParameters atmosphere, + const ReducedScatteringTexture scattering_texture, + const Length r, const Number mu, const Number mu_s, const Number nu, + const bool ray_r_mu_intersects_ground) { + vec4 uvwz = GetScatteringTextureUvwzFromRMuMuSNu( + atmosphere, r, mu, mu_s, nu, ray_r_mu_intersects_ground); + Number tex_coord_x = uvwz.x * Number(SCATTERING_TEXTURE_NU_SIZE - 1); + Number tex_x = floor(tex_coord_x); + Number lerp = tex_coord_x - tex_x; + vec3 uvw0 = vec3((tex_x + uvwz.y) / Number(SCATTERING_TEXTURE_NU_SIZE), + uvwz.z, uvwz.w); + vec3 uvw1 = vec3((tex_x + 1.0 + uvwz.y) / Number(SCATTERING_TEXTURE_NU_SIZE), + uvwz.z, uvwz.w); + IrradianceSpectrum scattering = IrradianceSpectrum( + texture(scattering_texture, uvw0) * (1.0 - lerp) + + texture(scattering_texture, uvw1) * lerp); + return scattering; +} +#endif // HAS_HIGHER_ORDER_SCATTERING_TEXTURE + +RadianceSpectrum GetSkyRadiance( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const ReducedScatteringTexture scattering_texture, + const ReducedScatteringTexture single_mie_scattering_texture, + Position camera, const Direction view_ray, const Length shadow_length, + const Direction sun_direction, + out DimensionlessSpectrum transmittance) { + // Compute the distance to the top atmosphere boundary along the view ray, + // assuming the viewer is in space (or NaN if the view ray does not intersect + // the atmosphere). + Length r = length(camera); + Length rmu = dot(camera, view_ray); + // @shotamatsuda: Use SafeSqrt instead. + // See: https://github.com/takram-design-engineering/three-geospatial/pull/26 + Length distance_to_top_atmosphere_boundary = -rmu - + SafeSqrt(rmu * rmu - r * r + + atmosphere.top_radius * atmosphere.top_radius); + // If the viewer is in space and the view ray intersects the atmosphere, move + // the viewer to the top atmosphere boundary (along the view ray): + if (distance_to_top_atmosphere_boundary > 0.0 * m) { + camera = camera + view_ray * distance_to_top_atmosphere_boundary; + r = atmosphere.top_radius; + rmu += distance_to_top_atmosphere_boundary; + } else if (r > atmosphere.top_radius) { + // If the view ray does not intersect the atmosphere, simply return 0. + transmittance = DimensionlessSpectrum(1.0); + return RadianceSpectrum(0.0 * watt_per_square_meter_per_sr_per_nm); + } + // Compute the r, mu, mu_s and nu parameters needed for the texture lookups. + Number mu = rmu / r; + Number mu_s = dot(camera, sun_direction) / r; + Number nu = dot(view_ray, sun_direction); + + // @shotamatsuda: For rendering points below the bottom atmosphere. + #ifdef GROUND + bool ray_r_mu_intersects_ground = RayIntersectsGround(atmosphere, r, mu); + #else // GROUND + bool ray_r_mu_intersects_ground = false; + #endif // GROUND + + transmittance = ray_r_mu_intersects_ground ? DimensionlessSpectrum(0.0) : + GetTransmittanceToTopAtmosphereBoundary( + atmosphere, transmittance_texture, r, mu); + IrradianceSpectrum single_mie_scattering; + IrradianceSpectrum scattering; + if (shadow_length == 0.0 * m) { + scattering = GetCombinedScattering( + atmosphere, scattering_texture, single_mie_scattering_texture, + r, mu, mu_s, nu, ray_r_mu_intersects_ground, + single_mie_scattering); + } else { + // Case of light shafts (shadow_length is the total length noted l in our + // paper): we omit the scattering between the camera and the point at + // distance l, by implementing Eq. (18) of the paper (shadow_transmittance + // is the T(x,x_s) term, scattering is the S|x_s=x+lv term). + Length d = shadow_length; + Length r_p = + ClampRadius(atmosphere, sqrt(d * d + 2.0 * r * mu * d + r * r)); + Number mu_p = (r * mu + d) / r_p; + Number mu_s_p = (r * mu_s + d * nu) / r_p; + + scattering = GetCombinedScattering( + atmosphere, scattering_texture, single_mie_scattering_texture, + r_p, mu_p, mu_s_p, nu, ray_r_mu_intersects_ground, + single_mie_scattering); + DimensionlessSpectrum shadow_transmittance = + GetTransmittance(atmosphere, transmittance_texture, + r, mu, shadow_length, ray_r_mu_intersects_ground); + // @shotamatsuda: Occlude only single Rayleigh scattering by the shadow. +#ifdef HAS_HIGHER_ORDER_SCATTERING_TEXTURE + IrradianceSpectrum higher_order_scattering = GetScattering( + atmosphere, higher_order_scattering_texture, + r_p, mu_p, mu_s_p, nu, ray_r_mu_intersects_ground); + IrradianceSpectrum single_scattering = scattering - higher_order_scattering; + scattering = single_scattering * shadow_transmittance + higher_order_scattering; +#else // HAS_HIGHER_ORDER_SCATTERING_TEXTURE + scattering = scattering * shadow_transmittance; +#endif // HAS_HIGHER_ORDER_SCATTERING_TEXTURE + single_mie_scattering = single_mie_scattering * shadow_transmittance; + } + return scattering * RayleighPhaseFunction(nu) + single_mie_scattering * + MiePhaseFunction(atmosphere.mie_phase_function_g, nu); +} + +// @shotamatsuda: Returns the point on the ray closest to the origin. +vec3 ClosestPointOnRay(const Position camera, const Position point) { + Position ray = point - camera; + Number t = clamp(-dot(camera, ray) / dot(ray, ray), 0.0, 1.0); + return camera + t * ray; +} + +vec2 RaySphereIntersections( + const Position camera, const Direction direction, const Length radius) { + float b = 2.0 * dot(direction, camera); + float c = dot(camera, camera) - radius * radius; + float discriminant = b * b - 4.0 * c; + float Q = sqrt(discriminant); + return vec2(-b - Q, -b + Q) * 0.5; +} + +// @shotamatsuda: Clip the view ray at the bottom atmosphere boundary. +bool ClipAtBottomAtmosphere( + const AtmosphereParameters atmosphere, + const Direction view_ray, inout Position camera, inout Position point) { + const Length eps = 0.0; + Length bottom_radius = atmosphere.bottom_radius + eps; + Length r_camera = length(camera); + Length r_point = length(point); + bool camera_below = r_camera < bottom_radius; + bool point_below = r_point < bottom_radius; + + vec2 t = RaySphereIntersections(camera, view_ray, bottom_radius); + Position intersection = camera + view_ray * (camera_below ? t.y : t.x); + camera = camera_below ? intersection : camera; + point = point_below ? intersection : point; + + return camera_below && point_below; +} + +RadianceSpectrum GetSkyRadianceToPoint( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const ReducedScatteringTexture scattering_texture, + const ReducedScatteringTexture single_mie_scattering_texture, + Position camera, Position point, const Length shadow_length, + const Direction sun_direction, out DimensionlessSpectrum transmittance) { + // @shotamatsuda: Avoid artifacts when the ray does not intersect the top + // atmosphere boundary. + if (length(ClosestPointOnRay(camera, point)) > atmosphere.top_radius) { + transmittance = vec3(1.0); + return vec3(0.0); + } + + Direction view_ray = normalize(point - camera); + if (ClipAtBottomAtmosphere(atmosphere, view_ray, camera, point)) { + transmittance = vec3(1.0); + return vec3(0.0); + } + + // Compute the distance to the top atmosphere boundary along the view ray, + // assuming the viewer is in space (or NaN if the view ray does not intersect + // the atmosphere). + Length r = length(camera); + Length rmu = dot(camera, view_ray); + // @shotamatsuda: Use SafeSqrt instead. + // See: https://github.com/takram-design-engineering/three-geospatial/pull/26 + Length distance_to_top_atmosphere_boundary = -rmu - + SafeSqrt(rmu * rmu - r * r + + atmosphere.top_radius * atmosphere.top_radius); + // If the viewer is in space and the view ray intersects the atmosphere, move + // the viewer to the top atmosphere boundary (along the view ray): + if (distance_to_top_atmosphere_boundary > 0.0 * m) { + camera = camera + view_ray * distance_to_top_atmosphere_boundary; + r = atmosphere.top_radius; + rmu += distance_to_top_atmosphere_boundary; + } + + // Compute the r, mu, mu_s and nu parameters for the first texture lookup. + Number mu = rmu / r; + Number mu_s = dot(camera, sun_direction) / r; + Number nu = dot(view_ray, sun_direction); + Length d = length(point - camera); + bool ray_r_mu_intersects_ground = RayIntersectsGround(atmosphere, r, mu); + + // @shotamatsuda: Hack to avoid rendering artifacts near the horizon, due to + // finite atmosphere texture resolution and finite floating point precision. + // See: https://github.com/ebruneton/precomputed_atmospheric_scattering/pull/32 + if (!ray_r_mu_intersects_ground) { + Number mu_horizon = -SafeSqrt(1.0 - + (atmosphere.bottom_radius * atmosphere.bottom_radius) / (r * r)); + const Number eps = 0.004; + mu = max(mu, mu_horizon + eps); + } + + transmittance = GetTransmittance(atmosphere, transmittance_texture, + r, mu, d, ray_r_mu_intersects_ground); + + IrradianceSpectrum single_mie_scattering; + IrradianceSpectrum scattering = GetCombinedScattering( + atmosphere, scattering_texture, single_mie_scattering_texture, + r, mu, mu_s, nu, ray_r_mu_intersects_ground, + single_mie_scattering); + + // Compute the r, mu, mu_s and nu parameters for the second texture lookup. + // If shadow_length is not 0 (case of light shafts), we want to ignore the + // scattering along the last shadow_length meters of the view ray, which we + // do by subtracting shadow_length from d (this way scattering_p is equal to + // the S|x_s=x_0-lv term in Eq. (17) of our paper). + d = max(d - shadow_length, 0.0 * m); + Length r_p = ClampRadius(atmosphere, sqrt(d * d + 2.0 * r * mu * d + r * r)); + Number mu_p = (r * mu + d) / r_p; + Number mu_s_p = (r * mu_s + d * nu) / r_p; + + IrradianceSpectrum single_mie_scattering_p; + IrradianceSpectrum scattering_p = GetCombinedScattering( + atmosphere, scattering_texture, single_mie_scattering_texture, + r_p, mu_p, mu_s_p, nu, ray_r_mu_intersects_ground, + single_mie_scattering_p); + + // Combine the lookup results to get the scattering between camera and point. + DimensionlessSpectrum shadow_transmittance = transmittance; + if (shadow_length > 0.0 * m) { + // This is the T(x,x_s) term in Eq. (17) of our paper, for light shafts. + shadow_transmittance = GetTransmittance(atmosphere, transmittance_texture, + r, mu, d, ray_r_mu_intersects_ground); + } + // @shotamatsuda: Occlude only single Rayleigh scattering by the shadow. +#ifdef HAS_HIGHER_ORDER_SCATTERING_TEXTURE + IrradianceSpectrum higher_order_scattering = GetScattering( + atmosphere, higher_order_scattering_texture, + r, mu, mu_s, nu, ray_r_mu_intersects_ground); + IrradianceSpectrum single_scattering = scattering - higher_order_scattering; + IrradianceSpectrum higher_order_scattering_p = GetScattering( + atmosphere, higher_order_scattering_texture, + r_p, mu_p, mu_s_p, nu, ray_r_mu_intersects_ground); + IrradianceSpectrum single_scattering_p = + scattering_p - higher_order_scattering_p; + scattering = + single_scattering - shadow_transmittance * single_scattering_p + + higher_order_scattering - transmittance * higher_order_scattering_p; +#else // HAS_HIGHER_ORDER_SCATTERING_TEXTURE + scattering = scattering - shadow_transmittance * scattering_p; +#endif // HAS_HIGHER_ORDER_SCATTERING_TEXTURE + + single_mie_scattering = + single_mie_scattering - shadow_transmittance * single_mie_scattering_p; +#ifdef COMBINED_SCATTERING_TEXTURES + single_mie_scattering = GetExtrapolatedSingleMieScattering( + atmosphere, vec4(scattering, single_mie_scattering.r)); +#endif // COMBINED_SCATTERING_TEXTURES + + // Hack to avoid rendering artifacts when the sun is below the horizon. + single_mie_scattering = single_mie_scattering * + smoothstep(Number(0.0), Number(0.01), mu_s); + + return scattering * RayleighPhaseFunction(nu) + single_mie_scattering * + MiePhaseFunction(atmosphere.mie_phase_function_g, nu); +} + +IrradianceSpectrum GetSunAndSkyIrradiance( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const IrradianceTexture irradiance_texture, + const Position point, const Direction normal, const Direction sun_direction, + out IrradianceSpectrum sky_irradiance) { + Length r = length(point); + Number mu_s = dot(point, sun_direction) / r; + + // Indirect irradiance (approximated if the surface is not horizontal). + sky_irradiance = GetIrradiance(atmosphere, irradiance_texture, r, mu_s) * + (1.0 + dot(normal, point) / r) * 0.5; + + // Direct irradiance. + return atmosphere.solar_irradiance * + GetTransmittanceToSun( + atmosphere, transmittance_texture, r, mu_s) * + max(dot(normal, sun_direction), 0.0); +} + +// @shotamatsuda: Added for the clouds. +IrradianceSpectrum GetSunAndSkyScalarIrradiance( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const IrradianceTexture irradiance_texture, + const Position point, const Direction sun_direction, + out IrradianceSpectrum sky_irradiance) { + Length r = length(point); + Number mu_s = dot(point, sun_direction) / r; + + // Indirect irradiance. Integral over sphere yields 2π. + sky_irradiance = GetIrradiance(atmosphere, irradiance_texture, r, mu_s) * + 2.0 * PI; + + // Direct irradiance. Omit the cosine term. + return atmosphere.solar_irradiance * + GetTransmittanceToSun(atmosphere, transmittance_texture, r, mu_s); +} + +Luminance3 GetSolarLuminance() { + return ATMOSPHERE.solar_irradiance / + (PI * ATMOSPHERE.sun_angular_radius * ATMOSPHERE.sun_angular_radius) * + SUN_SPECTRAL_RADIANCE_TO_LUMINANCE; +} + +Luminance3 GetSkyLuminance( + const Position camera, Direction view_ray, const Length shadow_length, + const Direction sun_direction, out DimensionlessSpectrum transmittance) { + return GetSkyRadiance(ATMOSPHERE, transmittance_texture, + scattering_texture, single_mie_scattering_texture, + camera, view_ray, shadow_length, sun_direction, + transmittance) * SKY_SPECTRAL_RADIANCE_TO_LUMINANCE; +} + +Luminance3 GetSkyLuminanceToPoint( + const Position camera, const Position point, const Length shadow_length, + const Direction sun_direction, out DimensionlessSpectrum transmittance) { + return GetSkyRadianceToPoint(ATMOSPHERE, transmittance_texture, + scattering_texture, single_mie_scattering_texture, + camera, point, shadow_length, sun_direction, transmittance) * + SKY_SPECTRAL_RADIANCE_TO_LUMINANCE; +} + +Illuminance3 GetSunAndSkyIlluminance( + const Position p, const Direction normal, const Direction sun_direction, + out IrradianceSpectrum sky_irradiance) { + IrradianceSpectrum sun_irradiance = GetSunAndSkyIrradiance( + ATMOSPHERE, transmittance_texture, irradiance_texture, p, normal, + sun_direction, sky_irradiance); + sky_irradiance *= SKY_SPECTRAL_RADIANCE_TO_LUMINANCE; + return sun_irradiance * SUN_SPECTRAL_RADIANCE_TO_LUMINANCE; +} + +// @shotamatsuda: Added for the clouds. +Illuminance3 GetSunAndSkyScalarIlluminance( + const Position p, const Direction sun_direction, + out IrradianceSpectrum sky_irradiance) { + IrradianceSpectrum sun_irradiance = GetSunAndSkyScalarIrradiance( + ATMOSPHERE, transmittance_texture, irradiance_texture, p, + sun_direction, sky_irradiance); + sky_irradiance *= SKY_SPECTRAL_RADIANCE_TO_LUMINANCE; + return sun_irradiance * SUN_SPECTRAL_RADIANCE_TO_LUMINANCE; +} + +#define GetSolarRadiance GetSolarLuminance +#define GetSkyRadiance GetSkyLuminance +#define GetSkyRadianceToPoint GetSkyLuminanceToPoint +#define GetSunAndSkyIrradiance GetSunAndSkyIlluminance +#define GetSunAndSkyScalarIrradiance GetSunAndSkyScalarIlluminance +`,Ef=`// Based on: https://github.com/ebruneton/precomputed_atmospheric_scattering/blob/master/atmosphere/functions.glsl + +/** + * Copyright (c) 2017 Eric Bruneton + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. Neither the name of the copyright holders nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF + * THE POSSIBILITY OF SUCH DAMAGE. + * + * Precomputed Atmospheric Scattering + * Copyright (c) 2008 INRIA + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * 3. Neither the name of the copyright holders nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF + * THE POSSIBILITY OF SUCH DAMAGE. + */ + +Number GetLayerDensity(const DensityProfileLayer layer, const Length altitude) { + Number density = layer.exp_term * exp(layer.exp_scale * altitude) + + layer.linear_term * altitude + layer.constant_term; + return clamp(density, Number(0.0), Number(1.0)); +} + +Number GetProfileDensity(const DensityProfile profile, const Length altitude) { + DensityProfileLayer layers[2] = profile.layers; + return altitude < layers[0].width + ? GetLayerDensity(layers[0], altitude) + : GetLayerDensity(layers[1], altitude); +} + +Length ComputeOpticalLengthToTopAtmosphereBoundary( + const AtmosphereParameters atmosphere, const DensityProfile profile, + const Length r, const Number mu) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu >= -1.0 && mu <= 1.0); + // Number of intervals for the numerical integration. + const int SAMPLE_COUNT = 500; + // The integration step, i.e. the length of each integration interval. + Length dx = + DistanceToTopAtmosphereBoundary(atmosphere, r, mu) / Number(SAMPLE_COUNT); + // Integration loop. + Length result = 0.0 * m; + for (int i = 0; i <= SAMPLE_COUNT; ++i) { + Length d_i = Number(i) * dx; + // Distance between the current sample point and the planet center. + Length r_i = sqrt(d_i * d_i + 2.0 * r * mu * d_i + r * r); + // Number density at the current sample point (divided by the number density + // at the bottom of the atmosphere, yielding a dimensionless number). + Number y_i = GetProfileDensity(profile, r_i - atmosphere.bottom_radius); + // Sample weight (from the trapezoidal rule). + Number weight_i = i == 0 || i == SAMPLE_COUNT ? 0.5 : 1.0; + result += y_i * weight_i * dx; + } + return result; +} + +DimensionlessSpectrum ComputeTransmittanceToTopAtmosphereBoundary( + const AtmosphereParameters atmosphere, const Length r, const Number mu) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu >= -1.0 && mu <= 1.0); + vec3 optical_depth = ( + atmosphere.rayleigh_scattering * + ComputeOpticalLengthToTopAtmosphereBoundary( + atmosphere, atmosphere.rayleigh_density, r, mu) + + atmosphere.mie_extinction * + ComputeOpticalLengthToTopAtmosphereBoundary( + atmosphere, atmosphere.mie_density, r, mu) + + atmosphere.absorption_extinction * + ComputeOpticalLengthToTopAtmosphereBoundary( + atmosphere, atmosphere.absorption_density, r, mu)); + // @shotamatsuda: Added for the precomputation stage in half-float precision. + #ifdef TRANSMITTANCE_PRECISION_LOG + return optical_depth; + #else // TRANSMITTANCE_PRECISION_LOG + return exp(-optical_depth); + #endif // TRANSMITTANCE_PRECISION_LOG +} + +Number GetUnitRangeFromTextureCoord(const Number u, const int texture_size) { + return (u - 0.5 / Number(texture_size)) / (1.0 - 1.0 / Number(texture_size)); +} + +void GetRMuFromTransmittanceTextureUv(const AtmosphereParameters atmosphere, + const vec2 uv, out Length r, out Number mu) { + assert(uv.x >= 0.0 && uv.x <= 1.0); + assert(uv.y >= 0.0 && uv.y <= 1.0); + Number x_mu = GetUnitRangeFromTextureCoord(uv.x, TRANSMITTANCE_TEXTURE_WIDTH); + Number x_r = GetUnitRangeFromTextureCoord(uv.y, TRANSMITTANCE_TEXTURE_HEIGHT); + // Distance to top atmosphere boundary for a horizontal ray at ground level. + Length H = sqrt(atmosphere.top_radius * atmosphere.top_radius - + atmosphere.bottom_radius * atmosphere.bottom_radius); + // Distance to the horizon, from which we can compute r: + Length rho = H * x_r; + r = sqrt(rho * rho + atmosphere.bottom_radius * atmosphere.bottom_radius); + // Distance to the top atmosphere boundary for the ray (r,mu), and its minimum + // and maximum values over all mu - obtained for (r,1) and (r,mu_horizon) - + // from which we can recover mu: + Length d_min = atmosphere.top_radius - r; + Length d_max = rho + H; + Length d = d_min + x_mu * (d_max - d_min); + mu = d == 0.0 * m ? Number(1.0) : (H * H - rho * rho - d * d) / (2.0 * r * d); + mu = ClampCosine(mu); +} + +DimensionlessSpectrum ComputeTransmittanceToTopAtmosphereBoundaryTexture( + const AtmosphereParameters atmosphere, const vec2 frag_coord) { + const vec2 TRANSMITTANCE_TEXTURE_SIZE = + vec2(TRANSMITTANCE_TEXTURE_WIDTH, TRANSMITTANCE_TEXTURE_HEIGHT); + Length r; + Number mu; + GetRMuFromTransmittanceTextureUv( + atmosphere, frag_coord / TRANSMITTANCE_TEXTURE_SIZE, r, mu); + return ComputeTransmittanceToTopAtmosphereBoundary(atmosphere, r, mu); +} + +void ComputeSingleScatteringIntegrand( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const Length r, const Number mu, const Number mu_s, const Number nu, + const Length d, const bool ray_r_mu_intersects_ground, + out DimensionlessSpectrum rayleigh, out DimensionlessSpectrum mie) { + Length r_d = ClampRadius(atmosphere, sqrt(d * d + 2.0 * r * mu * d + r * r)); + Number mu_s_d = ClampCosine((r * mu_s + d * nu) / r_d); + DimensionlessSpectrum transmittance = + GetTransmittance( + atmosphere, transmittance_texture, r, mu, d, + ray_r_mu_intersects_ground) * + GetTransmittanceToSun( + atmosphere, transmittance_texture, r_d, mu_s_d); + rayleigh = transmittance * GetProfileDensity( + atmosphere.rayleigh_density, r_d - atmosphere.bottom_radius); + mie = transmittance * GetProfileDensity( + atmosphere.mie_density, r_d - atmosphere.bottom_radius); +} + +Length DistanceToNearestAtmosphereBoundary(const AtmosphereParameters atmosphere, + Length r, Number mu, bool ray_r_mu_intersects_ground) { + if (ray_r_mu_intersects_ground) { + return DistanceToBottomAtmosphereBoundary(atmosphere, r, mu); + } else { + return DistanceToTopAtmosphereBoundary(atmosphere, r, mu); + } +} + +void ComputeSingleScattering( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const Length r, const Number mu, const Number mu_s, const Number nu, + const bool ray_r_mu_intersects_ground, + out IrradianceSpectrum rayleigh, out IrradianceSpectrum mie) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu >= -1.0 && mu <= 1.0); + assert(mu_s >= -1.0 && mu_s <= 1.0); + assert(nu >= -1.0 && nu <= 1.0); + + // Number of intervals for the numerical integration. + const int SAMPLE_COUNT = 50; + // The integration step, i.e. the length of each integration interval. + Length dx = + DistanceToNearestAtmosphereBoundary(atmosphere, r, mu, + ray_r_mu_intersects_ground) / Number(SAMPLE_COUNT); + // Integration loop. + DimensionlessSpectrum rayleigh_sum = DimensionlessSpectrum(0.0); + DimensionlessSpectrum mie_sum = DimensionlessSpectrum(0.0); + for (int i = 0; i <= SAMPLE_COUNT; ++i) { + Length d_i = Number(i) * dx; + // The Rayleigh and Mie single scattering at the current sample point. + DimensionlessSpectrum rayleigh_i; + DimensionlessSpectrum mie_i; + ComputeSingleScatteringIntegrand(atmosphere, transmittance_texture, + r, mu, mu_s, nu, d_i, ray_r_mu_intersects_ground, rayleigh_i, mie_i); + // Sample weight (from the trapezoidal rule). + Number weight_i = (i == 0 || i == SAMPLE_COUNT) ? 0.5 : 1.0; + rayleigh_sum += rayleigh_i * weight_i; + mie_sum += mie_i * weight_i; + } + rayleigh = rayleigh_sum * dx * atmosphere.solar_irradiance * + atmosphere.rayleigh_scattering; + mie = mie_sum * dx * atmosphere.solar_irradiance * atmosphere.mie_scattering; +} + +void GetRMuMuSNuFromScatteringTextureUvwz(const AtmosphereParameters atmosphere, + const vec4 uvwz, out Length r, out Number mu, out Number mu_s, + out Number nu, out bool ray_r_mu_intersects_ground) { + assert(uvwz.x >= 0.0 && uvwz.x <= 1.0); + assert(uvwz.y >= 0.0 && uvwz.y <= 1.0); + assert(uvwz.z >= 0.0 && uvwz.z <= 1.0); + assert(uvwz.w >= 0.0 && uvwz.w <= 1.0); + + // Distance to top atmosphere boundary for a horizontal ray at ground level. + Length H = sqrt(atmosphere.top_radius * atmosphere.top_radius - + atmosphere.bottom_radius * atmosphere.bottom_radius); + // Distance to the horizon. + Length rho = + H * GetUnitRangeFromTextureCoord(uvwz.w, SCATTERING_TEXTURE_R_SIZE); + r = sqrt(rho * rho + atmosphere.bottom_radius * atmosphere.bottom_radius); + + if (uvwz.z < 0.5) { + // Distance to the ground for the ray (r,mu), and its minimum and maximum + // values over all mu - obtained for (r,-1) and (r,mu_horizon) - from which + // we can recover mu: + Length d_min = r - atmosphere.bottom_radius; + Length d_max = rho; + Length d = d_min + (d_max - d_min) * GetUnitRangeFromTextureCoord( + 1.0 - 2.0 * uvwz.z, SCATTERING_TEXTURE_MU_SIZE / 2); + mu = d == 0.0 * m ? Number(-1.0) : + ClampCosine(-(rho * rho + d * d) / (2.0 * r * d)); + ray_r_mu_intersects_ground = true; + } else { + // Distance to the top atmosphere boundary for the ray (r,mu), and its + // minimum and maximum values over all mu - obtained for (r,1) and + // (r,mu_horizon) - from which we can recover mu: + Length d_min = atmosphere.top_radius - r; + Length d_max = rho + H; + Length d = d_min + (d_max - d_min) * GetUnitRangeFromTextureCoord( + 2.0 * uvwz.z - 1.0, SCATTERING_TEXTURE_MU_SIZE / 2); + mu = d == 0.0 * m ? Number(1.0) : + ClampCosine((H * H - rho * rho - d * d) / (2.0 * r * d)); + ray_r_mu_intersects_ground = false; + } + + Number x_mu_s = + GetUnitRangeFromTextureCoord(uvwz.y, SCATTERING_TEXTURE_MU_S_SIZE); + Length d_min = atmosphere.top_radius - atmosphere.bottom_radius; + Length d_max = H; + Length D = DistanceToTopAtmosphereBoundary( + atmosphere, atmosphere.bottom_radius, atmosphere.mu_s_min); + Number A = (D - d_min) / (d_max - d_min); + Number a = (A - x_mu_s * A) / (1.0 + x_mu_s * A); + Length d = d_min + min(a, A) * (d_max - d_min); + mu_s = d == 0.0 * m ? Number(1.0) : + ClampCosine((H * H - d * d) / (2.0 * atmosphere.bottom_radius * d)); + + nu = ClampCosine(uvwz.x * 2.0 - 1.0); +} + +void GetRMuMuSNuFromScatteringTextureFragCoord( + const AtmosphereParameters atmosphere, const vec3 frag_coord, + out Length r, out Number mu, out Number mu_s, out Number nu, + out bool ray_r_mu_intersects_ground) { + const vec4 SCATTERING_TEXTURE_SIZE = vec4( + SCATTERING_TEXTURE_NU_SIZE - 1, + SCATTERING_TEXTURE_MU_S_SIZE, + SCATTERING_TEXTURE_MU_SIZE, + SCATTERING_TEXTURE_R_SIZE); + Number frag_coord_nu = + floor(frag_coord.x / Number(SCATTERING_TEXTURE_MU_S_SIZE)); + Number frag_coord_mu_s = + mod(frag_coord.x, Number(SCATTERING_TEXTURE_MU_S_SIZE)); + vec4 uvwz = + vec4(frag_coord_nu, frag_coord_mu_s, frag_coord.y, frag_coord.z) / + SCATTERING_TEXTURE_SIZE; + GetRMuMuSNuFromScatteringTextureUvwz( + atmosphere, uvwz, r, mu, mu_s, nu, ray_r_mu_intersects_ground); + // Clamp nu to its valid range of values, given mu and mu_s. + nu = clamp(nu, mu * mu_s - sqrt((1.0 - mu * mu) * (1.0 - mu_s * mu_s)), + mu * mu_s + sqrt((1.0 - mu * mu) * (1.0 - mu_s * mu_s))); +} + +void ComputeSingleScatteringTexture(const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, const vec3 frag_coord, + out IrradianceSpectrum rayleigh, out IrradianceSpectrum mie) { + Length r; + Number mu; + Number mu_s; + Number nu; + bool ray_r_mu_intersects_ground; + GetRMuMuSNuFromScatteringTextureFragCoord(atmosphere, frag_coord, + r, mu, mu_s, nu, ray_r_mu_intersects_ground); + ComputeSingleScattering(atmosphere, transmittance_texture, + r, mu, mu_s, nu, ray_r_mu_intersects_ground, rayleigh, mie); +} + +AbstractSpectrum GetScattering( + const AtmosphereParameters atmosphere, + const AbstractScatteringTexture scattering_texture, + const Length r, const Number mu, const Number mu_s, const Number nu, + const bool ray_r_mu_intersects_ground) { + vec4 uvwz = GetScatteringTextureUvwzFromRMuMuSNu( + atmosphere, r, mu, mu_s, nu, ray_r_mu_intersects_ground); + Number tex_coord_x = uvwz.x * Number(SCATTERING_TEXTURE_NU_SIZE - 1); + Number tex_x = floor(tex_coord_x); + Number lerp = tex_coord_x - tex_x; + vec3 uvw0 = vec3((tex_x + uvwz.y) / Number(SCATTERING_TEXTURE_NU_SIZE), + uvwz.z, uvwz.w); + vec3 uvw1 = vec3((tex_x + 1.0 + uvwz.y) / Number(SCATTERING_TEXTURE_NU_SIZE), + uvwz.z, uvwz.w); + return AbstractSpectrum(texture(scattering_texture, uvw0) * (1.0 - lerp) + + texture(scattering_texture, uvw1) * lerp); +} + +RadianceSpectrum GetScattering( + const AtmosphereParameters atmosphere, + const ReducedScatteringTexture single_rayleigh_scattering_texture, + const ReducedScatteringTexture single_mie_scattering_texture, + const ScatteringTexture multiple_scattering_texture, + const Length r, const Number mu, const Number mu_s, const Number nu, + const bool ray_r_mu_intersects_ground, + const int scattering_order) { + if (scattering_order == 1) { + IrradianceSpectrum rayleigh = GetScattering( + atmosphere, single_rayleigh_scattering_texture, r, mu, mu_s, nu, + ray_r_mu_intersects_ground); + IrradianceSpectrum mie = GetScattering( + atmosphere, single_mie_scattering_texture, r, mu, mu_s, nu, + ray_r_mu_intersects_ground); + return rayleigh * RayleighPhaseFunction(nu) + + mie * MiePhaseFunction(atmosphere.mie_phase_function_g, nu); + } else { + return GetScattering( + atmosphere, multiple_scattering_texture, r, mu, mu_s, nu, + ray_r_mu_intersects_ground); + } +} + +IrradianceSpectrum GetIrradiance( + const AtmosphereParameters atmosphere, + const IrradianceTexture irradiance_texture, + const Length r, const Number mu_s); + +RadianceDensitySpectrum ComputeScatteringDensity( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const ReducedScatteringTexture single_rayleigh_scattering_texture, + const ReducedScatteringTexture single_mie_scattering_texture, + const ScatteringTexture multiple_scattering_texture, + const IrradianceTexture irradiance_texture, + const Length r, const Number mu, const Number mu_s, const Number nu, + const int scattering_order) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu >= -1.0 && mu <= 1.0); + assert(mu_s >= -1.0 && mu_s <= 1.0); + assert(nu >= -1.0 && nu <= 1.0); + assert(scattering_order >= 2); + + // Compute unit direction vectors for the zenith, the view direction omega and + // and the sun direction omega_s, such that the cosine of the view-zenith + // angle is mu, the cosine of the sun-zenith angle is mu_s, and the cosine of + // the view-sun angle is nu. The goal is to simplify computations below. + vec3 zenith_direction = vec3(0.0, 0.0, 1.0); + vec3 omega = vec3(sqrt(1.0 - mu * mu), 0.0, mu); + Number sun_dir_x = omega.x == 0.0 ? 0.0 : (nu - mu * mu_s) / omega.x; + Number sun_dir_y = sqrt(max(1.0 - sun_dir_x * sun_dir_x - mu_s * mu_s, 0.0)); + vec3 omega_s = vec3(sun_dir_x, sun_dir_y, mu_s); + + const int SAMPLE_COUNT = 16; + const Angle dphi = pi / Number(SAMPLE_COUNT); + const Angle dtheta = pi / Number(SAMPLE_COUNT); + RadianceDensitySpectrum rayleigh_mie = + RadianceDensitySpectrum(0.0 * watt_per_cubic_meter_per_sr_per_nm); + + // Nested loops for the integral over all the incident directions omega_i. + for (int l = 0; l < SAMPLE_COUNT; ++l) { + Angle theta = (Number(l) + 0.5) * dtheta; + Number cos_theta = cos(theta); + Number sin_theta = sin(theta); + bool ray_r_theta_intersects_ground = + RayIntersectsGround(atmosphere, r, cos_theta); + + // The distance and transmittance to the ground only depend on theta, so we + // can compute them in the outer loop for efficiency. + Length distance_to_ground = 0.0 * m; + DimensionlessSpectrum transmittance_to_ground = DimensionlessSpectrum(0.0); + DimensionlessSpectrum ground_albedo = DimensionlessSpectrum(0.0); + if (ray_r_theta_intersects_ground) { + distance_to_ground = + DistanceToBottomAtmosphereBoundary(atmosphere, r, cos_theta); + transmittance_to_ground = + GetTransmittance(atmosphere, transmittance_texture, r, cos_theta, + distance_to_ground, true /* ray_intersects_ground */); + ground_albedo = atmosphere.ground_albedo; + } + + for (int m = 0; m < 2 * SAMPLE_COUNT; ++m) { + Angle phi = (Number(m) + 0.5) * dphi; + vec3 omega_i = + vec3(cos(phi) * sin_theta, sin(phi) * sin_theta, cos_theta); + SolidAngle domega_i = (dtheta / rad) * (dphi / rad) * sin(theta) * sr; + + // The radiance L_i arriving from direction omega_i after n-1 bounces is + // the sum of a term given by the precomputed scattering texture for the + // (n-1)-th order: + Number nu1 = dot(omega_s, omega_i); + RadianceSpectrum incident_radiance = GetScattering(atmosphere, + single_rayleigh_scattering_texture, single_mie_scattering_texture, + multiple_scattering_texture, r, omega_i.z, mu_s, nu1, + ray_r_theta_intersects_ground, scattering_order - 1); + + // and of the contribution from the light paths with n-1 bounces and whose + // last bounce is on the ground. This contribution is the product of the + // transmittance to the ground, the ground albedo, the ground BRDF, and + // the irradiance received on the ground after n-2 bounces. + vec3 ground_normal = + normalize(zenith_direction * r + omega_i * distance_to_ground); + IrradianceSpectrum ground_irradiance = GetIrradiance( + atmosphere, irradiance_texture, atmosphere.bottom_radius, + dot(ground_normal, omega_s)); + incident_radiance += transmittance_to_ground * + ground_albedo * (1.0 / (PI * sr)) * ground_irradiance; + + // The radiance finally scattered from direction omega_i towards direction + // -omega is the product of the incident radiance, the scattering + // coefficient, and the phase function for directions omega and omega_i + // (all this summed over all particle types, i.e. Rayleigh and Mie). + Number nu2 = dot(omega, omega_i); + Number rayleigh_density = GetProfileDensity( + atmosphere.rayleigh_density, r - atmosphere.bottom_radius); + Number mie_density = GetProfileDensity( + atmosphere.mie_density, r - atmosphere.bottom_radius); + rayleigh_mie += incident_radiance * ( + atmosphere.rayleigh_scattering * rayleigh_density * + RayleighPhaseFunction(nu2) + + atmosphere.mie_scattering * mie_density * + MiePhaseFunction(atmosphere.mie_phase_function_g, nu2)) * + domega_i; + } + } + return rayleigh_mie; +} + +RadianceSpectrum ComputeMultipleScattering( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const ScatteringDensityTexture scattering_density_texture, + const Length r, const Number mu, const Number mu_s, const Number nu, + const bool ray_r_mu_intersects_ground) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu >= -1.0 && mu <= 1.0); + assert(mu_s >= -1.0 && mu_s <= 1.0); + assert(nu >= -1.0 && nu <= 1.0); + + // Number of intervals for the numerical integration. + const int SAMPLE_COUNT = 50; + // The integration step, i.e. the length of each integration interval. + Length dx = + DistanceToNearestAtmosphereBoundary( + atmosphere, r, mu, ray_r_mu_intersects_ground) / + Number(SAMPLE_COUNT); + // Integration loop. + RadianceSpectrum rayleigh_mie_sum = + RadianceSpectrum(0.0 * watt_per_square_meter_per_sr_per_nm); + for (int i = 0; i <= SAMPLE_COUNT; ++i) { + Length d_i = Number(i) * dx; + + // The r, mu and mu_s parameters at the current integration point (see the + // single scattering section for a detailed explanation). + Length r_i = + ClampRadius(atmosphere, sqrt(d_i * d_i + 2.0 * r * mu * d_i + r * r)); + Number mu_i = ClampCosine((r * mu + d_i) / r_i); + Number mu_s_i = ClampCosine((r * mu_s + d_i * nu) / r_i); + + // The Rayleigh and Mie multiple scattering at the current sample point. + RadianceSpectrum rayleigh_mie_i = + GetScattering( + atmosphere, scattering_density_texture, r_i, mu_i, mu_s_i, nu, + ray_r_mu_intersects_ground) * + GetTransmittance( + atmosphere, transmittance_texture, r, mu, d_i, + ray_r_mu_intersects_ground) * + dx; + // Sample weight (from the trapezoidal rule). + Number weight_i = (i == 0 || i == SAMPLE_COUNT) ? 0.5 : 1.0; + rayleigh_mie_sum += rayleigh_mie_i * weight_i; + } + return rayleigh_mie_sum; +} + +RadianceDensitySpectrum ComputeScatteringDensityTexture( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const ReducedScatteringTexture single_rayleigh_scattering_texture, + const ReducedScatteringTexture single_mie_scattering_texture, + const ScatteringTexture multiple_scattering_texture, + const IrradianceTexture irradiance_texture, + const vec3 frag_coord, const int scattering_order) { + Length r; + Number mu; + Number mu_s; + Number nu; + bool ray_r_mu_intersects_ground; + GetRMuMuSNuFromScatteringTextureFragCoord(atmosphere, frag_coord, + r, mu, mu_s, nu, ray_r_mu_intersects_ground); + return ComputeScatteringDensity(atmosphere, transmittance_texture, + single_rayleigh_scattering_texture, single_mie_scattering_texture, + multiple_scattering_texture, irradiance_texture, r, mu, mu_s, nu, + scattering_order); +} + +RadianceSpectrum ComputeMultipleScatteringTexture( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const ScatteringDensityTexture scattering_density_texture, + const vec3 frag_coord, out Number nu) { + Length r; + Number mu; + Number mu_s; + bool ray_r_mu_intersects_ground; + GetRMuMuSNuFromScatteringTextureFragCoord(atmosphere, frag_coord, + r, mu, mu_s, nu, ray_r_mu_intersects_ground); + return ComputeMultipleScattering(atmosphere, transmittance_texture, + scattering_density_texture, r, mu, mu_s, nu, + ray_r_mu_intersects_ground); +} + +IrradianceSpectrum ComputeDirectIrradiance( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const Length r, const Number mu_s) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu_s >= -1.0 && mu_s <= 1.0); + + Number alpha_s = atmosphere.sun_angular_radius / rad; + // Approximate average of the cosine factor mu_s over the visible fraction of + // the Sun disc. + Number average_cosine_factor = + mu_s < -alpha_s ? 0.0 : (mu_s > alpha_s ? mu_s : + (mu_s + alpha_s) * (mu_s + alpha_s) / (4.0 * alpha_s)); + + return atmosphere.solar_irradiance * + GetTransmittanceToTopAtmosphereBoundary( + atmosphere, transmittance_texture, r, mu_s) * average_cosine_factor; + +} + +IrradianceSpectrum ComputeIndirectIrradiance( + const AtmosphereParameters atmosphere, + const ReducedScatteringTexture single_rayleigh_scattering_texture, + const ReducedScatteringTexture single_mie_scattering_texture, + const ScatteringTexture multiple_scattering_texture, + const Length r, const Number mu_s, const int scattering_order) { + assert(r >= atmosphere.bottom_radius && r <= atmosphere.top_radius); + assert(mu_s >= -1.0 && mu_s <= 1.0); + assert(scattering_order >= 1); + + const int SAMPLE_COUNT = 32; + const Angle dphi = pi / Number(SAMPLE_COUNT); + const Angle dtheta = pi / Number(SAMPLE_COUNT); + + IrradianceSpectrum result = + IrradianceSpectrum(0.0 * watt_per_square_meter_per_nm); + vec3 omega_s = vec3(sqrt(1.0 - mu_s * mu_s), 0.0, mu_s); + for (int j = 0; j < SAMPLE_COUNT / 2; ++j) { + Angle theta = (Number(j) + 0.5) * dtheta; + for (int i = 0; i < 2 * SAMPLE_COUNT; ++i) { + Angle phi = (Number(i) + 0.5) * dphi; + vec3 omega = + vec3(cos(phi) * sin(theta), sin(phi) * sin(theta), cos(theta)); + SolidAngle domega = (dtheta / rad) * (dphi / rad) * sin(theta) * sr; + + Number nu = dot(omega, omega_s); + result += GetScattering(atmosphere, single_rayleigh_scattering_texture, + single_mie_scattering_texture, multiple_scattering_texture, + r, omega.z, mu_s, nu, false /* ray_r_theta_intersects_ground */, + scattering_order) * + omega.z * domega; + } + } + return result; +} + +void GetRMuSFromIrradianceTextureUv(const AtmosphereParameters atmosphere, + const vec2 uv, out Length r, out Number mu_s) { + assert(uv.x >= 0.0 && uv.x <= 1.0); + assert(uv.y >= 0.0 && uv.y <= 1.0); + Number x_mu_s = GetUnitRangeFromTextureCoord(uv.x, IRRADIANCE_TEXTURE_WIDTH); + Number x_r = GetUnitRangeFromTextureCoord(uv.y, IRRADIANCE_TEXTURE_HEIGHT); + r = atmosphere.bottom_radius + + x_r * (atmosphere.top_radius - atmosphere.bottom_radius); + mu_s = ClampCosine(2.0 * x_mu_s - 1.0); +} + +const vec2 IRRADIANCE_TEXTURE_SIZE = + vec2(IRRADIANCE_TEXTURE_WIDTH, IRRADIANCE_TEXTURE_HEIGHT); + +IrradianceSpectrum ComputeDirectIrradianceTexture( + const AtmosphereParameters atmosphere, + const TransmittanceTexture transmittance_texture, + const vec2 frag_coord) { + Length r; + Number mu_s; + GetRMuSFromIrradianceTextureUv( + atmosphere, frag_coord / IRRADIANCE_TEXTURE_SIZE, r, mu_s); + return ComputeDirectIrradiance(atmosphere, transmittance_texture, r, mu_s); +} + +IrradianceSpectrum ComputeIndirectIrradianceTexture( + const AtmosphereParameters atmosphere, + const ReducedScatteringTexture single_rayleigh_scattering_texture, + const ReducedScatteringTexture single_mie_scattering_texture, + const ScatteringTexture multiple_scattering_texture, + const vec2 frag_coord, const int scattering_order) { + Length r; + Number mu_s; + GetRMuSFromIrradianceTextureUv( + atmosphere, frag_coord / IRRADIANCE_TEXTURE_SIZE, r, mu_s); + return ComputeIndirectIrradiance(atmosphere, + single_rayleigh_scattering_texture, single_mie_scattering_texture, + multiple_scattering_texture, r, mu_s, scattering_order); +} +`,xne=new L(.2126,.7152,.0722),yne=["solarIrradiance","sunAngularRadius","bottomRadius","topRadius","rayleighDensity","rayleighScattering","mieDensity","mieScattering","mieExtinction","miePhaseFunctionG","absorptionDensity","absorptionExtinction","groundAlbedo","muSMin","skyRadianceToLuminance","sunRadianceToLuminance"];function Sne(n,e){if(e!=null)for(const t of yne){const i=e[t];i!=null&&(n[t]instanceof L?n[t].copy(i):n[t]=i)}}class Mf{constructor(e,t,i,r,a){this.width=e,this.expTerm=t,this.expScale=i,this.linearTerm=r,this.constantTerm=a}toUniform(){return new J({width:this.width,exp_term:this.expTerm,exp_scale:this.expScale,linear_term:this.linearTerm,constant_term:this.constantTerm})}}const eM=class{constructor(e){this.solarIrradiance=new L(1.474,1.8504,1.91198),this.sunAngularRadius=.004675,this.bottomRadius=636e4,this.topRadius=642e4,this.rayleighDensity=[new Mf(0,0,0,0,0),new Mf(0,1,-.125,0,0)],this.rayleighScattering=new L(.005802,.013558,.0331),this.mieDensity=[new Mf(0,0,0,0,0),new Mf(0,1,-.833333,0,0)],this.mieScattering=new L(.003996,.003996,.003996),this.mieExtinction=new L(.00444,.00444,.00444),this.miePhaseFunctionG=.8,this.absorptionDensity=[new Mf(25,0,0,1/15,-2/3),new Mf(0,0,0,-1/15,8/3)],this.absorptionExtinction=new L(65e-5,.001881,85e-6),this.groundAlbedo=new qe().setScalar(.1),this.muSMin=Math.cos(Tu(120)),this.sunRadianceToLuminance=new L(98242.786222,69954.398112,66475.012354),this.skyRadianceToLuminance=new L(114974.916437,71305.954816,65310.548555),this.sunRadianceToRelativeLuminance=new L,this.skyRadianceToRelativeLuminance=new L,Sne(this,e);const t=xne.dot(this.sunRadianceToLuminance);this.sunRadianceToRelativeLuminance.copy(this.sunRadianceToLuminance).divideScalar(t),this.skyRadianceToRelativeLuminance.copy(this.skyRadianceToLuminance).divideScalar(t)}toUniform(){return new J({solar_irradiance:this.solarIrradiance,sun_angular_radius:this.sunAngularRadius,bottom_radius:this.bottomRadius*u1,top_radius:this.topRadius*u1,rayleigh_density:{layers:this.rayleighDensity.map(e=>e.toUniform().value)},rayleigh_scattering:this.rayleighScattering,mie_density:{layers:this.mieDensity.map(e=>e.toUniform().value)},mie_scattering:this.mieScattering,mie_extinction:this.mieExtinction,mie_phase_function_g:this.miePhaseFunctionG,absorption_density:{layers:this.absorptionDensity.map(e=>e.toUniform().value)},absorption_extinction:this.absorptionExtinction,ground_albedo:this.groundAlbedo,mu_s_min:this.muSMin})}};eM.DEFAULT=new eM;let $0=eM;const Tne=`precision highp sampler2DArray; + +#include "core/depth" +#include "core/math" +#include "core/packing" +#include "core/transform" +#ifdef HAS_SHADOW +#include "core/raySphereIntersection" +#include "core/cascadedShadowMaps" +#include "core/interleavedGradientNoise" +#include "core/vogelDisk" +#endif // HAS_SHADOW + +#include "bruneton/definitions" + +uniform AtmosphereParameters ATMOSPHERE; +uniform vec3 SUN_SPECTRAL_RADIANCE_TO_LUMINANCE; +uniform vec3 SKY_SPECTRAL_RADIANCE_TO_LUMINANCE; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler2D irradiance_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler3D higher_order_scattering_texture; + +#include "bruneton/common" +#include "bruneton/runtime" + +#include "sky" + +uniform sampler2D normalBuffer; + +uniform mat4 projectionMatrix; +uniform mat4 viewMatrix; +uniform mat4 inverseProjectionMatrix; +uniform mat4 inverseViewMatrix; +uniform float bottomRadius; +uniform mat4 worldToECEFMatrix; +uniform float geometricErrorCorrectionAmount; +uniform vec3 sunDirection; +uniform vec3 moonDirection; +uniform float moonAngularRadius; +uniform float lunarRadianceScale; +uniform float albedoScale; + +#ifdef HAS_LIGHTING_MASK +uniform sampler2D lightingMaskBuffer; +#endif // HAS_LIGHTING_MASK + +// prettier-ignore +#define LIGHTING_MASK_CHANNEL_ LIGHTING_MASK_CHANNEL + +#ifdef HAS_OVERLAY +uniform sampler2D overlayBuffer; +#endif // HAS_OVERLAY + +#ifdef HAS_SHADOW +uniform sampler2DArray shadowBuffer; +uniform vec2 shadowIntervals[SHADOW_CASCADE_COUNT]; +uniform mat4 shadowMatrices[SHADOW_CASCADE_COUNT]; +uniform mat4 inverseShadowMatrices[SHADOW_CASCADE_COUNT]; +uniform float shadowFar; +uniform float shadowTopHeight; +uniform float shadowRadius; +uniform sampler3D stbnTexture; +uniform int frame; +#endif // HAS_SHADOW + +#ifdef HAS_SHADOW_LENGTH +uniform sampler2D shadowLengthBuffer; +#endif // HAS_SHADOW_LENGTH + +varying vec3 vCameraPosition; +varying vec3 vRayDirection; +varying vec3 vGeometryAltitudeCorrection; +varying vec3 vEllipsoidRadiiSquared; + +vec3 readNormal(const vec2 uv) { + #ifdef OCT_ENCODED_NORMAL + return unpackVec2ToNormal(texture(normalBuffer, uv).xy); + #else // OCT_ENCODED_NORMAL + return 2.0 * texture(normalBuffer, uv).xyz - 1.0; + #endif // OCT_ENCODED_NORMAL +} + +void correctGeometricError(inout vec3 positionECEF, inout vec3 normalECEF) { + // TODO: The error is pronounced at the edge of the ellipsoid due to the + // large difference between the sphere position and the unprojected position + // at the current fragment. Calculating the sphere position from the fragment + // UV may resolve this. + + // Correct way is slerp, but this will be small-angle interpolation anyways. + vec3 sphereNormal = normalize(positionECEF / vEllipsoidRadiiSquared); + vec3 spherePosition = ATMOSPHERE.bottom_radius * sphereNormal; + normalECEF = mix(normalECEF, sphereNormal, geometricErrorCorrectionAmount); + positionECEF = mix(positionECEF, spherePosition, geometricErrorCorrectionAmount); +} + +#if defined(SUN_LIGHT) || defined(SKY_LIGHT) + +vec3 getSunSkyIrradiance( + const vec3 positionECEF, + const vec3 normal, + const vec3 inputColor, + const float sunTransmittance +) { + // Assume lambertian BRDF. If both SUN_LIGHT and SKY_LIGHT are not defined, + // regard the inputColor as radiance at the texel. + vec3 diffuse = inputColor * albedoScale * RECIPROCAL_PI; + vec3 skyIrradiance; + vec3 sunIrradiance = GetSunAndSkyIrradiance(positionECEF, normal, sunDirection, skyIrradiance); + + #ifdef HAS_SHADOW + sunIrradiance *= sunTransmittance; + #endif // HAS_SHADOW + + #if defined(SUN_LIGHT) && defined(SKY_LIGHT) + return diffuse * (sunIrradiance + skyIrradiance); + #elif defined(SUN_LIGHT) + return diffuse * sunIrradiance; + #elif defined(SKY_LIGHT) + return diffuse * skyIrradiance; + #endif // defined(SUN_LIGHT) && defined(SKY_LIGHT) +} + +#endif // defined(SUN_LIGHT) || defined(SKY_LIGHT) + +#if defined(TRANSMITTANCE) || defined(INSCATTER) + +void applyTransmittanceInscatter(const vec3 positionECEF, float shadowLength, inout vec3 radiance) { + vec3 transmittance; + vec3 inscatter = GetSkyRadianceToPoint( + vCameraPosition, + positionECEF, + shadowLength, + sunDirection, + transmittance + ); + #ifdef TRANSMITTANCE + radiance = radiance * transmittance; + #endif // TRANSMITTANCE + #ifdef INSCATTER + radiance = radiance + inscatter; + #endif // INSCATTER +} + +#endif // defined(TRANSMITTANCE) || defined(INSCATTER) + +#ifdef HAS_SHADOW + +float getSTBN() { + ivec3 size = textureSize(stbnTexture, 0); + vec3 scale = 1.0 / vec3(size); + return texture(stbnTexture, vec3(gl_FragCoord.xy, float(frame % size.z)) * scale).r; +} + +vec2 getShadowUv(const vec3 worldPosition, const int cascadeIndex) { + vec4 clip = shadowMatrices[cascadeIndex] * vec4(worldPosition, 1.0); + clip /= clip.w; + return clip.xy * 0.5 + 0.5; +} + +float getDistanceToShadowTop(const vec3 positionECEF) { + // Distance to the top of the shadows along the sun direction, which matches + // the ray origin of BSM. + return raySphereSecondIntersection( + positionECEF / METER_TO_LENGTH_UNIT, // TODO: Make units consistent + sunDirection, + vec3(0.0), + bottomRadius + shadowTopHeight + ); +} + +float readShadowOpticalDepth(const vec2 uv, const float distanceToTop, const int cascadeIndex) { + // r: frontDepth, g: meanExtinction, b: maxOpticalDepth, a: maxOpticalDepthTail + vec4 shadow = texture(shadowBuffer, vec3(uv, float(cascadeIndex))); + // Omit adding maxOpticalDepthTail to avoid pronounced aliasing. Ground + // shadow will be attenuated by inscatter anyways. + return min(shadow.b, shadow.g * max(0.0, distanceToTop - shadow.r)); +} + +float sampleShadowOpticalDepthPCF( + const vec3 worldPosition, + const float distanceToTop, + const float radius, + const int cascadeIndex +) { + vec2 uv = getShadowUv(worldPosition, cascadeIndex); + if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { + return 0.0; + } + + vec2 texelSize = vec2(1.0) / vec2(textureSize(shadowBuffer, 0).xy); + float sum = 0.0; + vec2 offset; + #pragma unroll_loop_start + for (int i = 0; i < 16; ++i) { + #if UNROLLED_LOOP_INDEX < SHADOW_SAMPLE_COUNT + offset = vogelDisk( + UNROLLED_LOOP_INDEX, + SHADOW_SAMPLE_COUNT, + interleavedGradientNoise(gl_FragCoord.xy) * PI2 + ); + sum += readShadowOpticalDepth(uv + offset * radius * texelSize, distanceToTop, cascadeIndex); + #endif // UNROLLED_LOOP_INDEX < SHADOW_SAMPLE_COUNT + } + #pragma unroll_loop_end + return sum / float(SHADOW_SAMPLE_COUNT); +} + +float sampleShadowOpticalDepth( + const vec3 worldPosition, + const vec3 positionECEF, + const float radius, + const float jitter +) { + float distanceToTop = getDistanceToShadowTop(positionECEF); + if (distanceToTop <= 0.0) { + return 0.0; + } + int cascadeIndex = getFadedCascadeIndex( + viewMatrix, + worldPosition, + shadowIntervals, + cameraNear, + shadowFar, + jitter + ); + return cascadeIndex >= 0 + ? sampleShadowOpticalDepthPCF(worldPosition, distanceToTop, radius, cascadeIndex) + : 0.0; +} + +float getShadowRadius(const vec3 worldPosition) { + vec4 clip = shadowMatrices[0] * vec4(worldPosition, 1.0); + clip /= clip.w; + + // Offset by 1px in each direction in shadow's clip coordinates. + vec2 shadowSize = vec2(textureSize(shadowBuffer, 0)); + vec3 offset = vec3(2.0 / shadowSize, 0.0); + vec4 clipX = clip + offset.xzzz; + vec4 clipY = clip + offset.zyzz; + + // Convert back to world space. + vec4 worldX = inverseShadowMatrices[0] * clipX; + vec4 worldY = inverseShadowMatrices[0] * clipY; + + // Project into the main camera's clip space. + mat4 viewProjectionMatrix = projectionMatrix * viewMatrix; + vec4 projected = viewProjectionMatrix * vec4(worldPosition, 1.0); + vec4 projectedX = viewProjectionMatrix * worldX; + vec4 projectedY = viewProjectionMatrix * worldY; + projected /= projected.w; + projectedX /= projectedX.w; + projectedY /= projectedY.w; + + // Take the mean of pixel sizes. + vec2 center = (projected.xy * 0.5 + 0.5) * resolution; + vec2 offsetX = (projectedX.xy * 0.5 + 0.5) * resolution; + vec2 offsetY = (projectedY.xy * 0.5 + 0.5) * resolution; + float size = max(length(offsetX - center), length(offsetY - center)); + + return remapClamped(size, 10.0, 50.0, 0.0, shadowRadius); +} + +#endif // HAS_SHADOW + +void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) { + #if defined(HAS_LIGHTING_MASK) && defined(DEBUG_SHOW_LIGHTING_MASK) + outputColor.rgb = vec3(texture(lightingMaskBuffer, uv).LIGHTING_MASK_CHANNEL_); + outputColor.a = 1.0; + return; + #endif // defined(HAS_LIGHTING_MASK) && defined(DEBUG_SHOW_LIGHTING_MASK) + + float shadowLength = 0.0; + #ifdef HAS_SHADOW_LENGTH + shadowLength = texture(shadowLengthBuffer, uv).r; + #endif // HAS_SHADOW_LENGTH + + #ifdef HAS_OVERLAY + vec4 overlay = texture(overlayBuffer, uv); + if (overlay.a == 1.0) { + outputColor = overlay; + return; + } + #endif // HAS_OVERLAY + + float depth = readDepth(uv); + if (depth >= 1.0 - 1e-8) { + #ifdef SKY + vec3 rayDirection = normalize(vRayDirection); + outputColor.rgb = getSkyRadiance( + vCameraPosition, + rayDirection, + shadowLength, + sunDirection, + moonDirection, + moonAngularRadius, + lunarRadianceScale + ); + outputColor.a = 1.0; + #else // SKY + outputColor = inputColor; + #endif // SKY + + #ifdef HAS_OVERLAY + outputColor.rgb = outputColor.rgb * (1.0 - overlay.a) + overlay.rgb; + #endif // HAS_OVERLAY + return; + } + depth = reverseLogDepth(depth, cameraNear, cameraFar); + + // Reconstruct position and normal in world space. + vec3 viewPosition = screenToView( + uv, + depth, + getViewZ(depth), + projectionMatrix, + inverseProjectionMatrix + ); + vec3 viewNormal; + #ifdef RECONSTRUCT_NORMAL + vec3 dx = dFdx(viewPosition); + vec3 dy = dFdy(viewPosition); + viewNormal = normalize(cross(dx, dy)); + #else // RECONSTRUCT_NORMAL + viewNormal = readNormal(uv); + #endif // RECONSTRUCT_NORMAL + + vec3 worldPosition = (inverseViewMatrix * vec4(viewPosition, 1.0)).xyz; + vec3 worldNormal = (inverseViewMatrix * vec4(viewNormal, 0.0)).xyz; + vec3 positionECEF = (worldToECEFMatrix * vec4(worldPosition, 1.0)).xyz; + positionECEF = positionECEF * METER_TO_LENGTH_UNIT + vGeometryAltitudeCorrection; + vec3 normalECEF = (worldToECEFMatrix * vec4(worldNormal, 0.0)).xyz; + + #ifdef CORRECT_GEOMETRIC_ERROR + correctGeometricError(positionECEF, normalECEF); + #endif // CORRECT_GEOMETRIC_ERROR + + #ifdef HAS_SHADOW + float stbn = getSTBN(); + float radius = getShadowRadius(worldPosition); + float opticalDepth = sampleShadowOpticalDepth(worldPosition, positionECEF, radius, stbn); + float sunTransmittance = exp(-opticalDepth); + #else // HAS_SHADOW + float sunTransmittance = 1.0; + #endif // HAS_SHADOW + + vec3 radiance; + #if defined(SUN_LIGHT) || defined(SKY_LIGHT) + radiance = getSunSkyIrradiance(positionECEF, normalECEF, inputColor.rgb, sunTransmittance); + #ifdef HAS_LIGHTING_MASK + float lightingMask = texture(lightingMaskBuffer, uv).LIGHTING_MASK_CHANNEL_; + radiance = mix(inputColor.rgb, radiance, lightingMask); + #endif // HAS_LIGHTING_MASK + #else // defined(SUN_LIGHT) || defined(SKY_LIGHT) + radiance = inputColor.rgb; + #endif // defined(SUN_LIGHT) || defined(SKY_LIGHT) + + #if defined(TRANSMITTANCE) || defined(INSCATTER) + applyTransmittanceInscatter(positionECEF, shadowLength, radiance); + #endif // defined(TRANSMITTANCE) || defined(INSCATTER) + + outputColor = vec4(radiance, inputColor.a); + + #ifdef HAS_OVERLAY + outputColor.rgb = outputColor.rgb * (1.0 - overlay.a) + overlay.rgb; + #endif // HAS_OVERLAY +} +`,Ene=`uniform mat4 inverseViewMatrix; +uniform mat4 inverseProjectionMatrix; +uniform vec3 cameraPosition; +uniform mat4 worldToECEFMatrix; +uniform vec3 altitudeCorrection; +uniform float geometricErrorCorrectionAmount; +uniform vec3 ellipsoidRadii; + +varying vec3 vCameraPosition; +varying vec3 vRayDirection; +varying vec3 vGeometryAltitudeCorrection; +varying vec3 vEllipsoidRadiiSquared; + +void getCameraRay(out vec3 origin, out vec3 direction) { + bool isPerspective = inverseProjectionMatrix[2][3] != 0.0; // 4th entry in the 3rd column + + if (isPerspective) { + // Calculate the camera ray for a perspective camera. + vec4 viewPosition = inverseProjectionMatrix * vec4(position, 1.0); + vec4 worldDirection = inverseViewMatrix * vec4(viewPosition.xyz, 0.0); + origin = cameraPosition; + direction = worldDirection.xyz; + } else { + // Unprojected points to calculate direction. + vec4 nearPoint = inverseProjectionMatrix * vec4(position.xy, -1.0, 1.0); + vec4 farPoint = inverseProjectionMatrix * vec4(position.xy, -0.9, 1.0); + nearPoint /= nearPoint.w; + farPoint /= farPoint.w; + + // Calculate world values. + vec4 worldDirection = inverseViewMatrix * vec4(farPoint.xyz - nearPoint.xyz, 0.0); + vec4 worldOrigin = inverseViewMatrix * nearPoint; + + // Outputs + direction = worldDirection.xyz; + origin = worldOrigin.xyz; + } +} + +void mainSupport() { + vec3 direction, origin; + getCameraRay(origin, direction); + + vec3 cameraPositionECEF = (worldToECEFMatrix * vec4(origin, 1.0)).xyz; + vCameraPosition = (cameraPositionECEF + altitudeCorrection) * METER_TO_LENGTH_UNIT; + vRayDirection = (worldToECEFMatrix * vec4(direction, 0.0)).xyz; + + vGeometryAltitudeCorrection = altitudeCorrection * METER_TO_LENGTH_UNIT; + // Gradually turn off the altitude correction on geometries as the geometric + // error correction takes effect, because that on the ideal sphere will be + // over corrected. + // See: https://github.com/takram-design-engineering/three-geospatial/pull/23#issuecomment-2542914656 + #ifdef CORRECT_GEOMETRIC_ERROR + vGeometryAltitudeCorrection *= 1.0 - geometricErrorCorrectionAmount; + #endif // CORRECT_GEOMETRIC_ERROR + + vec3 radii = ellipsoidRadii * METER_TO_LENGTH_UNIT; + vEllipsoidRadiiSquared = radii * radii; +} +`,YP=`vec3 getLunarRadiance(const float moonAngularRadius) { + // Not a physical number but the order of 10^-6 relative to the sun may fit. + vec3 radiance = + ATMOSPHERE.solar_irradiance * + 0.000002 / + (PI * moonAngularRadius * moonAngularRadius) * + SUN_SPECTRAL_RADIANCE_TO_LUMINANCE; + return radiance; +} + +float intersectSphere(const vec3 ray, const vec3 point, const float radius) { + vec3 P = -point; + float PoR = dot(P, ray); + float D = dot(P, P) - radius * radius; + return -PoR - sqrt(PoR * PoR - D); +} + +float orenNayarDiffuse(const vec3 L, const vec3 V, const vec3 N) { + float NoL = dot(N, L); + float NoV = dot(N, V); + float s = dot(L, V) - NoL * NoV; + float t = mix(1.0, max(NoL, NoV), step(0.0, s)); + return max(0.0, NoL) * (0.62406015 + 0.41284404 * s / t); +} + +vec3 getSkyRadiance( + const vec3 cameraPosition, + const vec3 rayDirection, + const float shadowLength, + const vec3 sunDirection, + const vec3 moonDirection, + const float moonAngularRadius, + const float lunarRadianceScale +) { + vec3 transmittance; + vec3 radiance = GetSkyRadiance( + cameraPosition, + rayDirection, + shadowLength, + sunDirection, + transmittance + ); + + // Rendering celestial objects without perspective doesn't make sense. + #ifdef PERSPECTIVE_CAMERA + + #if defined(SUN) || defined(MOON) + vec3 ddx = dFdx(rayDirection); + vec3 ddy = dFdy(rayDirection); + float fragmentAngle = length(ddx + ddy) / length(rayDirection); + #endif // defined(SUN) || defined(MOON) + + #ifdef SUN + float viewDotSun = dot(rayDirection, sunDirection); + if (viewDotSun > cos(ATMOSPHERE.sun_angular_radius)) { + float angle = acos(clamp(viewDotSun, -1.0, 1.0)); + float antialias = smoothstep( + ATMOSPHERE.sun_angular_radius, + ATMOSPHERE.sun_angular_radius - fragmentAngle, + angle + ); + radiance += transmittance * GetSolarRadiance() * antialias; + } + #endif // SUN + + #ifdef MOON + float intersection = intersectSphere(rayDirection, moonDirection, moonAngularRadius); + if (intersection > 0.0) { + vec3 normal = normalize(moonDirection - rayDirection * intersection); + float diffuse = orenNayarDiffuse(-sunDirection, rayDirection, normal); + float viewDotMoon = dot(rayDirection, moonDirection); + float angle = acos(clamp(viewDotMoon, -1.0, 1.0)); + float antialias = smoothstep(moonAngularRadius, moonAngularRadius - fragmentAngle, angle); + radiance += + transmittance * + getLunarRadiance(moonAngularRadius) * + lunarRadianceScale * + diffuse * + antialias; + } + #endif // MOON + + #endif // PERSPECTIVE_CAMERA + + return radiance; +} +`;var Mne=Object.defineProperty,sa=(n,e,t,i)=>{for(var r=void 0,a=n.length-1,s;a>=0;a--)(s=n[a])&&(r=s(e,t,r)||r);return r&&Mne(e,t,r),r};const bne=new L,Ane=new L,wne=new E0,qP={blendFunction:ln.NORMAL,octEncodedNormal:!1,reconstructNormal:!1,ellipsoid:ih.WGS84,correctAltitude:!0,correctGeometricError:!0,sunLight:!1,skyLight:!1,transmittance:!0,inscatter:!0,albedoScale:1,sky:!1,sun:!0,moon:!0,moonAngularRadius:.0045,lunarRadianceScale:1,ground:!0};let Hr=class extends T0{constructor(e=new wc,t,i=$0.DEFAULT){const{blendFunction:r,normalBuffer:a=null,octEncodedNormal:s,reconstructNormal:o,irradianceTexture:l=null,scatteringTexture:h=null,transmittanceTexture:f=null,singleMieScatteringTexture:d=null,higherOrderScatteringTexture:p=null,ellipsoid:g,correctAltitude:_,correctGeometricError:T,sunDirection:y,sunIrradiance:v,sunLight:S,skyIrradiance:E,skyLight:b,transmittance:N,inscatter:R,irradianceScale:I,albedoScale:U,sky:O,sun:w,moon:B,moonDirection:j,moonAngularRadius:ee,lunarRadianceScale:se,ground:ae}={...qP,...t};super("AerialPerspectiveEffect",J0(Nr(Tne,{core:{depth:VP,packing:pne,math:wA,transform:mne,raySphereIntersection:Sy,cascadedShadowMaps:GP,interleavedGradientNoise:kP,vogelDisk:XP},bruneton:{common:Qs,definitions:Js,runtime:Ay},sky:YP})),{blendFunction:r,vertexShader:Ene,attributes:tl.DEPTH,uniforms:new Map(Object.entries({normalBuffer:new J(a),projectionMatrix:new J(new Ve),viewMatrix:new J(new Ve),inverseProjectionMatrix:new J(new Ve),inverseViewMatrix:new J(new Ve),cameraPosition:new J(new L),bottomRadius:new J(i.bottomRadius),ellipsoidRadii:new J(new L),worldToECEFMatrix:new J(new Ve),altitudeCorrection:new J(new L),geometricErrorCorrectionAmount:new J(0),sunDirection:new J((y==null?void 0:y.clone())??new L),albedoScale:new J(I??U),moonDirection:new J((j==null?void 0:j.clone())??new L),moonAngularRadius:new J(ee),lunarRadianceScale:new J(se),overlayBuffer:new J(null),shadowBuffer:new J(null),shadowMapSize:new J(new de),shadowIntervals:new J([]),shadowMatrices:new J([]),inverseShadowMatrices:new J([]),shadowFar:new J(0),shadowTopHeight:new J(0),shadowRadius:new J(3),stbnTexture:new J(null),frame:new J(0),shadowLengthBuffer:new J(null),lightingMaskBuffer:new J(null),ATMOSPHERE:i.toUniform(),SUN_SPECTRAL_RADIANCE_TO_LUMINANCE:new J(i.sunRadianceToRelativeLuminance),SKY_SPECTRAL_RADIANCE_TO_LUMINANCE:new J(i.skyRadianceToRelativeLuminance),irradiance_texture:new J(l),scattering_texture:new J(h),transmittance_texture:new J(f),single_mie_scattering_texture:new J(null),higher_order_scattering_texture:new J(null)})),defines:new Map([["TRANSMITTANCE_TEXTURE_WIDTH",rp.toFixed(0)],["TRANSMITTANCE_TEXTURE_HEIGHT",ap.toFixed(0)],["SCATTERING_TEXTURE_R_SIZE",Ty.toFixed(0)],["SCATTERING_TEXTURE_MU_SIZE",Ey.toFixed(0)],["SCATTERING_TEXTURE_MU_S_SIZE",My.toFixed(0)],["SCATTERING_TEXTURE_NU_SIZE",by.toFixed(0)],["IRRADIANCE_TEXTURE_WIDTH",np.toFixed(0)],["IRRADIANCE_TEXTURE_HEIGHT",ip.toFixed(0)],["METER_TO_LENGTH_UNIT",u1.toFixed(7)]])}),this.camera=e,this.atmosphere=i,this.overlay=null,this.shadow=null,this.shadowLength=null,this.lightingMask=null,this.combinedScatteringTextures=!1,this.hasHigherOrderScatteringTexture=!1,this.shadowSampleCount=8,this.octEncodedNormal=s,this.reconstructNormal=o,this.singleMieScatteringTexture=d,this.higherOrderScatteringTexture=p,this.ellipsoid=g,this.correctAltitude=_,this.correctGeometricError=T,this.sunLight=v??S,this.skyLight=E??b,this.transmittance=N,this.inscatter=R,this.sky=O,this.sun=w,this.moon=B,this.ground=ae}get mainCamera(){return this.camera}set mainCamera(e){this.camera=e}copyCameraSettings(e){const{projectionMatrix:t,matrixWorldInverse:i,projectionMatrixInverse:r,matrixWorld:a}=e,s=this.uniforms;s.get("projectionMatrix").value.copy(t),s.get("viewMatrix").value.copy(i),s.get("inverseProjectionMatrix").value.copy(r),s.get("inverseViewMatrix").value.copy(a);const o=e.getWorldPosition(s.get("cameraPosition").value),l=s.get("worldToECEFMatrix").value,h=bne.copy(o).applyMatrix4(l);try{const d=wne.setFromECEF(h).height,p=Ane.set(0,this.ellipsoid.maximumRadius,-Math.max(0,d)).applyMatrix4(t);s.get("geometricErrorCorrectionAmount").value=Yte(Xte(p.y,41.5,13.8,0,1))}catch{return}const f=s.get("altitudeCorrection");this.correctAltitude?RA(h,this.atmosphere.bottomRadius,this.ellipsoid,f.value):f.value.setScalar(0)}updateOverlay(){let e=!1;const{uniforms:t,defines:i,overlay:r}=this,a=i.has("HAS_OVERLAY"),s=r!=null;return s!==a&&(s?i.set("HAS_OVERLAY","1"):(i.delete("HAS_OVERLAY"),t.get("overlayBuffer").value=null),e=!0),s&&(t.get("overlayBuffer").value=r.map),e}updateShadow(){let e=!1;const{uniforms:t,defines:i,shadow:r}=this,a=i.has("HAS_SHADOW"),s=r!=null;if(s!==a&&(s?i.set("HAS_SHADOW","1"):(i.delete("HAS_SHADOW"),t.get("shadowBuffer").value=null),e=!0),s){const o=i.get("SHADOW_CASCADE_COUNT"),l=`${r.cascadeCount}`;o!==l&&(i.set("SHADOW_CASCADE_COUNT",r.cascadeCount.toFixed(0)),e=!0),t.get("shadowBuffer").value=r.map,t.get("shadowMapSize").value=r.mapSize,t.get("shadowIntervals").value=r.intervals,t.get("shadowMatrices").value=r.matrices,t.get("inverseShadowMatrices").value=r.inverseMatrices,t.get("shadowFar").value=r.far,t.get("shadowTopHeight").value=r.topHeight}return e}updateShadowLength(){let e=!1;const{uniforms:t,defines:i,shadowLength:r}=this,a=i.has("HAS_SHADOW_LENGTH"),s=r!=null;return s!==a&&(s?i.set("HAS_SHADOW_LENGTH","1"):(i.delete("HAS_SHADOW_LENGTH"),t.get("shadowLengthBuffer").value=null),e=!0),s&&(t.get("shadowLengthBuffer").value=r.map),e}updateLightingMask(){let e=!1;const{uniforms:t,defines:i,lightingMask:r}=this,a=i.has("HAS_LIGHTING_MASK"),s=r!=null;if(s!==a&&(s?i.set("HAS_LIGHTING_MASK","1"):(i.delete("HAS_LIGHTING_MASK"),t.get("lightingMaskBuffer").value=null),e=!0),s){t.get("lightingMaskBuffer").value=r.map;const o=i.get("LIGHTING_MASK_CHANNEL"),l=r.channel;l!==o&&(/^[rgba]$/.test(l)?(i.set("LIGHTING_MASK_CHANNEL",l),e=!0):console.error(`Expression validation failed: ${l}`))}return e}update(e,t,i){this.copyCameraSettings(this.camera);let r=!1;r||(r=this.updateOverlay()),r||(r=this.updateShadow()),r||(r=this.updateShadowLength()),r||(r=this.updateLightingMask()),r&&this.setChanged(),++this.uniforms.get("frame").value}get normalBuffer(){return this.uniforms.get("normalBuffer").value}set normalBuffer(e){this.uniforms.get("normalBuffer").value=e}get irradianceTexture(){return this.uniforms.get("irradiance_texture").value}set irradianceTexture(e){this.uniforms.get("irradiance_texture").value=e}get scatteringTexture(){return this.uniforms.get("scattering_texture").value}set scatteringTexture(e){this.uniforms.get("scattering_texture").value=e}get transmittanceTexture(){return this.uniforms.get("transmittance_texture").value}set transmittanceTexture(e){this.uniforms.get("transmittance_texture").value=e}get singleMieScatteringTexture(){return this.uniforms.get("single_mie_scattering_texture").value}set singleMieScatteringTexture(e){this.uniforms.get("single_mie_scattering_texture").value=e,this.combinedScatteringTextures=e==null}get higherOrderScatteringTexture(){return this.uniforms.get("higher_order_scattering_texture").value}set higherOrderScatteringTexture(e){this.uniforms.get("higher_order_scattering_texture").value=e,this.hasHigherOrderScatteringTexture=e!=null}get ellipsoid(){return this._ellipsoid}set ellipsoid(e){this._ellipsoid=e,this.uniforms.get("ellipsoidRadii").value.copy(e.radii)}get worldToECEFMatrix(){return this.uniforms.get("worldToECEFMatrix").value}get sunDirection(){return this.uniforms.get("sunDirection").value}get sunIrradiance(){return this.sunLight}set sunIrradiance(e){this.sunLight=e}get skyIrradiance(){return this.skyLight}set skyIrradiance(e){this.skyLight=e}get irradianceScale(){return this.albedoScale}set irradianceScale(e){this.albedoScale=e}get albedoScale(){return this.uniforms.get("albedoScale").value}set albedoScale(e){this.uniforms.get("albedoScale").value=e}get moonDirection(){return this.uniforms.get("moonDirection").value}get moonAngularRadius(){return this.uniforms.get("moonAngularRadius").value}set moonAngularRadius(e){this.uniforms.get("moonAngularRadius").value=e}get lunarRadianceScale(){return this.uniforms.get("lunarRadianceScale").value}set lunarRadianceScale(e){this.uniforms.get("lunarRadianceScale").value=e}get stbnTexture(){return this.uniforms.get("stbnTexture").value}set stbnTexture(e){this.uniforms.get("stbnTexture").value=e}get shadowRadius(){return this.uniforms.get("shadowRadius").value}set shadowRadius(e){this.uniforms.get("shadowRadius").value=e}};sa([pn("OCT_ENCODED_NORMAL")],Hr.prototype,"octEncodedNormal");sa([pn("RECONSTRUCT_NORMAL")],Hr.prototype,"reconstructNormal");sa([pn("COMBINED_SCATTERING_TEXTURES")],Hr.prototype,"combinedScatteringTextures");sa([pn("HAS_HIGHER_ORDER_SCATTERING_TEXTURE")],Hr.prototype,"hasHigherOrderScatteringTexture");sa([pn("CORRECT_GEOMETRIC_ERROR")],Hr.prototype,"correctGeometricError");sa([pn("SUN_LIGHT")],Hr.prototype,"sunLight");sa([pn("SKY_LIGHT")],Hr.prototype,"skyLight");sa([pn("TRANSMITTANCE")],Hr.prototype,"transmittance");sa([pn("INSCATTER")],Hr.prototype,"inscatter");sa([pn("SKY")],Hr.prototype,"sky");sa([pn("SUN")],Hr.prototype,"sun");sa([pn("MOON")],Hr.prototype,"moon");sa([pn("GROUND")],Hr.prototype,"ground");sa([_h("SHADOW_SAMPLE_COUNT",{min:1,max:16})],Hr.prototype,"shadowSampleCount");var Rne=Object.defineProperty,jP=(n,e,t,i)=>{for(var r=void 0,a=n.length-1,s;a>=0;a--)(s=n[a])&&(r=s(e,t,r)||r);return r&&Rne(e,t,r),r};const Cne=new L;function Dne(n,e){let t="",i="";for(let r=1;r",t).replace("#include ",i)}const CA={ellipsoid:ih.WGS84,correctAltitude:!0,renderTargetCount:1};class eg extends ph{constructor(e,t=$0.DEFAULT){const{irradianceTexture:i=null,scatteringTexture:r=null,transmittanceTexture:a=null,singleMieScatteringTexture:s=null,higherOrderScatteringTexture:o=null,ellipsoid:l,correctAltitude:h,sunDirection:f,sunAngularRadius:d,renderTargetCount:p,...g}={...CA,...e};super({toneMapped:!1,depthWrite:!1,depthTest:!1,...g,uniforms:{cameraPosition:new J(new L),worldToECEFMatrix:new J(new Ve),altitudeCorrection:new J(new L),sunDirection:new J((f==null?void 0:f.clone())??new L),ATMOSPHERE:t.toUniform(),SUN_SPECTRAL_RADIANCE_TO_LUMINANCE:new J(t.sunRadianceToRelativeLuminance),SKY_SPECTRAL_RADIANCE_TO_LUMINANCE:new J(t.skyRadianceToRelativeLuminance),irradiance_texture:new J(i),scattering_texture:new J(r),transmittance_texture:new J(a),single_mie_scattering_texture:new J(null),higher_order_scattering_texture:new J(null),...g.uniforms},defines:{PI:`${Math.PI}`,TRANSMITTANCE_TEXTURE_WIDTH:rp.toFixed(0),TRANSMITTANCE_TEXTURE_HEIGHT:ap.toFixed(0),SCATTERING_TEXTURE_R_SIZE:Ty.toFixed(0),SCATTERING_TEXTURE_MU_SIZE:Ey.toFixed(0),SCATTERING_TEXTURE_MU_S_SIZE:My.toFixed(0),SCATTERING_TEXTURE_NU_SIZE:by.toFixed(0),IRRADIANCE_TEXTURE_WIDTH:np.toFixed(0),IRRADIANCE_TEXTURE_HEIGHT:ip.toFixed(0),METER_TO_LENGTH_UNIT:u1.toFixed(7),...g.defines}}),this.atmosphere=t,this.combinedScatteringTextures=!1,this.hasHigherOrderScatteringTexture=!1,this.singleMieScatteringTexture=s,this.higherOrderScatteringTexture=o,this.ellipsoid=l,this.correctAltitude=h,d!=null&&(this.sunAngularRadius=d),this.renderTargetCount=p}copyCameraSettings(e){const t=this.uniforms,i=e.getWorldPosition(t.cameraPosition.value),r=Cne.copy(i).applyMatrix4(t.worldToECEFMatrix.value),a=t.altitudeCorrection.value;this.correctAltitude?RA(r,this.atmosphere.bottomRadius,this.ellipsoid,a):a.setScalar(0)}onBeforeCompile(e,t){e.fragmentShader=Dne(e.fragmentShader,this.renderTargetCount)}onBeforeRender(e,t,i,r,a,s){this.copyCameraSettings(i)}get irradianceTexture(){return this.uniforms.irradiance_texture.value}set irradianceTexture(e){this.uniforms.irradiance_texture.value=e}get scatteringTexture(){return this.uniforms.scattering_texture.value}set scatteringTexture(e){this.uniforms.scattering_texture.value=e}get transmittanceTexture(){return this.uniforms.transmittance_texture.value}set transmittanceTexture(e){this.uniforms.transmittance_texture.value=e}get singleMieScatteringTexture(){return this.uniforms.single_mie_scattering_texture.value}set singleMieScatteringTexture(e){this.uniforms.single_mie_scattering_texture.value=e,this.combinedScatteringTextures=e==null}get higherOrderScatteringTexture(){return this.uniforms.higher_order_scattering_texture.value}set higherOrderScatteringTexture(e){this.uniforms.higher_order_scattering_texture.value=e,this.hasHigherOrderScatteringTexture=e!=null}get worldToECEFMatrix(){return this.uniforms.worldToECEFMatrix.value}get sunDirection(){return this.uniforms.sunDirection.value}get sunAngularRadius(){return this.uniforms.ATMOSPHERE.value.sun_angular_radius}set sunAngularRadius(e){this.uniforms.ATMOSPHERE.value.sun_angular_radius=e}get renderTargetCount(){return this._renderTargetCount}set renderTargetCount(e){e!==this.renderTargetCount&&(this._renderTargetCount=e,this.needsUpdate=!0)}}jP([pn("COMBINED_SCATTERING_TEXTURES")],eg.prototype,"combinedScatteringTextures");jP([pn("HAS_HIGHER_ORDER_SCATTERING_TEXTURE")],eg.prototype,"hasHigherOrderScatteringTexture");/** + @preserve + + Astronomy library for JavaScript (browser and Node.js). + https://github.com/cosinekitty/astronomy + + MIT License + + Copyright (c) 2019-2023 Don Cross + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all + copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + SOFTWARE. +*//** + * @fileoverview Astronomy calculation library for browser scripting and Node.js. + * @author Don Cross + * @license MIT + */const Nne=173.1446326846693,One=14959787069098932e-8,ah=.017453292519943295,Lne=365.24217,LO=new Date("2000-01-01T12:00:00Z"),Fo=2*Math.PI,Gl=3600*(180/Math.PI),Kf=484813681109536e-20,Ine=10800*60,Une=2*Ine,Pne=6378.1366,zne=Pne/One,Bne=81.30056,DA=.0002959122082855911,tM=2825345909524226e-22,nM=8459715185680659e-23,iM=1292024916781969e-23,rM=1524358900784276e-23;function C_(n){if(!Number.isFinite(n))throw console.trace(),`Value is not a finite number: ${n}`;return n}function bf(n){return n-Math.floor(n)}var Bn;(function(n){n.Sun="Sun",n.Moon="Moon",n.Mercury="Mercury",n.Venus="Venus",n.Earth="Earth",n.Mars="Mars",n.Jupiter="Jupiter",n.Saturn="Saturn",n.Uranus="Uranus",n.Neptune="Neptune",n.Pluto="Pluto",n.SSB="SSB",n.EMB="EMB",n.Star1="Star1",n.Star2="Star2",n.Star3="Star3",n.Star4="Star4",n.Star5="Star5",n.Star6="Star6",n.Star7="Star7",n.Star8="Star8"})(Bn||(Bn={}));const Hne=[Bn.Star1,Bn.Star2,Bn.Star3,Bn.Star4,Bn.Star5,Bn.Star6,Bn.Star7,Bn.Star8],Fne=[{ra:0,dec:0,dist:0},{ra:0,dec:0,dist:0},{ra:0,dec:0,dist:0},{ra:0,dec:0,dist:0},{ra:0,dec:0,dist:0},{ra:0,dec:0,dist:0},{ra:0,dec:0,dist:0},{ra:0,dec:0,dist:0}];function Gne(n){const e=Hne.indexOf(n);return e>=0?Fne[e]:null}function ZP(n){const e=Gne(n);return e&&e.dist>0?e:null}var cl;(function(n){n[n.From2000=0]="From2000",n[n.Into2000=1]="Into2000"})(cl||(cl={}));const 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Vne(n){var e,t,i,r,a,s,o;const l=2e3+(n-14)/Lne;return l<-500?(e=(l-1820)/100,-20+32*e*e):l<500?(e=l/100,t=e*e,i=e*t,r=t*t,a=t*i,s=i*i,10583.6-1014.41*e+33.78311*t-5.952053*i-.1798452*r+.022174192*a+.0090316521*s):l<1600?(e=(l-1e3)/100,t=e*e,i=e*t,r=t*t,a=t*i,s=i*i,1574.2-556.01*e+71.23472*t+.319781*i-.8503463*r-.005050998*a+.0083572073*s):l<1700?(e=l-1600,t=e*e,i=e*t,120-.9808*e-.01532*t+i/7129):l<1800?(e=l-1700,t=e*e,i=e*t,r=t*t,8.83+.1603*e-.0059285*t+13336e-8*i-r/1174e3):l<1860?(e=l-1800,t=e*e,i=e*t,r=t*t,a=t*i,s=i*i,o=i*r,13.72-.332447*e+.0068612*t+.0041116*i-37436e-8*r+121272e-10*a-1699e-10*s+875e-12*o):l<1900?(e=l-1860,t=e*e,i=e*t,r=t*t,a=t*i,7.62+.5737*e-.251754*t+.01680668*i-.0004473624*r+a/233174):l<1920?(e=l-1900,t=e*e,i=e*t,r=t*t,-2.79+1.494119*e-.0598939*t+.0061966*i-197e-6*r):l<1941?(e=l-1920,t=e*e,i=e*t,21.2+.84493*e-.0761*t+.0020936*i):l<1961?(e=l-1950,t=e*e,i=e*t,29.07+.407*e-t/233+i/2547):l<1986?(e=l-1975,t=e*e,i=e*t,45.45+1.067*e-t/260-i/718):l<2005?(e=l-2e3,t=e*e,i=e*t,r=t*t,a=t*i,63.86+.3345*e-.060374*t+.0017275*i+651814e-9*r+2373599e-11*a):l<2050?(e=l-2e3,62.92+.32217*e+.005589*e*e):l<2150?(e=(l-1820)/100,-20+32*e*e-.5628*(2150-l)):(e=(l-1820)/100,-20+32*e*e)}let kne=Vne;function IO(n){return n+kne(n)/86400}class dc{constructor(e){if(e instanceof dc){this.date=e.date,this.ut=e.ut,this.tt=e.tt;return}const t=1e3*3600*24;if(e instanceof Date&&Number.isFinite(e.getTime())){this.date=e,this.ut=(e.getTime()-LO.getTime())/t,this.tt=IO(this.ut);return}if(Number.isFinite(e)){this.date=new Date(LO.getTime()+e*t),this.ut=e,this.tt=IO(this.ut);return}throw"Argument must be a Date object, an AstroTime object, or a numeric UTC Julian date."}static FromTerrestrialTime(e){let t=new dc(e);for(;;){const i=e-t.tt;if(Math.abs(i)<1e-12)return t;t=t.AddDays(i)}}toString(){return this.date.toISOString()}AddDays(e){return new dc(this.ut+e)}}function xh(n){return n instanceof dc?n:new dc(n)}function Wne(n){function e(p){return p%Une*Kf}const t=n.tt/36525,i=e(128710479305e-5+t*1295965810481e-4),r=e(335779.526232+t*17395272628478e-4),a=e(107226070369e-5+t*1602961601209e-3),s=e(450160.398036-t*69628905431e-4);let 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it(ot,Ke,Te,G,be){return ot*Ze(Ke,Te,G,be).y}T=0,T+=it(-526.069,0,0,1,-2),T+=it(-3.352,0,0,1,-4),T+=it(44.297,1,0,1,-2),T+=it(-6,1,0,1,-4),T+=it(20.599,-1,0,1,0),T+=it(-30.598,-1,0,1,-2),T+=it(-24.649,-2,0,1,0),T+=it(-2,-2,0,1,-2),T+=it(-22.571,0,1,1,-2),T+=it(10.985,0,-1,1,-2),_+=.82*ie(.7736-62.5512*e)+.31*ie(.0466-125.1025*e)+.35*ie(.5785-25.1042*e)+.66*ie(.4591+1335.8075*e)+.64*ie(.313-91.568*e)+1.14*ie(.148+1331.2898*e)+.21*ie(.5918+1056.5859*e)+.44*ie(.5784+1322.8595*e)+.24*ie(.2275-5.7374*e)+.28*ie(.2965+2.6929*e)+.33*ie(.3132+6.3368*e),s=N+j/Gl;let bt=(1.000002708+139.978*g)*(18518.511+1.189+y)*Math.sin(s)-6.24*Math.sin(3*s)+T;return{geo_eclip_lon:Fo*bf((S+_/Gl)/Fo),geo_eclip_lat:Math.PI/(180*3600)*bt,distance_au:Gl*zne/(.999953253*v)}}function jne(n,e){return[n.rot[0][0]*e[0]+n.rot[1][0]*e[1]+n.rot[2][0]*e[2],n.rot[0][1]*e[0]+n.rot[1][1]*e[1]+n.rot[2][1]*e[2],n.rot[0][2]*e[0]+n.rot[1][2]*e[1]+n.rot[2][2]*e[2]]}function Zne(n,e,t){const i=JP(e,t);return jne(i,n)}function JP(n,e){const t=n.tt/36525;let i=84381.406,r=((((-951e-10*t+132851e-9)*t-.00114045)*t-1.0790069)*t+5038.481507)*t,a=((((3337e-10*t-467e-9)*t-.00772503)*t+.0512623)*t-.025754)*t+i,s=((((-56e-9*t+170663e-9)*t-.00121197)*t-2.3814292)*t+10.556403)*t;i*=Kf,r*=Kf,a*=Kf,s*=Kf;const o=Math.sin(i),l=Math.cos(i),h=Math.sin(-r),f=Math.cos(-r),d=Math.sin(-a),p=Math.cos(-a),g=Math.sin(s),_=Math.cos(s),T=_*f-h*g*p,y=_*h*l+g*p*f*l-o*g*d,v=_*h*o+g*p*f*o+l*g*d,S=-g*f-h*_*p,E=-g*h*l+_*p*f*l-o*_*d,b=-g*h*o+_*p*f*o+l*_*d,N=h*d,R=-d*f*l-o*p,I=-d*f*o+p*l;if(e===cl.Into2000)return new Hd([[T,y,v],[S,E,b],[N,R,I]]);if(e===cl.From2000)return new Hd([[T,S,N],[y,E,R],[v,b,I]]);throw"Invalid precess direction"}function Kne(n){const e=.779057273264+.00273781191135448*n.ut,t=n.ut%1;let i=360*((e+t)%1);return i<0&&(i+=360),i}let i_;function Qne(n){if(!i_||i_.tt!==n.tt){const e=n.tt/36525;let t=15*QP(n).ee;const i=Kne(n);let r=((t+.014506+((((-368e-10*e-29956e-9)*e-44e-8)*e+1.3915817)*e+4612.156534)*e)/3600+i)%360/15;r<0&&(r+=24),i_={tt:n.tt,st:r}}return i_.st}function Jne(n){const e=xh(n);return Qne(e)}function $ne(n,e){const t=QP(n),i=t.mobl*ah,r=t.tobl*ah,a=t.dpsi*Kf,s=Math.cos(i),o=Math.sin(i),l=Math.cos(r),h=Math.sin(r),f=Math.cos(a),d=Math.sin(a),p=f,g=-d*s,_=-d*o,T=d*l,y=f*s*l+o*h,v=f*o*l-s*h,S=d*h,E=f*s*h-o*l,b=f*o*h+s*l;if(e===cl.From2000)return new Hd([[p,T,S],[g,y,E],[_,v,b]]);if(e===cl.Into2000)return new Hd([[p,g,_],[T,y,v],[S,E,b]]);throw"Invalid precess direction"}class Cs{constructor(e,t,i,r){this.x=e,this.y=t,this.z=i,this.t=r}Length(){return Math.hypot(this.x,this.y,this.z)}}class eie{constructor(e,t,i,r,a,s,o){this.x=e,this.y=t,this.z=i,this.vx=r,this.vy=a,this.vz=s,this.t=o}}let tie=class{constructor(e,t,i){this.lat=C_(e),this.lon=C_(t),this.dist=C_(i)}};class Hd{constructor(e){this.rot=e}}function aM(n){const e=xh(n),t=qne(e),i=t.distance_au*Math.cos(t.geo_eclip_lat),r=[i*Math.cos(t.geo_eclip_lon),i*Math.sin(t.geo_eclip_lon),t.distance_au*Math.sin(t.geo_eclip_lat)],a=Yne(e,r),s=Zne(a,e,cl.Into2000);return new Cs(s[0],s[1],s[2],e)}function cd(n,e,t){let i=1,r=0;for(let a of n){let s=0;for(let[l,h,f]of a)s+=l*Math.cos(h+e*f);let o=i*s;t&&(o%=Fo),r+=o,i*=e}return r}function c3(n,e){let t=1,i=0,r=0,a=0;for(let s of n){let o=0,l=0;for(let[h,f,d]of s){let p=f+e*d;o+=h*d*Math.sin(p),a>0&&(l+=h*Math.cos(p))}r+=a*i*l-t*o,i=t,t*=e,++a}return r}const Sm=365250,sM=0,oM=1,lM=2;function cM(n){return new Tr(n[0]+44036e-11*n[1]-190919e-12*n[2],-479966e-12*n[0]+.917482137087*n[1]-.397776982902*n[2],.397776982902*n[1]+.917482137087*n[2])}function $P(n,e,t){const i=t*Math.cos(e),r=Math.cos(n),a=Math.sin(n);return[i*r,i*a,t*Math.sin(e)]}function D_(n,e){const t=e.tt/Sm,i=cd(n[sM],t,!0),r=cd(n[oM],t,!1),a=cd(n[lM],t,!1),s=$P(i,r,a);return cM(s).ToAstroVector(e)}function nie(n,e){const t=e/Sm,i=cd(n[sM],t,!0),r=cd(n[oM],t,!1),a=cd(n[lM],t,!1),s=c3(n[sM],t),o=c3(n[oM],t),l=c3(n[lM],t),h=Math.cos(i),f=Math.sin(i),d=Math.cos(r),p=Math.sin(r),g=+(l*d*h)-a*p*h*o-a*d*f*s,_=+(l*d*f)-a*p*f*o+a*d*h*s,T=+(l*p)+a*d*o,y=$P(i,r,a),v=[g/Sm,_/Sm,T/Sm],S=cM(y),E=cM(v);return new sh(e,S,E)}function r_(n,e,t,i){const r=i/(i+DA),a=D_(Qf[t],e);n.x+=r*a.x,n.y+=r*a.y,n.z+=r*a.z}function iie(n){const e=new Cs(0,0,0,n);return r_(e,n,Bn.Jupiter,tM),r_(e,n,Bn.Saturn,nM),r_(e,n,Bn.Uranus,iM),r_(e,n,Bn.Neptune,rM),e}const uM=51,rie=29200,Jf=146,Go=201,Nu=[[-73e4,[-26.118207232108,-14.376168177825,3.384402515299],[.0016339372163656,-.0027861699588508,-.0013585880229445]],[-700800,[41.974905202127,-.448502952929,-12.770351505989],[.00073458569351457,.0022785014891658,.00048619778602049]],[-671600,[14.706930780744,44.269110540027,9.353698474772],[-.00210001479998,.00022295915939915,.00070143443551414]],[-642400,[-29.441003929957,-6.43016153057,6.858481011305],[.00084495803960544,-.0030783914758711,-.0012106305981192]],[-613200,[39.444396946234,-6.557989760571,-13.913760296463],[.0011480029005873,.0022400006880665,.00035168075922288]],[-584e3,[20.2303809507,43.266966657189,7.382966091923],[-.0019754081700585,.00053457141292226,.00075929169129793]],[-554800,[-30.65832536462,2.093818874552,9.880531138071],[61010603013347e-18,-.0031326500935382,-.00099346125151067]],[-525600,[35.737703251673,-12.587706024764,-14.677847247563],[.0015802939375649,.0021347678412429,.00019074436384343]],[-496400,[25.466295188546,41.367478338417,5.216476873382],[-.0018054401046468,.0008328308359951,.00080260156912107]],[-467200,[-29.847174904071,10.636426313081,12.297904180106],[-.00063257063052907,-.0029969577578221,-.00074476074151596]],[-438e3,[30.774692107687,-18.236637015304,-14.945535879896],[.0020113162005465,.0019353827024189,-20937793168297e-19]],[-408800,[30.243153324028,38.656267888503,2.938501750218],[-.0016052508674468,.0011183495337525,.00083333973416824]],[-379600,[-27.288984772533,18.643162147874,14.023633623329],[-.0011856388898191,-.0027170609282181,-.00049015526126399]],[-350400,[24.519605196774,-23.245756064727,-14.626862367368],[.0024322321483154,.0016062008146048,-.00023369181613312]],[-321200,[34.505274805875,35.125338586954,.557361475637],[-.0013824391637782,.0013833397561817,.00084823598806262]],[-292e3,[-23.275363915119,25.818514298769,15.055381588598],[-.0016062295460975,-.0023395961498533,-.00024377362639479]],[-262800,[17.050384798092,-27.180376290126,-13.608963321694],[.0028175521080578,.0011358749093955,-.00049548725258825]],[-233600,[38.093671910285,30.880588383337,-1.843688067413],[-.0011317697153459,.0016128814698472,.00084177586176055]],[-204400,[-18.197852930878,31.932869934309,15.438294826279],[-.0019117272501813,-.0019146495909842,-19657304369835e-18]],[-175200,[8.528924039997,-29.618422200048,-11.805400994258],[.0031034370787005,.0005139363329243,-.00077293066202546]],[-146e3,[40.94685725864,25.904973592021,-4.256336240499],[-.00083652705194051,.0018129497136404,.0008156422827306]],[-116800,[-12.326958895325,36.881883446292,15.217158258711],[-.0021166103705038,-.001481442003599,.00017401209844705]],[-87600,[-.633258375909,-30.018759794709,-9.17193287495],[.0032016994581737,-.00025279858672148,-.0010411088271861]],[-58400,[42.936048423883,20.344685584452,-6.588027007912],[-.00050525450073192,.0019910074335507,.00077440196540269]],[-29200,[-5.975910552974,40.61180995846,14.470131723673],[-.0022184202156107,-.0010562361130164,.00033652250216211]],[0,[-9.875369580774,-27.978926224737,-5.753711824704],[.0030287533248818,-.0011276087003636,-.0012651326732361]],[29200,[43.958831986165,14.214147973292,-8.808306227163],[-.00014717608981871,.0021404187242141,.00071486567806614]],[58400,[.67813676352,43.094461639362,13.243238780721],[-.0022358226110718,-.00063233636090933,.00047664798895648]],[87600,[-18.282602096834,-23.30503958666,-1.766620508028],[.0025567245263557,-.0019902940754171,-.0013943491701082]],[116800,[43.873338744526,7.700705617215,-10.814273666425],[.00023174803055677,.0022402163127924,.00062988756452032]],[146e3,[7.392949027906,44.382678951534,11.629500214854],[-.002193281545383,-.00021751799585364,.00059556516201114]],[175200,[-24.981690229261,-16.204012851426,2.466457544298],[.001819398914958,-.0026765419531201,-.0013848283502247]],[204400,[42.530187039511,.845935508021,-12.554907527683],[.00065059779150669,.0022725657282262,.00051133743202822]],[233600,[13.999526486822,44.462363044894,9.669418486465],[-.0021079296569252,.00017533423831993,.00069128485798076]],[262800,[-29.184024803031,-7.371243995762,6.493275957928],[.00093581363109681,-.0030610357109184,-.0012364201089345]],[292e3,[39.831980671753,-6.078405766765,-13.909815358656],[.0011117769689167,.0022362097830152,.00036230548231153]],[321200,[20.294955108476,43.417190420251,7.450091985932],[-.0019742157451535,.00053102050468554,.00075938408813008]],[350400,[-30.66999230216,2.318743558955,9.973480913858],[45605107450676e-18,-.0031308219926928,-.00099066533301924]],[379600,[35.626122155983,-12.897647509224,-14.777586508444],[.0016015684949743,.0021171931182284,.00018002516202204]],[408800,[26.133186148561,41.232139187599,5.00640132622],[-.0017857704419579,.00086046232702817,.00080614690298954]],[438e3,[-29.57674022923,11.863535943587,12.631323039872],[-.00072292830060955,-.0029587820140709,-.000708242964503]],[467200,[29.910805787391,-19.159019294,-15.013363865194],[.0020871080437997,.0018848372554514,-38528655083926e-18]],[496400,[31.375957451819,38.05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Tr{constructor(e,t,i){this.x=e,this.y=t,this.z=i}clone(){return new Tr(this.x,this.y,this.z)}ToAstroVector(e){return new Cs(this.x,this.y,this.z,e)}static zero(){return new Tr(0,0,0)}quadrature(){return this.x*this.x+this.y*this.y+this.z*this.z}add(e){return new Tr(this.x+e.x,this.y+e.y,this.z+e.z)}sub(e){return new Tr(this.x-e.x,this.y-e.y,this.z-e.z)}incr(e){this.x+=e.x,this.y+=e.y,this.z+=e.z}decr(e){this.x-=e.x,this.y-=e.y,this.z-=e.z}mul(e){return new Tr(e*this.x,e*this.y,e*this.z)}div(e){return new Tr(this.x/e,this.y/e,this.z/e)}mean(e){return new Tr((this.x+e.x)/2,(this.y+e.y)/2,(this.z+e.z)/2)}neg(){return new Tr(-this.x,-this.y,-this.z)}}class sh{constructor(e,t,i){this.tt=e,this.r=t,this.v=i}clone(){return new sh(this.tt,this.r,this.v)}sub(e){return new sh(this.tt,this.r.sub(e.r),this.v.sub(e.v))}}function aie(n){let[e,[t,i,r],[a,s,o]]=n;return new sh(e,new Tr(t,i,r),new Tr(a,s,o))}function a_(n,e,t,i){const r=i/(i+DA),a=nie(Qf[t],e);return n.r.incr(a.r.mul(r)),n.v.incr(a.v.mul(r)),a}function sm(n,e,t){const i=t.sub(n),r=i.quadrature();return i.mul(e/(r*Math.sqrt(r)))}class NA{constructor(e){let t=new sh(e,new Tr(0,0,0),new Tr(0,0,0));this.Jupiter=a_(t,e,Bn.Jupiter,tM),this.Saturn=a_(t,e,Bn.Saturn,nM),this.Uranus=a_(t,e,Bn.Uranus,iM),this.Neptune=a_(t,e,Bn.Neptune,rM),this.Jupiter.r.decr(t.r),this.Jupiter.v.decr(t.v),this.Saturn.r.decr(t.r),this.Saturn.v.decr(t.v),this.Uranus.r.decr(t.r),this.Uranus.v.decr(t.v),this.Neptune.r.decr(t.r),this.Neptune.v.decr(t.v),this.Sun=new sh(e,t.r.mul(-1),t.v.mul(-1))}Acceleration(e){let t=sm(e,DA,this.Sun.r);return t.incr(sm(e,tM,this.Jupiter.r)),t.incr(sm(e,nM,this.Saturn.r)),t.incr(sm(e,iM,this.Uranus.r)),t.incr(sm(e,rM,this.Neptune.r)),t}}let e9=class t9{constructor(e,t,i,r){this.tt=e,this.r=t,this.v=i,this.a=r}clone(){return new t9(this.tt,this.r.clone(),this.v.clone(),this.a.clone())}},n9=class{constructor(e,t){this.bary=e,this.grav=t}};function h1(n,e,t,i){return new Tr(e.x+n*(t.x+n*i.x/2),e.y+n*(t.y+n*i.y/2),e.z+n*(t.z+n*i.z/2))}function UO(n,e,t){return new Tr(e.x+n*t.x,e.y+n*t.y,e.z+n*t.z)}function hM(n,e){const t=n-e.tt,i=new NA(n),r=h1(t,e.r,e.v,e.a),a=i.Acceleration(r).mean(e.a),s=h1(t,e.r,e.v,a),o=e.v.add(a.mul(t)),l=i.Acceleration(s),h=new e9(n,s,o,l);return new n9(i,h)}const sie=[];function i9(n,e){const t=Math.floor(n);return t<0?0:t>=e?e-1:t}function fM(n){const e=aie(n),t=new NA(e.tt),i=e.r.add(t.Sun.r),r=e.v.add(t.Sun.v),a=t.Acceleration(i),s=new e9(e.tt,i,r,a);return new n9(t,s)}function oie(n,e){const t=Nu[0][0];if(eNu[uM-1][0])return null;const i=i9((e-t)/rie,uM-1);if(!n[i]){const a=n[i]=[];a[0]=fM(Nu[i]).grav,a[Go-1]=fM(Nu[i+1]).grav;let s,o=a[0].tt;for(s=1;s0;--s)r[s]=hM(o-=Jf,r[s+1]).grav;for(s=Go-2;s>0;--s){const l=s/(Go-1);a[s].r=a[s].r.mul(1-l).add(r[s].r.mul(l)),a[s].v=a[s].v.mul(1-l).add(r[s].v.mul(l)),a[s].a=a[s].a.mul(1-l).add(r[s].a.mul(l))}}return n[i]}function PO(n,e,t){let i=fM(n);const r=Math.ceil((e-i.grav.tt)/t);for(let a=0;a1)throw"Object is too distant for light-travel solver.";const o=e.AddDays(-s);if(i=Math.abs(o.tt-t.tt),i<1e-9)return a;t=o}throw`Light-travel time solver did not converge: dt = ${i}`}class uie{constructor(e,t,i,r){this.observerBody=e,this.targetBody=t,this.aberration=i,this.observerPos=r}Position(e){this.aberration&&(this.observerPos=Zm(this.observerBody,e));const t=Zm(this.targetBody,e);return new Cs(t.x-this.observerPos.x,t.y-this.observerPos.y,t.z-this.observerPos.z,e)}}function hie(n,e,t,i){const r=xh(n);if(ZP(t)){const o=Zm(t,r),l=Zm(e,r);return new Cs(o.x-l.x,o.y-l.y,o.z-l.z,r)}let a;a=Zm(e,r);const s=new uie(e,t,i,a);return cie(o=>s.Position(o),r)}function fie(n,e,t){const i=xh(e);switch(n){case Bn.Earth:return new Cs(0,0,0,i);case Bn.Moon:return aM(i);default:const r=hie(i,Bn.Earth,n,t);return r.t=i,r}}var zO;(function(n){n[n.Pericenter=0]="Pericenter",n[n.Apocenter=1]="Apocenter"})(zO||(zO={}));function die(n,e){return new Hd([[e.rot[0][0]*n.rot[0][0]+e.rot[1][0]*n.rot[0][1]+e.rot[2][0]*n.rot[0][2],e.rot[0][1]*n.rot[0][0]+e.rot[1][1]*n.rot[0][1]+e.rot[2][1]*n.rot[0][2],e.rot[0][2]*n.rot[0][0]+e.rot[1][2]*n.rot[0][1]+e.rot[2][2]*n.rot[0][2]],[e.rot[0][0]*n.rot[1][0]+e.rot[1][0]*n.rot[1][1]+e.rot[2][0]*n.rot[1][2],e.rot[0][1]*n.rot[1][0]+e.rot[1][1]*n.rot[1][1]+e.rot[2][1]*n.rot[1][2],e.rot[0][2]*n.rot[1][0]+e.rot[1][2]*n.rot[1][1]+e.rot[2][2]*n.rot[1][2]],[e.rot[0][0]*n.rot[2][0]+e.rot[1][0]*n.rot[2][1]+e.rot[2][0]*n.rot[2][2],e.rot[0][1]*n.rot[2][0]+e.rot[1][1]*n.rot[2][1]+e.rot[2][1]*n.rot[2][2],e.rot[0][2]*n.rot[2][0]+e.rot[1][2]*n.rot[2][1]+e.rot[2][2]*n.rot[2][2]]])}function pie(n,e,t){const i=C_(t)*ah,r=Math.cos(i),a=Math.sin(i),s=(e+1)%3,o=(e+2)%3,l=e;let h=[[0,0,0],[0,0,0],[0,0,0]];return h[s][s]=r*n.rot[s][s]-a*n.rot[s][o],h[s][o]=a*n.rot[s][s]+r*n.rot[s][o],h[s][l]=n.rot[s][l],h[o][s]=r*n.rot[o][s]-a*n.rot[o][o],h[o][o]=a*n.rot[o][s]+r*n.rot[o][o],h[o][l]=n.rot[o][l],h[l][s]=r*n.rot[l][s]-a*n.rot[l][o],h[l][o]=a*n.rot[l][s]+r*n.rot[l][o],h[l][l]=n.rot[l][l],new Hd(h)}function mie(n,e){e=xh(e);const t=n.lat*ah,i=n.lon*ah,r=n.dist*Math.cos(t);return new Cs(r*Math.cos(i),r*Math.sin(i),n.dist*Math.sin(t),e)}function gie(n){n=xh(n);const e=JP(n,cl.From2000),t=$ne(n,cl.From2000);return die(e,t)}var BO;(function(n){n.Penumbral="penumbral",n.Partial="partial",n.Annular="annular",n.Total="total"})(BO||(BO={}));var HO;(function(n){n[n.Invalid=0]="Invalid",n[n.Ascending=1]="Ascending",n[n.Descending=-1]="Descending"})(HO||(HO={}));function OA(n){return n instanceof dc?n:new dc(n instanceof Date?n:new Date(n))}function vie(n,e=new L){const{x:t,y:i,z:r}=n;return e.set(t,i,r)}function _ie(n,e=new Ve){const[t,i,r]=n.rot;return e.set(t[0],i[0],r[0],0,t[1],i[1],r[1],0,t[2],i[2],r[2],0,0,0,0,1)}function xie(n,e=new Ve){const t=OA(n),i=pie(gie(t),2,-15*Jne(t));return _ie(i,e)}function r9(n,e,t,i,r){const a=fie(n,e,!1);return vie(a,t),i!=null,t.normalize()}function yie(n,e=new L,t){return r9(Bn.Sun,OA(n),e,t)}function Sie(n,e=new L,t){return r9(Bn.Moon,OA(n),e,t)}const Tie=`precision highp float; +precision highp sampler3D; + +#include "bruneton/definitions" +#include "bruneton/common" +#include "bruneton/precompute" + +uniform AtmosphereParameters ATMOSPHERE; + +uniform sampler2D transmittanceTexture; + +layout(location = 0) out vec4 outputColor; + +void main() { + vec3 deltaIrradiance; + vec3 irradiance; + deltaIrradiance = ComputeDirectIrradianceTexture( + ATMOSPHERE, + transmittanceTexture, + gl_FragCoord.xy + ); + irradiance = vec3(0.0); + outputColor = vec4(OUTPUT, 1.0); +} +`,Eie=`precision highp float; +precision highp sampler3D; + +#include "bruneton/definitions" +#include "bruneton/common" +#include "bruneton/precompute" + +uniform AtmosphereParameters ATMOSPHERE; + +uniform mat3 luminanceFromRadiance; +uniform sampler3D singleRayleighScatteringTexture; +uniform sampler3D singleMieScatteringTexture; +uniform sampler3D multipleScatteringTexture; +uniform int scatteringOrder; + +layout(location = 0) out vec4 outputColor; + +void main() { + vec3 deltaIrradiance; + vec3 irradiance; + deltaIrradiance = ComputeIndirectIrradianceTexture( + ATMOSPHERE, + singleRayleighScatteringTexture, + singleMieScatteringTexture, + multipleScatteringTexture, + gl_FragCoord.xy, + scatteringOrder + ); + irradiance = luminanceFromRadiance * deltaIrradiance; + outputColor = vec4(OUTPUT, 1.0); +} +`,Mie=`precision highp float; +precision highp sampler3D; + +#include "bruneton/definitions" +#include "bruneton/common" +#include "bruneton/precompute" + +uniform AtmosphereParameters ATMOSPHERE; + +uniform mat3 luminanceFromRadiance; +uniform sampler2D transmittanceTexture; +uniform sampler3D scatteringDensityTexture; +uniform int layer; + +layout(location = 0) out vec4 outputColor; + +void main() { + vec4 deltaMultipleScattering; + vec4 scattering; + float nu; + deltaMultipleScattering.rgb = ComputeMultipleScatteringTexture( + ATMOSPHERE, + transmittanceTexture, + scatteringDensityTexture, + vec3(gl_FragCoord.xy, float(layer) + 0.5), + nu + ); + deltaMultipleScattering.a = 1.0; + scattering = vec4( + luminanceFromRadiance * deltaMultipleScattering.rgb / RayleighPhaseFunction(nu), + 0.0 + ); + outputColor = OUTPUT; +} +`,bie=`precision highp float; +precision highp sampler3D; + +#include "bruneton/definitions" +#include "bruneton/common" +#include "bruneton/precompute" + +uniform AtmosphereParameters ATMOSPHERE; + +uniform sampler2D transmittanceTexture; +uniform sampler3D singleRayleighScatteringTexture; +uniform sampler3D singleMieScatteringTexture; +uniform sampler3D multipleScatteringTexture; +uniform sampler2D irradianceTexture; +uniform int scatteringOrder; +uniform int layer; + +layout(location = 0) out vec4 scatteringDensity; + +void main() { + scatteringDensity.rgb = ComputeScatteringDensityTexture( + ATMOSPHERE, + transmittanceTexture, + singleRayleighScatteringTexture, + singleMieScatteringTexture, + multipleScatteringTexture, + irradianceTexture, + vec3(gl_FragCoord.xy, float(layer) + 0.5), + scatteringOrder + ); + scatteringDensity.a = 1.0; +} +`,Aie=`precision highp float; +precision highp sampler3D; + +#include "bruneton/definitions" +#include "bruneton/common" +#include "bruneton/precompute" + +uniform AtmosphereParameters ATMOSPHERE; + +uniform mat3 luminanceFromRadiance; +uniform sampler2D transmittanceTexture; +uniform int layer; + +layout(location = 0) out vec4 outputColor; + +void main() { + vec4 deltaRayleigh; + vec4 deltaMie; + vec4 scattering; + vec4 singleMieScattering; + ComputeSingleScatteringTexture( + ATMOSPHERE, + transmittanceTexture, + vec3(gl_FragCoord.xy, float(layer) + 0.5), + deltaRayleigh.rgb, + deltaMie.rgb + ); + deltaRayleigh.a = 1.0; + deltaMie.a = 1.0; + scattering = vec4( + luminanceFromRadiance * deltaRayleigh.rgb, + (luminanceFromRadiance * deltaMie.rgb).r + ); + singleMieScattering.rgb = luminanceFromRadiance * deltaMie.rgb; + singleMieScattering.a = 1.0; + outputColor = OUTPUT; +} +`,wie=`precision highp float; +precision highp sampler3D; + +#include "bruneton/definitions" +#include "bruneton/common" +#include "bruneton/precompute" + +uniform AtmosphereParameters ATMOSPHERE; + +layout(location = 0) out vec4 transmittance; + +void main() { + transmittance.rgb = ComputeTransmittanceToTopAtmosphereBoundaryTexture( + ATMOSPHERE, + gl_FragCoord.xy + ); + transmittance.a = 1.0; +} +`,Rie=` + precision highp float; + in vec2 position; + void main() { + gl_Position = vec4(position, 1.0, 1.0); + } +`;function f1(n,e,t){const i=new xi(e,t,{depthBuffer:!1,type:n,format:$n}),r=i.texture;return r.minFilter=Ht,r.magFilter=Ht,r.wrapS=Ui,r.wrapT=Ui,r.colorSpace=Or,i}function ud(n,e,t,i){const r=new ZU(e,t,i,{depthBuffer:!1,type:n,format:$n}),a=r.texture;return a.minFilter=Ht,a.magFilter=Ht,a.wrapS=Ui,a.wrapT=Ui,a.wrapR=Ui,a.colorSpace=Or,r}function Cie(n){const e=n[Symbol.iterator]();return new Promise((t,i)=>{const r=()=>{try{const{value:a,done:s}=e.next();s===!0?t(a):OO(r)}catch(a){i(a instanceof Error?a:new Error)}};OO(r)})}async function FO(n,e,t){const{width:i,height:r}=e,a=t.type===Yn?new Uint16Array(i*r*4):new Float32Array(i*r*4);await n.readRenderTargetPixelsAsync(e,0,0,e.width,e.height,a),t.userData.imageData=a}class Die{constructor(e){this.lambdas=new L,this.luminanceFromRadiance=new Et,e===Yn&&(this.opticalDepth=f1(e,rp,ap)),this.deltaIrradiance=f1(e,np,ip),this.deltaRayleighScattering=ud(e,Fu,Gu,Vu),this.deltaMieScattering=ud(e,Fu,Gu,Vu),this.deltaScatteringDensity=ud(e,Fu,Gu,Vu),this.deltaMultipleScattering=this.deltaRayleighScattering}dispose(){var e;(e=this.opticalDepth)==null||e.dispose(),this.deltaIrradiance.dispose(),this.deltaRayleighScattering.dispose(),this.deltaMieScattering.dispose(),this.deltaScatteringDensity.dispose()}}class Af extends ph{constructor(e){super({glslVersion:so,vertexShader:Rie,...e,defines:{TRANSMITTANCE_TEXTURE_WIDTH:rp.toFixed(0),TRANSMITTANCE_TEXTURE_HEIGHT:ap.toFixed(0),SCATTERING_TEXTURE_R_SIZE:Ty.toFixed(0),SCATTERING_TEXTURE_MU_SIZE:Ey.toFixed(0),SCATTERING_TEXTURE_MU_S_SIZE:My.toFixed(0),SCATTERING_TEXTURE_NU_SIZE:by.toFixed(0),IRRADIANCE_TEXTURE_WIDTH:np.toFixed(0),IRRADIANCE_TEXTURE_HEIGHT:ip.toFixed(0),...e.defines}})}set additive(e){this.transparent=e,this.blending=e?xb:Er,this.blendEquation=$s,this.blendEquationAlpha=$s,this.blendSrc=Yf,this.blendDst=Yf,this.blendSrcAlpha=Yf,this.blendDstAlpha=Yf}setUniforms(e){const t=this.uniforms;t.luminanceFromRadiance!=null&&t.luminanceFromRadiance.value.copy(e.luminanceFromRadiance),t.singleRayleighScatteringTexture!=null&&(t.singleRayleighScatteringTexture.value=e.deltaRayleighScattering.texture),t.singleMieScatteringTexture!=null&&(t.singleMieScatteringTexture.value=e.deltaMieScattering.texture),t.multipleScatteringTexture!=null&&(t.multipleScatteringTexture.value=e.deltaMultipleScattering.texture),t.scatteringDensityTexture!=null&&(t.scatteringDensityTexture.value=e.deltaScatteringDensity.texture),t.irradianceTexture!=null&&(t.irradianceTexture.value=e.deltaIrradiance.texture)}}class Nie{constructor(e,{type:t=fP(e)?si:Yn,combinedScattering:i=!0,higherOrderScattering:r=!0}={}){var a,s;this.transmittanceMaterial=new Af({fragmentShader:Nr(wie,{bruneton:{common:Qs,definitions:Js,precompute:Ef}})}),this.directIrradianceMaterial=new Af({fragmentShader:Nr(Tie,{bruneton:{common:Qs,definitions:Js,precompute:Ef}}),uniforms:{transmittanceTexture:new J(null)}}),this.singleScatteringMaterial=new Af({fragmentShader:Nr(Aie,{bruneton:{common:Qs,definitions:Js,precompute:Ef}}),uniforms:{luminanceFromRadiance:new J(new Et),transmittanceTexture:new J(null),layer:new J(0)}}),this.scatteringDensityMaterial=new Af({fragmentShader:Nr(bie,{bruneton:{common:Qs,definitions:Js,precompute:Ef}}),uniforms:{transmittanceTexture:new J(null),singleRayleighScatteringTexture:new J(null),singleMieScatteringTexture:new J(null),multipleScatteringTexture:new J(null),irradianceTexture:new J(null),scatteringOrder:new J(0),layer:new J(0)}}),this.indirectIrradianceMaterial=new Af({fragmentShader:Nr(Eie,{bruneton:{common:Qs,definitions:Js,precompute:Ef}}),uniforms:{luminanceFromRadiance:new J(new Et),singleRayleighScatteringTexture:new J(null),singleMieScatteringTexture:new J(null),multipleScatteringTexture:new J(null),scatteringOrder:new J(0)}}),this.multipleScatteringMaterial=new Af({fragmentShader:Nr(Mie,{bruneton:{common:Qs,definitions:Js,precompute:Ef}}),uniforms:{luminanceFromRadiance:new J(new Et),transmittanceTexture:new J(null),scatteringDensityTexture:new J(null),layer:new J(0)}}),this.mesh=new oi(new dh(2,2)),this.scene=new Nd().add(this.mesh),this.camera=new wc,this.updating=!1,this.renderer=e,this.type=t,this.transmittanceRenderTarget=f1(t,rp,ap),this.scatteringRenderTarget=ud(t,Fu,Gu,Vu),this.irradianceRenderTarget=f1(t,np,ip),i||(this.singleMieScatteringRenderTarget=ud(t,Fu,Gu,Vu)),r&&(this.higherOrderScatteringRenderTarget=ud(t,Fu,Gu,Vu)),this.textures={transmittanceTexture:this.transmittanceRenderTarget.texture,scatteringTexture:this.scatteringRenderTarget.texture,irradianceTexture:this.irradianceRenderTarget.texture,singleMieScatteringTexture:(a=this.singleMieScatteringRenderTarget)==null?void 0:a.texture,higherOrderScatteringTexture:(s=this.higherOrderScatteringRenderTarget)==null?void 0:s.texture}}render3DRenderTarget(e,t){for(let i=0;i{this.dispose(e),this.disposeQueue=void 0};return}const{textures:t=!0}=e;t||(this.transmittanceRenderTarget.textures.splice(0,1),this.scatteringRenderTarget.textures.splice(0,1),this.irradianceRenderTarget.textures.splice(0,1),(i=this.singleMieScatteringRenderTarget)==null||i.textures.splice(0,1),(r=this.higherOrderScatteringRenderTarget)==null||r.textures.splice(0,1)),this.transmittanceRenderTarget.dispose(),this.scatteringRenderTarget.dispose(),this.irradianceRenderTarget.dispose(),(a=this.singleMieScatteringRenderTarget)==null||a.dispose(),(s=this.higherOrderScatteringRenderTarget)==null||s.dispose(),this.transmittanceMaterial.dispose(),this.directIrradianceMaterial.dispose(),this.singleScatteringMaterial.dispose(),this.scatteringDensityMaterial.dispose(),this.indirectIrradianceMaterial.dispose(),this.multipleScatteringMaterial.dispose(),this.mesh.geometry.dispose()}}function Oie(n){var e=[];if(n.length===0)return"";if(typeof n[0]!="string")throw new TypeError("Url must be a string. Received "+n[0]);if(n[0].match(/^[^/:]+:\/*$/)&&n.length>1){var t=n.shift();n[0]=t+n[0]}n[0].match(/^file:\/\/\//)?n[0]=n[0].replace(/^([^/:]+):\/*/,"$1:///"):n[0]=n[0].replace(/^([^/:]+):\/*/,"$1://");for(var i=0;i0&&(r=r.replace(/^[\/]+/,"")),i0?"?":"")+s.join("&"),a}function Lie(){var n;return typeof arguments[0]=="object"?n=arguments[0]:n=[].slice.call(arguments),Oie(n)}const GO={width:rp,height:ap},wf={width:Fu,height:Gu,depth:Vu},VO={width:np,height:ip};class a9 extends yi{constructor({format:e="exr",type:t=Yn,combinedScattering:i=!0,higherOrderScattering:r=!0}={},a){super(a),this.format=e,this.type=t,this.combinedScattering=i,this.higherOrderScattering=r}setType(e){return this.type=fP(e)?si:Yn,this}setTypeFromRenderer(e){return this.setType(e)}load(e,t,i,r){const a={},s=({key:o,loader:l,path:h})=>(l.setRequestHeader(this.requestHeader),l.setPath(this.path),l.setWithCredentials(this.withCredentials),l.load(Lie(e,h),f=>{f.type=this.type,this.type===si&&(f.image.data=new Float32Array(new dl(f.image.data.buffer))),f.minFilter=Ht,f.magFilter=Ht,a[`${o}Texture`]=f,a.irradianceTexture!=null&&a.scatteringTexture!=null&&a.transmittanceTexture!=null&&(this.combinedScattering||a.singleMieScatteringTexture!=null)&&(!this.higherOrderScattering||a.higherOrderScatteringTexture!=null)&&(t==null||t(a))},i,r));return this.format==="exr"?{transmittanceTexture:s({key:"transmittance",loader:new NO(GO,this.manager),path:"transmittance.exr"}),scatteringTexture:s({key:"scattering",loader:new s3(wf,this.manager),path:"scattering.exr"}),irradianceTexture:s({key:"irradiance",loader:new NO(VO,this.manager),path:"irradiance.exr"}),singleMieScatteringTexture:this.combinedScattering?void 0:s({key:"singleMieScattering",loader:new s3(wf,this.manager),path:"single_mie_scattering.exr"}),higherOrderScatteringTexture:this.higherOrderScattering?s({key:"higherOrderScattering",loader:new s3(wf,this.manager),path:"higher_order_scattering.exr"}):void 0}:{transmittanceTexture:s({key:"transmittance",loader:new Mu(ea,am,GO,this.manager),path:"transmittance.bin"}),scatteringTexture:s({key:"scattering",loader:new Mu(ss,am,wf,this.manager),path:"scattering.bin"}),irradianceTexture:s({key:"irradiance",loader:new Mu(ea,am,VO,this.manager),path:"irradiance.bin"}),singleMieScatteringTexture:this.combinedScattering?void 0:s({key:"singleMieScattering",loader:new Mu(ss,am,wf,this.manager),path:"single_mie_scattering.bin"}),higherOrderScatteringTexture:this.higherOrderScattering?s({key:"higherOrderScattering",loader:new Mu(ss,am,wf,this.manager),path:"higher_order_scattering.bin"}):void 0}}}const Iie=`precision highp float; +precision highp sampler3D; + +#define RECIPROCAL_PI 0.3183098861837907 + +#include "core/raySphereIntersection" + +#include "bruneton/definitions" + +uniform AtmosphereParameters ATMOSPHERE; +uniform vec3 SUN_SPECTRAL_RADIANCE_TO_LUMINANCE; +uniform vec3 SKY_SPECTRAL_RADIANCE_TO_LUMINANCE; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler2D irradiance_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler3D higher_order_scattering_texture; + +#include "bruneton/common" +#include "bruneton/runtime" + +#include "sky" + +uniform vec3 sunDirection; +uniform vec3 moonDirection; +uniform float moonAngularRadius; +uniform float lunarRadianceScale; +uniform vec3 groundAlbedo; + +#ifdef HAS_SHADOW_LENGTH +uniform sampler2D shadowLengthBuffer; +#endif // HAS_SHADOW_LENGTH + +in vec2 vUv; +in vec3 vCameraPosition; +in vec3 vRayDirection; + +layout(location = 0) out vec4 outputColor; + +#include + +void main() { + float shadowLength = 0.0; + #ifdef HAS_SHADOW_LENGTH + shadowLength = texture(shadowLengthBuffer, vUv).r; + #endif // HAS_SHADOW_LENGTH + + vec3 cameraPosition = vCameraPosition; + vec3 rayDirection = normalize(vRayDirection); + + #ifdef GROUND_ALBEDO + + float r = length(cameraPosition); + float mu = dot(cameraPosition, rayDirection) / r; + bool intersectsGround = RayIntersectsGround(ATMOSPHERE, r, mu); + if (intersectsGround) { + float distanceToGround = raySphereFirstIntersection( + cameraPosition, + rayDirection, + ATMOSPHERE.bottom_radius + ); + vec3 groundPosition = rayDirection * distanceToGround + cameraPosition; + vec3 surfaceNormal = normalize(groundPosition); + vec3 skyIrradiance; + vec3 sunIrradiance = GetSunAndSkyIrradiance( + cameraPosition, + surfaceNormal, + sunDirection, + skyIrradiance + ); + vec3 transmittance; + vec3 inscatter = GetSkyRadianceToPoint( + cameraPosition, + ATMOSPHERE.bottom_radius * surfaceNormal, + shadowLength, + sunDirection, + transmittance + ); + vec3 radiance = groundAlbedo * RECIPROCAL_PI * (sunIrradiance + skyIrradiance); + outputColor.rgb = radiance * transmittance + inscatter; + } else { + outputColor.rgb = getSkyRadiance( + cameraPosition, + rayDirection, + shadowLength, + sunDirection, + moonDirection, + moonAngularRadius, + lunarRadianceScale + ); + } + + #else // GROUND_ALBEDO + + outputColor.rgb = getSkyRadiance( + cameraPosition, + rayDirection, + shadowLength, + sunDirection, + moonDirection, + moonAngularRadius, + lunarRadianceScale + ); + + #endif // GROUND_ALBEDO + + outputColor.a = 1.0; + + #include +} +`,Uie=`precision highp float; +precision highp sampler3D; + +uniform mat4 inverseProjectionMatrix; +uniform mat4 inverseViewMatrix; +uniform vec3 cameraPosition; +uniform mat4 worldToECEFMatrix; +uniform vec3 altitudeCorrection; + +layout(location = 0) in vec3 position; + +out vec2 vUv; +out vec3 vCameraPosition; +out vec3 vRayDirection; + +void getCameraRay(out vec3 origin, out vec3 direction) { + bool isPerspective = inverseProjectionMatrix[2][3] != 0.0; // 4th entry in the 3rd column + + if (isPerspective) { + // Calculate the camera ray for a perspective camera. + vec4 viewPosition = inverseProjectionMatrix * vec4(position, 1.0); + vec4 worldDirection = inverseViewMatrix * vec4(viewPosition.xyz, 0.0); + origin = cameraPosition; + direction = worldDirection.xyz; + } else { + // Unprojected points to calculate direction. + vec4 nearPoint = inverseProjectionMatrix * vec4(position.xy, -1.0, 1.0); + vec4 farPoint = inverseProjectionMatrix * vec4(position.xy, -0.9, 1.0); + nearPoint /= nearPoint.w; + farPoint /= farPoint.w; + + // Calculate world values + vec4 worldDirection = inverseViewMatrix * vec4(farPoint.xyz - nearPoint.xyz, 0.0); + vec4 worldOrigin = inverseViewMatrix * nearPoint; + + // Outputs + direction = worldDirection.xyz; + origin = worldOrigin.xyz; + } +} + +void main() { + vUv = position.xy * 0.5 + 0.5; + + vec3 direction, origin; + getCameraRay(origin, direction); + + vec3 cameraPositionECEF = (worldToECEFMatrix * vec4(origin, 1.0)).xyz; + vCameraPosition = (cameraPositionECEF + altitudeCorrection) * METER_TO_LENGTH_UNIT; + vRayDirection = (worldToECEFMatrix * vec4(direction, 0.0)).xyz; + + gl_Position = vec4(position.xy, 1.0, 1.0); +} +`;var Pie=Object.defineProperty,LA=(n,e,t,i)=>{for(var r=void 0,a=n.length-1,s;a>=0;a--)(s=n[a])&&(r=s(e,t,r)||r);return r&&Pie(e,t,r),r};const zie={...CA,sun:!0,moon:!0,moonAngularRadius:.0045,lunarRadianceScale:1,ground:!0,groundAlbedo:new qe(0)};class IA extends eg{constructor(e){const{sun:t,moon:i,moonDirection:r,moonAngularRadius:a,lunarRadianceScale:s,ground:o,groundAlbedo:l,...h}={...zie,...e};super({name:"SkyMaterial",glslVersion:so,vertexShader:Uie,fragmentShader:Nr(Iie,{core:{raySphereIntersection:Sy},bruneton:{common:Qs,definitions:Js,runtime:Ay},sky:YP}),...h,uniforms:{inverseProjectionMatrix:new J(new Ve),inverseViewMatrix:new J(new Ve),moonDirection:new J((r==null?void 0:r.clone())??new L),moonAngularRadius:new J(a),lunarRadianceScale:new J(s),groundAlbedo:new J(l.clone()),shadowLengthBuffer:new J(null),...h.uniforms},defines:{PERSPECTIVE_CAMERA:"1"},depthTest:!0}),this.shadowLength=null,this.sun=t,this.moon=i,this.ground=o}onBeforeRender(e,t,i,r,a,s){super.onBeforeRender(e,t,i,r,a,s);const{uniforms:o,defines:l}=this;o.inverseProjectionMatrix.value.copy(i.projectionMatrixInverse),o.inverseViewMatrix.value.copy(i.matrixWorld);const h=l.PERSPECTIVE_CAMERA!=null,f=i.isPerspectiveCamera===!0;f!==h&&(f?l.PERSPECTIVE_CAMERA="1":delete l.PERSPECTIVE_CAMERA,this.needsUpdate=!0);const d=this.groundAlbedo,p=l.GROUND_ALBEDO!=null,g=d.r!==0||d.g!==0||d.b!==0;g!==p&&(g?this.defines.GROUND_ALBEDO="1":delete this.defines.GROUND_ALBEDO,this.needsUpdate=!0);const _=this.shadowLength,T=l.HAS_SHADOW_LENGTH!=null,y=_!=null;y!==T&&(y?l.HAS_SHADOW_LENGTH="1":(delete l.HAS_SHADOW_LENGTH,o.shadowLengthBuffer.value=null),this.needsUpdate=!0),y&&(o.shadowLengthBuffer.value=_.map)}get moonDirection(){return this.uniforms.moonDirection.value}get moonAngularRadius(){return this.uniforms.moonAngularRadius.value}set moonAngularRadius(e){this.uniforms.moonAngularRadius.value=e}get lunarRadianceScale(){return this.uniforms.lunarRadianceScale.value}set lunarRadianceScale(e){this.uniforms.lunarRadianceScale.value=e}get groundAlbedo(){return this.uniforms.groundAlbedo.value}}LA([pn("SUN")],IA.prototype,"sun");LA([pn("MOON")],IA.prototype,"moon");LA([pn("GROUND")],IA.prototype,"ground");const Bie=`precision highp float; +precision highp sampler3D; + +#include "bruneton/definitions" + +uniform AtmosphereParameters ATMOSPHERE; +uniform vec3 SUN_SPECTRAL_RADIANCE_TO_LUMINANCE; +uniform vec3 SKY_SPECTRAL_RADIANCE_TO_LUMINANCE; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler2D irradiance_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler3D higher_order_scattering_texture; + +#include "bruneton/common" +#include "bruneton/runtime" + +uniform vec3 sunDirection; + +in vec3 vCameraPosition; +in vec3 vRayDirection; + +layout(location = 0) out vec4 outputColor; + +#include + +in vec3 vColor; + +void main() { + #if !defined(PERSPECTIVE_CAMERA) + outputColor = vec4(0.0); + discard; // Rendering celestial objects without perspective doesn't make sense. + #endif // !defined(PERSPECTIVE_CAMERA) + + #ifdef BACKGROUND + vec3 rayDirection = normalize(vRayDirection); + float r = length(vCameraPosition); + float mu = dot(vCameraPosition, rayDirection) / r; + + if (RayIntersectsGround(ATMOSPHERE, r, mu)) { + discard; + } + + vec3 transmittance; + vec3 radiance = GetSkyRadiance( + vCameraPosition, + normalize(vRayDirection), + 0.0, // Shadow length + sunDirection, + transmittance + ); + radiance += transmittance * vColor; + outputColor = vec4(radiance, 1.0); + #else // BACKGROUND + outputColor = vec4(vColor, 1.0); + #endif // BACKGROUND + + #include +} +`,Hie=`precision highp float; +precision highp sampler3D; + +#define saturate(x) clamp(x, 0.0, 1.0) + +uniform mat4 projectionMatrix; +uniform mat4 modelViewMatrix; +uniform mat4 viewMatrix; +uniform mat4 matrixWorld; +uniform vec3 cameraPosition; +uniform float cameraFar; +uniform mat4 worldToECEFMatrix; +uniform vec3 altitudeCorrection; +uniform float pointSize; +uniform vec2 magnitudeRange; +uniform float intensity; + +layout(location = 0) in vec3 position; +layout(location = 1) in float magnitude; +layout(location = 2) in vec3 color; + +out vec3 vCameraPosition; +out vec3 vRayDirection; +out vec3 vEllipsoidCenter; +out vec3 vColor; + +void main() { + // Magnitude is stored between 0 to 1 within the given range. + float m = mix(magnitudeRange.x, magnitudeRange.y, magnitude); + vec3 v = pow(vec3(10.0), -vec3(magnitudeRange, m) / 2.5); + vColor = vec3(intensity * color); + vColor *= saturate((v.z - v.y) / (v.x - v.y)); + + #ifdef BACKGROUND + vec3 worldDirection = normalize(matrixWorld * vec4(position, 1.0)).xyz; + vec3 cameraPositionECEF = (worldToECEFMatrix * vec4(cameraPosition, 1.0)).xyz; + vCameraPosition = (cameraPositionECEF + altitudeCorrection) * METER_TO_LENGTH_UNIT; + vRayDirection = (worldToECEFMatrix * vec4(worldDirection, 0.0)).xyz; + gl_Position = + projectionMatrix * viewMatrix * vec4(cameraPosition + worldDirection * cameraFar, 1.0); + #else // BACKGROUND + gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); + #endif // BACKGROUND + + gl_PointSize = pointSize; +} +`;var Fie=Object.defineProperty,s9=(n,e,t,i)=>{for(var r=void 0,a=n.length-1,s;a>=0;a--)(s=n[a])&&(r=s(e,t,r)||r);return r&&Fie(e,t,r),r};const Gie={...CA,pointSize:1,intensity:1,background:!0,ground:!0};let o9=class extends eg{constructor(e){const{pointSize:t,radianceScale:i,intensity:r,background:a,ground:s,...o}={...Gie,...e};super({name:"StarsMaterial",glslVersion:so,vertexShader:Hie,fragmentShader:Nr(Bie,{bruneton:{common:Qs,definitions:Js,runtime:Ay}}),...o,uniforms:{projectionMatrix:new J(new Ve),modelViewMatrix:new J(new Ve),viewMatrix:new J(new Ve),matrixWorld:new J(new Ve),cameraFar:new J(0),pointSize:new J(0),magnitudeRange:new J(new de(-2,8)),intensity:new J(i??r),...o.uniforms},defines:{PERSPECTIVE_CAMERA:"1"}}),this.pointSize=t,this.background=a,this.ground=s}onBeforeRender(e,t,i,r,a,s){super.onBeforeRender(e,t,i,r,a,s);const o=this.uniforms;o.projectionMatrix.value.copy(i.projectionMatrix),o.modelViewMatrix.value.copy(i.modelViewMatrix),o.viewMatrix.value.copy(i.matrixWorldInverse),o.matrixWorld.value.copy(a.matrixWorld),o.cameraFar.value=i.far,o.pointSize.value=this.pointSize*e.getPixelRatio();const l=i.isPerspectiveCamera===!0;this.defines.PERSPECTIVE_CAMERA!=null!==l&&(l?this.defines.PERSPECTIVE_CAMERA="1":delete this.defines.PERSPECTIVE_CAMERA,this.needsUpdate=!0)}get magnitudeRange(){return this.uniforms.magnitudeRange.value}get radianceScale(){return this.intensity}set radianceScale(e){this.intensity=e}get intensity(){return this.uniforms.intensity.value}set 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+#include +#include + +#include "core/depth" +#include "core/math" +#include "core/turbo" +#include "core/generators" +#include "core/raySphereIntersection" +#include "core/cascadedShadowMaps" +#include "core/interleavedGradientNoise" +#include "core/vogelDisk" + +#include "atmosphere/bruneton/definitions" + +uniform AtmosphereParameters ATMOSPHERE; +uniform vec3 SUN_SPECTRAL_RADIANCE_TO_LUMINANCE; +uniform vec3 SKY_SPECTRAL_RADIANCE_TO_LUMINANCE; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler2D irradiance_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler3D higher_order_scattering_texture; + +#include "atmosphere/bruneton/common" +#include "atmosphere/bruneton/runtime" + +#include "types" +#include "parameters" +#include "clouds" + +#if !defined(RECIPROCAL_PI4) +#define RECIPROCAL_PI4 0.07957747154594767 +#endif // !defined(RECIPROCAL_PI4) + +uniform sampler2D depthBuffer; +uniform mat4 viewMatrix; +uniform mat4 reprojectionMatrix; +uniform mat4 viewReprojectionMatrix; +uniform float cameraNear; +uniform float cameraFar; +uniform float cameraHeight; +uniform vec2 temporalJitter; +uniform vec2 targetUvScale; +uniform float mipLevelScale; + +// Scattering +const vec2 scatterAnisotropy = vec2(SCATTER_ANISOTROPY_1, SCATTER_ANISOTROPY_2); +const float scatterAnisotropyMix = SCATTER_ANISOTROPY_MIX; +uniform float skyLightScale; +uniform float groundBounceScale; +uniform float powderScale; +uniform float powderExponent; + +// Primary raymarch +uniform int maxIterationCount; +uniform float minStepSize; +uniform float maxStepSize; +uniform float maxRayDistance; +uniform float perspectiveStepScale; + +// Secondary raymarch +uniform int maxIterationCountToSun; +uniform int maxIterationCountToGround; +uniform float minSecondaryStepSize; +uniform float secondaryStepScale; + +// Beer shadow map +uniform sampler2DArray shadowBuffer; +uniform vec2 shadowTexelSize; +uniform vec2 shadowIntervals[SHADOW_CASCADE_COUNT]; +uniform mat4 shadowMatrices[SHADOW_CASCADE_COUNT]; +uniform float shadowFar; +uniform float maxShadowFilterRadius; + +// Shadow length +#ifdef SHADOW_LENGTH +uniform int maxShadowLengthIterationCount; +uniform float minShadowLengthStepSize; +uniform float maxShadowLengthRayDistance; +#endif // SHADOW_LENGTH + +in vec2 vUv; +in vec3 vCameraPosition; +in vec3 vCameraDirection; // Direction to the center of screen +in vec3 vRayDirection; // Direction to the texel +in vec3 vViewPosition; +in GroundIrradiance vGroundIrradiance; +in CloudsIrradiance vCloudsIrradiance; + +layout(location = 0) out vec4 outputColor; +layout(location = 1) out vec3 outputDepthVelocity; +#ifdef SHADOW_LENGTH +layout(location = 2) out float outputShadowLength; +#endif // SHADOW_LENGTH + +float readDepth(const vec2 uv) { + #if DEPTH_PACKING == 3201 + return unpackRGBAToDepth(texture(depthBuffer, uv)); + #else // DEPTH_PACKING == 3201 + return texture(depthBuffer, uv).r; + #endif // DEPTH_PACKING == 3201 +} + +float getViewZ(const float depth) { + #ifdef PERSPECTIVE_CAMERA + return perspectiveDepthToViewZ(depth, cameraNear, cameraFar); + #else // PERSPECTIVE_CAMERA + return orthographicDepthToViewZ(depth, cameraNear, cameraFar); + #endif // PERSPECTIVE_CAMERA +} + +vec3 ecefToWorld(const vec3 positionECEF) { + return (ecefToWorldMatrix * vec4(positionECEF - altitudeCorrection, 1.0)).xyz; +} + +vec2 getShadowUv(const vec3 worldPosition, const int cascadeIndex) { + vec4 clip = shadowMatrices[cascadeIndex] * vec4(worldPosition, 1.0); + clip /= clip.w; + return clip.xy * 0.5 + 0.5; +} + +float getDistanceToShadowTop(const vec3 rayPosition) { + // Distance to the top of the shadows along the sun direction, which matches + // the ray origin of BSM. + return raySphereSecondIntersection( + rayPosition, + sunDirection, + vec3(0.0), + bottomRadius + shadowTopHeight + ); +} + +#ifdef DEBUG_SHOW_CASCADES + +const vec3 cascadeColors[4] = vec3[4]( + vec3(1.0, 0.0, 0.0), + vec3(0.0, 1.0, 0.0), + vec3(0.0, 0.0, 1.0), + vec3(1.0, 1.0, 0.0) +); + +vec3 getCascadeColor(const vec3 rayPosition) { + vec3 worldPosition = ecefToWorld(rayPosition); + int cascadeIndex = getCascadeIndex( + viewMatrix, + worldPosition, + shadowIntervals, + cameraNear, + shadowFar + ); + vec2 uv = getShadowUv(worldPosition, cascadeIndex); + if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { + return vec3(1.0); + } + return cascadeColors[cascadeIndex]; +} + +vec3 getFadedCascadeColor(const vec3 rayPosition, const float jitter) { + vec3 worldPosition = ecefToWorld(rayPosition); + int cascadeIndex = getFadedCascadeIndex( + viewMatrix, + worldPosition, + shadowIntervals, + cameraNear, + shadowFar, + jitter + ); + return cascadeIndex >= 0 + ? cascadeColors[cascadeIndex] + : vec3(1.0); +} + +#endif // DEBUG_SHOW_CASCADES + +float readShadowOpticalDepth( + const vec2 uv, + const float distanceToTop, + const float distanceOffset, + const int cascadeIndex +) { + // r: frontDepth, g: meanExtinction, b: maxOpticalDepth, a: maxOpticalDepthTail + // Also see the discussion here: https://x.com/shotamatsuda/status/1885322308908442106 + vec4 shadow = texture(shadowBuffer, vec3(uv, float(cascadeIndex))); + float distanceToFront = max(0.0, distanceToTop - distanceOffset - shadow.r); + return min(shadow.b + shadow.a, shadow.g * distanceToFront); +} + +float sampleShadowOpticalDepthPCF( + const vec3 worldPosition, + const float distanceToTop, + const float distanceOffset, + const float radius, + const int cascadeIndex +) { + vec2 uv = getShadowUv(worldPosition, cascadeIndex); + if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) { + return 0.0; + } + if (radius < 0.1) { + return readShadowOpticalDepth(uv, distanceToTop, distanceOffset, cascadeIndex); + } + float sum = 0.0; + vec2 offset; + #pragma unroll_loop_start + for (int i = 0; i < 16; ++i) { + #if UNROLLED_LOOP_INDEX < SHADOW_SAMPLE_COUNT + offset = vogelDisk( + UNROLLED_LOOP_INDEX, + SHADOW_SAMPLE_COUNT, + interleavedGradientNoise(gl_FragCoord.xy + temporalJitter * resolution) * PI2 + ); + sum += readShadowOpticalDepth( + uv + offset * radius * shadowTexelSize, + distanceToTop, + distanceOffset, + cascadeIndex + ); + #endif // UNROLLED_LOOP_INDEX < SHADOW_SAMPLE_COUNT + } + #pragma unroll_loop_end + return sum / float(SHADOW_SAMPLE_COUNT); +} + +float sampleShadowOpticalDepth( + const vec3 rayPosition, + const float distanceOffset, + const float radius, + const float jitter +) { + float distanceToTop = getDistanceToShadowTop(rayPosition); + if (distanceToTop <= 0.0) { + return 0.0; + } + vec3 worldPosition = ecefToWorld(rayPosition); + int cascadeIndex = getFadedCascadeIndex( + viewMatrix, + worldPosition, + shadowIntervals, + cameraNear, + shadowFar, + jitter + ); + return cascadeIndex >= 0 + ? sampleShadowOpticalDepthPCF( + worldPosition, + distanceToTop, + distanceOffset, + radius, + cascadeIndex + ) + : 0.0; +} + +#ifdef DEBUG_SHOW_SHADOW_MAP +vec4 getCascadedShadowMaps(vec2 uv) { + vec4 coord = vec4(vUv, vUv - 0.5) * 2.0; + vec4 shadow = vec4(0.0); + if (uv.y > 0.5) { + if (uv.x < 0.5) { + shadow = texture(shadowBuffer, vec3(coord.xw, 0.0)); + } else { + #if SHADOW_CASCADE_COUNT > 1 + shadow = texture(shadowBuffer, vec3(coord.zw, 1.0)); + #endif // SHADOW_CASCADE_COUNT > 1 + } + } else { + if (uv.x < 0.5) { + #if SHADOW_CASCADE_COUNT > 2 + shadow = texture(shadowBuffer, vec3(coord.xy, 2.0)); + #endif // SHADOW_CASCADE_COUNT > 2 + } else { + #if SHADOW_CASCADE_COUNT > 3 + shadow = texture(shadowBuffer, vec3(coord.zy, 3.0)); + #endif // SHADOW_CASCADE_COUNT > 3 + } + } + + #if !defined(DEBUG_SHOW_SHADOW_MAP_TYPE) + #define DEBUG_SHOW_SHADOW_MAP_TYPE 0 + #endif // !defined(DEBUG_SHOW_SHADOW_MAP_TYPE + + const float frontDepthScale = 1e-5; + const float meanExtinctionScale = 10.0; + const float maxOpticalDepthScale = 0.01; + vec3 color; + #if DEBUG_SHOW_SHADOW_MAP_TYPE == 1 + color = vec3(shadow.r * frontDepthScale); + #elif DEBUG_SHOW_SHADOW_MAP_TYPE == 2 + color = vec3(shadow.g * meanExtinctionScale); + #elif DEBUG_SHOW_SHADOW_MAP_TYPE == 3 + color = vec3((shadow.b + shadow.a) * maxOpticalDepthScale); + #else // DEBUG_SHOW_SHADOW_MAP_TYPE + color = + (shadow.rgb + vec3(0.0, 0.0, shadow.a)) * + vec3(frontDepthScale, meanExtinctionScale, maxOpticalDepthScale); + #endif // DEBUG_SHOW_SHADOW_MAP_TYPE + return vec4(color, 1.0); +} +#endif // DEBUG_SHOW_SHADOW_MAP + +vec2 henyeyGreenstein(const vec2 g, const float cosTheta) { + vec2 g2 = g * g; + // prettier-ignore + return RECIPROCAL_PI4 * + ((1.0 - g2) / max(vec2(1e-7), pow(1.0 + g2 - 2.0 * g * cosTheta, vec2(1.5)))); +} + +#ifdef ACCURATE_PHASE_FUNCTION + +float draine(float u, float g, float a) { + float g2 = g * g; + // prettier-ignore + return (1.0 - g2) * + (1.0 + a * u * u) / + (4.0 * (1.0 + a * (1.0 + 2.0 * g2) / 3.0) * PI * pow(1.0 + g2 - 2.0 * g * u, 1.5)); +} + +// Numerically-fitted large particles (d=10) phase function It won't be +// plausible without a more precise multiple scattering. +// Reference: https://research.nvidia.com/labs/rtr/approximate-mie/ +float phaseFunction(const float cosTheta, const float attenuation) { + const float gHG = 0.988176691700256; // exp(-0.0990567/(d-1.67154)) + const float gD = 0.5556712547839497; // exp(-2.20679/(d+3.91029) - 0.428934) + const float alpha = 21.995520856274638; // exp(3.62489 - 8.29288/(d+5.52825)) + const float weight = 0.4819554318404214; // exp(-0.599085/(d-0.641583)-0.665888) + return mix( + henyeyGreenstein(vec2(gHG) * attenuation, cosTheta).x, + draine(cosTheta, gD * attenuation, alpha), + weight + ); +} + +#else // ACCURATE_PHASE_FUNCTION + +float phaseFunction(const float cosTheta, const float attenuation) { + const vec2 g = scatterAnisotropy; + const vec2 weights = vec2(1.0 - scatterAnisotropyMix, scatterAnisotropyMix); + // A similar approximation is described in the Frostbite's paper, where phase + // angle is attenuated instead of anisotropy. + return dot(henyeyGreenstein(g * attenuation, cosTheta), weights); +} + +#endif // ACCURATE_PHASE_FUNCTION + +float phaseFunction(const float cosTheta) { + return phaseFunction(cosTheta, 1.0); +} + +float marchOpticalDepth( + const vec3 rayOrigin, + const vec3 rayDirection, + const int maxIterationCount, + const float mipLevel, + const float jitter, + out float rayDistance +) { + int iterationCount = int( + max(0.0, remap(mipLevel, 0.0, 1.0, float(maxIterationCount + 1), 1.0) - jitter) + ); + if (iterationCount == 0) { + // Fudge factor to approximate the mean optical depth. + // TODO: Remove it. + return 0.5; + } + float stepSize = minSecondaryStepSize / float(iterationCount); + float nextDistance = stepSize * jitter; + float opticalDepth = 0.0; + for (int i = 0; i < iterationCount; ++i) { + rayDistance = nextDistance; + vec3 position = rayDistance * rayDirection + rayOrigin; + vec2 uv = getGlobeUv(position); + float height = length(position) - bottomRadius; + WeatherSample weather = sampleWeather(uv, height, mipLevel); + MediaSample media = sampleMedia(weather, position, uv, mipLevel, jitter); + opticalDepth += media.extinction * stepSize; + nextDistance += stepSize; + stepSize *= secondaryStepScale; + } + return opticalDepth; +} + +float marchOpticalDepth( + const vec3 rayOrigin, + const vec3 rayDirection, + const int maxIterationCount, + const float mipLevel, + const float jitter +) { + float rayDistance; + return marchOpticalDepth( + rayOrigin, + rayDirection, + maxIterationCount, + mipLevel, + jitter, + rayDistance + ); +} + +float approximateMultipleScattering(const float opticalDepth, const float cosTheta) { + // Multiple scattering approximation + // See: https://fpsunflower.github.io/ckulla/data/oz_volumes.pdf + // a: attenuation, b: contribution, c: phase attenuation + vec3 coeffs = vec3(1.0); // [a, b, c] + const vec3 attenuation = vec3(0.5, 0.5, 0.5); // Should satisfy a <= b + float scattering = 0.0; + float beerLambert; + #pragma unroll_loop_start + for (int i = 0; i < 12; ++i) { + #if UNROLLED_LOOP_INDEX < MULTI_SCATTERING_OCTAVES + beerLambert = exp(-opticalDepth * coeffs.y); + scattering += coeffs.x * beerLambert * phaseFunction(cosTheta, coeffs.z); + coeffs *= attenuation; + #endif // UNROLLED_LOOP_INDEX < MULTI_SCATTERING_OCTAVES + } + #pragma unroll_loop_end + return scattering; +} + +// TODO: Construct spherical harmonics of degree 2 using 2 sample points +// positioned near the horizon occlusion points on the sun direction plane. +vec3 getGroundSunSkyIrradiance( + const vec3 position, + const vec3 surfaceNormal, + const float height, + out vec3 skyIrradiance +) { + #ifdef ACCURATE_SUN_SKY_LIGHT + return GetSunAndSkyIrradiance( + (position - surfaceNormal * height) * METER_TO_LENGTH_UNIT, + surfaceNormal, + sunDirection, + skyIrradiance + ); + #else // ACCURATE_SUN_SKY_LIGHT + skyIrradiance = vGroundIrradiance.sky; + return vGroundIrradiance.sun; + #endif // ACCURATE_SUN_SKY_LIGHT +} + +vec3 getCloudsSunSkyIrradiance(const vec3 position, const float height, out vec3 skyIrradiance) { + #ifdef ACCURATE_SUN_SKY_LIGHT + return GetSunAndSkyScalarIrradiance(position * METER_TO_LENGTH_UNIT, sunDirection, skyIrradiance); + #else // ACCURATE_SUN_SKY_LIGHT + float alpha = remapClamped(height, minHeight, maxHeight); + skyIrradiance = mix(vCloudsIrradiance.minSky, vCloudsIrradiance.maxSky, alpha); + return mix(vCloudsIrradiance.minSun, vCloudsIrradiance.maxSun, alpha); + #endif // ACCURATE_SUN_SKY_LIGHT +} + +#ifdef GROUND_BOUNCE +vec3 approximateRadianceFromGround( + const vec3 position, + const vec3 surfaceNormal, + const float height, + const float mipLevel, + const float jitter +) { + float opticalDepthToGround = marchOpticalDepth( + position, + -surfaceNormal, + maxIterationCountToGround, + mipLevel, + jitter + ); + vec3 skyIrradiance; + vec3 sunIrradiance = getGroundSunSkyIrradiance(position, surfaceNormal, height, skyIrradiance); + const float groundAlbedo = 0.3; + vec3 groundIrradiance = skyIrradiance + (1.0 - coverage) * sunIrradiance; + vec3 bouncedRadiance = groundAlbedo * RECIPROCAL_PI * groundIrradiance; + return bouncedRadiance * exp(-opticalDepthToGround); +} +#endif // GROUND_BOUNCE + +vec4 marchClouds( + const vec3 rayOrigin, + const vec3 rayDirection, + const vec2 rayNearFar, + const float cosTheta, + const float jitter, + const float rayStartTexelsPerPixel, + out float frontDepth, + out ivec3 sampleCount +) { + vec3 radianceIntegral = vec3(0.0); + float transmittanceIntegral = 1.0; + float weightedDistanceSum = 0.0; + float transmittanceSum = 0.0; + + float maxRayDistance = rayNearFar.y - rayNearFar.x; + float stepSize = minStepSize + (perspectiveStepScale - 1.0) * rayNearFar.x; + // I don't understand why spatial aliasing remains unless doubling the jitter. + float rayDistance = stepSize * jitter * 2.0; + + for (int i = 0; i < maxIterationCount; ++i) { + if (rayDistance > maxRayDistance) { + break; // Termination + } + + vec3 position = rayDistance * rayDirection + rayOrigin; + float height = length(position) - bottomRadius; + float mipLevel = log2(max(1.0, rayStartTexelsPerPixel + rayDistance * 1e-5)); + + #if !defined(DEBUG_MARCH_INTERVALS) + if (insideLayerIntervals(height)) { + stepSize *= perspectiveStepScale; + rayDistance += mix(stepSize, maxStepSize, min(1.0, mipLevel)); + continue; + } + #endif // !defined(DEBUG_MARCH_INTERVALS) + + // Sample rough weather. + vec2 uv = getGlobeUv(position); + WeatherSample weather = sampleWeather(uv, height, mipLevel); + + #ifdef DEBUG_SHOW_SAMPLE_COUNT + ++sampleCount.x; + #endif // DEBUG_SHOW_SAMPLE_COUNT + + if (!any(greaterThan(weather.density, vec4(minDensity)))) { + // Step longer in empty space. + // TODO: This produces banding artifacts. + // Possible improvement: Binary search refinement + stepSize *= perspectiveStepScale; + rayDistance += mix(stepSize, maxStepSize, min(1.0, mipLevel)); + continue; + } + + // Sample detailed participating media. + MediaSample media = sampleMedia(weather, position, uv, mipLevel, jitter, sampleCount); + + if (media.extinction > minExtinction) { + vec3 skyIrradiance; + vec3 sunIrradiance = getCloudsSunSkyIrradiance(position, height, skyIrradiance); + vec3 surfaceNormal = normalize(position); + + // March optical depth to the sun for finer details, which BSM lacks. + float sunRayDistance = 0.0; + float opticalDepth = marchOpticalDepth( + position, + sunDirection, + maxIterationCountToSun, + mipLevel, + jitter, + sunRayDistance + ); + + if (height < shadowTopHeight) { + // Obtain the optical depth from BSM at the ray position. + opticalDepth += sampleShadowOpticalDepth( + position, + // Take account of only positions further than the marched ray + // distance. + sunRayDistance, + // Apply PCF only when the sun is close to the horizon. + maxShadowFilterRadius * remapClamped(dot(sunDirection, surfaceNormal), 0.1, 0.0), + jitter + ); + } + + vec3 radiance = sunIrradiance * approximateMultipleScattering(opticalDepth, cosTheta); + + #ifdef GROUND_BOUNCE + // Fudge factor for the irradiance from ground. + if (height < shadowTopHeight && mipLevel < 0.5) { + vec3 groundRadiance = approximateRadianceFromGround( + position, + surfaceNormal, + height, + mipLevel, + jitter + ); + radiance += groundRadiance * RECIPROCAL_PI4 * groundBounceScale; + } + #endif // GROUND_BOUNCE + + // Crude approximation of sky gradient. Better than none in the shadows. + float skyGradient = dot(weather.heightFraction * 0.5 + 0.5, media.weight); + radiance += skyIrradiance * RECIPROCAL_PI4 * skyGradient * skyLightScale; + + // Finally multiply by scattering. + radiance *= media.scattering; + + #ifdef POWDER + radiance *= 1.0 - powderScale * exp(-media.extinction * powderExponent); + #endif // POWDER + + #ifdef DEBUG_SHOW_CASCADES + if (height < shadowTopHeight) { + radiance = 1e-3 * getFadedCascadeColor(position, jitter); + } + #endif // DEBUG_SHOW_CASCADES + + // Energy-conserving analytical integration of scattered light + // See 5.6.3 in https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf + float transmittance = exp(-media.extinction * stepSize); + float clampedExtinction = max(media.extinction, 1e-7); + vec3 scatteringIntegral = (radiance - radiance * transmittance) / clampedExtinction; + radianceIntegral += transmittanceIntegral * scatteringIntegral; + transmittanceIntegral *= transmittance; + + // Aerial perspective affecting clouds + // See 5.9.1 in https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf + weightedDistanceSum += rayDistance * transmittanceIntegral; + transmittanceSum += transmittanceIntegral; + } + + if (transmittanceIntegral <= minTransmittance) { + break; // Early termination + } + + // Take a shorter step because we've already hit the clouds. + stepSize *= perspectiveStepScale; + rayDistance += stepSize; + } + + // The final product of 5.9.1 and we'll evaluate this in aerial perspective. + frontDepth = transmittanceSum > 0.0 ? weightedDistanceSum / transmittanceSum : -1.0; + + return vec4(radianceIntegral, remapClamped(transmittanceIntegral, 1.0, minTransmittance)); +} + +#ifdef SHADOW_LENGTH + +float marchShadowLength( + const vec3 rayOrigin, + const vec3 rayDirection, + const vec2 rayNearFar, + const float jitter +) { + float shadowLength = 0.0; + float maxRayDistance = rayNearFar.y - rayNearFar.x; + float stepSize = minShadowLengthStepSize; + float rayDistance = stepSize * jitter; + const float attenuationFactor = 1.0 - 5e-4; + float attenuation = 1.0; + + // TODO: This march is closed, and sample resolution can be much lower. + // Refining the termination by binary search will make it much more efficient. + for (int i = 0; i < maxShadowLengthIterationCount; ++i) { + if (rayDistance > maxRayDistance) { + break; // Termination + } + vec3 position = rayDistance * rayDirection + rayOrigin; + float opticalDepth = sampleShadowOpticalDepth(position, 0.0, 0.0, jitter); + shadowLength += (1.0 - exp(-opticalDepth)) * stepSize * attenuation; + stepSize *= perspectiveStepScale; + rayDistance += stepSize; + } + return shadowLength; +} + +#endif // SHADOW_LENGTH + +#ifdef HAZE + +vec4 approximateHaze( + const vec3 rayOrigin, + const vec3 rayDirection, + const float maxRayDistance, + const float cosTheta, + const float shadowLength +) { + float modulation = remapClamped(coverage, 0.2, 0.4); + if (cameraHeight * modulation < 0.0) { + return vec4(0.0); + } + float density = modulation * hazeDensityScale * exp(-cameraHeight * hazeExponent); + if (density < 1e-7) { + return vec4(0.0); // Prevent artifact in views from space + } + + // Blend two normals by the difference in angle so that normal near the + // ground becomes that of the origin, and in the sky that of the horizon. + vec3 normalAtOrigin = normalize(rayOrigin); + vec3 normalAtHorizon = (rayOrigin - dot(rayOrigin, rayDirection) * rayDirection) / bottomRadius; + float alpha = remapClamped(dot(normalAtOrigin, normalAtHorizon), 0.9, 1.0); + vec3 normal = mix(normalAtOrigin, normalAtHorizon, alpha); + + // Analytical optical depth where density exponentially decreases with height. + // Based on: https://iquilezles.org/articles/fog/ + float angle = max(dot(normal, rayDirection), 1e-5); + float exponent = angle * hazeExponent; + float linearTerm = density / hazeExponent / angle; + + // Derive the optical depths separately for with and without shadow length. + float expTerm = 1.0 - exp(-maxRayDistance * exponent); + float shadowExpTerm = 1.0 - exp(-min(maxRayDistance, shadowLength) * exponent); + float opticalDepth = expTerm * linearTerm; + float shadowOpticalDepth = max((expTerm - shadowExpTerm) * linearTerm, 0.0); + float transmittance = saturate(1.0 - exp(-opticalDepth)); + float shadowTransmittance = saturate(1.0 - exp(-shadowOpticalDepth)); + + vec3 skyIrradiance = vGroundIrradiance.sky; + vec3 sunIrradiance = vGroundIrradiance.sun; + vec3 inscatter = sunIrradiance * phaseFunction(cosTheta) * shadowTransmittance; + inscatter += skyIrradiance * RECIPROCAL_PI4 * skyLightScale * transmittance; + inscatter *= hazeScatteringCoefficient / (hazeAbsorptionCoefficient + hazeScatteringCoefficient); + return vec4(inscatter, transmittance); +} + +#endif // HAZE + +void applyAerialPerspective( + const vec3 cameraPosition, + const vec3 frontPosition, + const float shadowLength, + inout vec4 color +) { + vec3 transmittance; + vec3 inscatter = GetSkyRadianceToPoint( + cameraPosition * METER_TO_LENGTH_UNIT, + frontPosition * METER_TO_LENGTH_UNIT, + shadowLength * METER_TO_LENGTH_UNIT, + sunDirection, + transmittance + ); + color.rgb = color.rgb * transmittance + inscatter * color.a; +} + +bool rayIntersectsGround(const vec3 cameraPosition, const vec3 rayDirection) { + float r = length(cameraPosition); + float mu = dot(cameraPosition, rayDirection) / r; + return mu < 0.0 && r * r * (mu * mu - 1.0) + bottomRadius * bottomRadius >= 0.0; +} + +struct IntersectionResult { + bool ground; + vec4 first; + vec4 second; +}; + +IntersectionResult getIntersections(const vec3 cameraPosition, const vec3 rayDirection) { + IntersectionResult intersections; + intersections.ground = rayIntersectsGround(cameraPosition, rayDirection); + raySphereIntersections( + cameraPosition, + rayDirection, + bottomRadius + vec4(0.0, minHeight, maxHeight, shadowTopHeight), + intersections.first, + intersections.second + ); + return intersections; +} + +vec2 getRayNearFar(const IntersectionResult intersections) { + vec2 nearFar; + if (cameraHeight < minHeight) { + // View below the clouds + if (intersections.ground) { + nearFar = vec2(-1.0); // No clouds to the ground + } else { + nearFar = vec2(intersections.second.y, intersections.second.z); + nearFar.y = min(nearFar.y, maxRayDistance); + } + } else if (cameraHeight < maxHeight) { + // View inside the total cloud layer + if (intersections.ground) { + nearFar = vec2(cameraNear, intersections.first.y); + } else { + nearFar = vec2(cameraNear, intersections.second.z); + } + } else { + // View above the clouds + nearFar = vec2(intersections.first.z, intersections.second.z); + if (intersections.ground) { + // Clamp the ray at the min height. + nearFar.y = intersections.first.y; + } + } + return nearFar; +} + +#ifdef SHADOW_LENGTH +vec2 getShadowRayNearFar(const IntersectionResult intersections) { + vec2 nearFar; + if (cameraHeight < shadowTopHeight) { + if (intersections.ground) { + nearFar = vec2(cameraNear, intersections.first.x); + } else { + nearFar = vec2(cameraNear, intersections.second.w); + } + } else { + nearFar = vec2(intersections.first.w, intersections.second.w); + if (intersections.ground) { + // Clamp the ray at the ground. + nearFar.y = intersections.first.x; + } + } + nearFar.y = min(nearFar.y, maxShadowLengthRayDistance); + return nearFar; +} +#endif // SHADOW_LENGTH + +#ifdef HAZE +vec2 getHazeRayNearFar(const IntersectionResult intersections) { + vec2 nearFar; + if (cameraHeight < maxHeight) { + if (intersections.ground) { + nearFar = vec2(cameraNear, intersections.first.x); + } else { + nearFar = vec2(cameraNear, intersections.second.z); + } + } else { + nearFar = vec2(cameraNear, intersections.second.z); + if (intersections.ground) { + // Clamp the ray at the ground. + nearFar.y = intersections.first.x; + } + } + return nearFar; +} +#endif // HAZE + +float getRayDistanceToScene(const vec3 rayDirection, out float viewZ) { + float depth = readDepth(vUv * targetUvScale + temporalJitter); + if (depth < 1.0 - 1e-7) { + depth = reverseLogDepth(depth, cameraNear, cameraFar); + viewZ = getViewZ(depth); + return -viewZ / dot(rayDirection, vCameraDirection); + } + viewZ = 0.0; + return 0.0; +} + +void main() { + #ifdef DEBUG_SHOW_SHADOW_MAP + outputColor = getCascadedShadowMaps(vUv); + outputDepthVelocity = vec3(0.0); + #ifdef SHADOW_LENGTH + outputShadowLength = 0.0; + #endif // SHADOW_LENGTH + return; + #endif // DEBUG_SHOW_SHADOW_MAP + + vec3 cameraPosition = vCameraPosition + altitudeCorrection; + vec3 rayDirection = normalize(vRayDirection); + float cosTheta = dot(sunDirection, rayDirection); + + IntersectionResult intersections = getIntersections(cameraPosition, rayDirection); + vec2 rayNearFar = getRayNearFar(intersections); + #ifdef SHADOW_LENGTH + vec2 shadowRayNearFar = getShadowRayNearFar(intersections); + #endif // SHADOW_LENGTH + #ifdef HAZE + vec2 hazeRayNearFar = getHazeRayNearFar(intersections); + #endif // HAZE + + float sceneViewZ; + float rayDistanceToScene = getRayDistanceToScene(rayDirection, sceneViewZ); + if (rayDistanceToScene > 0.0) { + rayNearFar.y = min(rayNearFar.y, rayDistanceToScene); + #ifdef SHADOW_LENGTH + shadowRayNearFar.y = min(shadowRayNearFar.y, rayDistanceToScene); + #endif // SHADOW_LENGTH + #ifdef HAZE + hazeRayNearFar.y = min(hazeRayNearFar.y, rayDistanceToScene); + #endif // HAZE + } + + bool intersectsGround = any(lessThan(rayNearFar, vec2(0.0))); + bool intersectsScene = rayNearFar.y < rayNearFar.x; + + float stbn = getSTBN(); + + vec4 color = vec4(0.0); + float frontDepth = rayNearFar.y; + vec3 depthVelocity = vec3(0.0); + float shadowLength = 0.0; + bool hitClouds = false; + + if (!intersectsGround && !intersectsScene) { + vec3 rayOrigin = rayNearFar.x * rayDirection + cameraPosition; + + vec2 globeUv = getGlobeUv(rayOrigin); + #ifdef DEBUG_SHOW_UV + outputColor = vec4(vec3(checker(globeUv, localWeatherRepeat + localWeatherOffset)), 1.0); + outputDepthVelocity = vec3(0.0); + #ifdef SHADOW_LENGTH + outputShadowLength = 0.0; + #endif // SHADOW_LENGTH + return; + #endif // DEBUG_SHOW_UV + + float mipLevel = getMipLevel(globeUv * localWeatherRepeat) * mipLevelScale; + mipLevel = mix(0.0, mipLevel, min(1.0, 0.2 * cameraHeight / maxHeight)); + + float marchedFrontDepth; + ivec3 sampleCount = ivec3(0); + color = marchClouds( + rayOrigin, + rayDirection, + rayNearFar, + cosTheta, + stbn, + pow(2.0, mipLevel), + marchedFrontDepth, + sampleCount + ); + + #ifdef DEBUG_SHOW_SAMPLE_COUNT + outputColor = vec4(vec3(sampleCount) / vec3(500.0, 5.0, 5.0), 1.0); + outputDepthVelocity = vec3(0.0); + #ifdef SHADOW_LENGTH + outputShadowLength = 0.0; + #endif // SHADOW_LENGTH + return; + #endif // DEBUG_SHOW_SAMPLE_COUNT + + // Front depth will be -1.0 when no samples are accumulated. + hitClouds = marchedFrontDepth >= 0.0; + if (hitClouds) { + frontDepth = rayNearFar.x + marchedFrontDepth; + + #ifdef SHADOW_LENGTH + // Clamp the shadow length ray at the clouds. + shadowRayNearFar.y = mix( + shadowRayNearFar.y, + min(frontDepth, shadowRayNearFar.y), + color.a // Interpolate by the alpha for smoother edges. + ); + + // Shadow length must be computed before applying aerial perspective. + if (all(greaterThanEqual(shadowRayNearFar, vec2(0.0)))) { + shadowLength = marchShadowLength( + shadowRayNearFar.x * rayDirection + cameraPosition, + rayDirection, + shadowRayNearFar, + stbn + ); + } + #endif // SHADOW_LENGTH + + #ifdef HAZE + // Clamp the haze ray at the clouds. + hazeRayNearFar.y = mix( + hazeRayNearFar.y, + min(frontDepth, hazeRayNearFar.y), + color.a // Interpolate by the alpha for smoother edges. + ); + #endif // HAZE + + // Apply aerial perspective. + vec3 frontPosition = cameraPosition + frontDepth * rayDirection; + applyAerialPerspective(cameraPosition, frontPosition, shadowLength, color); + + // Velocity for temporal resolution. + vec3 frontPositionWorld = ecefToWorld(frontPosition); + vec4 prevClip = reprojectionMatrix * vec4(frontPositionWorld, 1.0); + prevClip /= prevClip.w; + vec2 prevUv = prevClip.xy * 0.5 + 0.5; + vec2 velocity = vUv - prevUv; + depthVelocity = vec3(frontDepth, velocity); + } + } + + if (!hitClouds) { + #ifdef SHADOW_LENGTH + if (all(greaterThanEqual(shadowRayNearFar, vec2(0.0)))) { + shadowLength = marchShadowLength( + shadowRayNearFar.x * rayDirection + cameraPosition, + rayDirection, + shadowRayNearFar, + stbn + ); + } + #endif // SHADOW_LENGTH + + // Velocity for temporal resolution. Here reproject in the view space for + // greatly reducing the precision errors. + frontDepth = sceneViewZ < 0.0 ? -sceneViewZ : cameraFar; + vec3 frontView = vViewPosition * frontDepth; + vec4 prevClip = viewReprojectionMatrix * vec4(frontView, 1.0); + prevClip /= prevClip.w; + vec2 prevUv = prevClip.xy * 0.5 + 0.5; + vec2 velocity = vUv - prevUv; + depthVelocity = vec3(frontDepth, velocity); + } + + #ifdef DEBUG_SHOW_FRONT_DEPTH + outputColor = vec4(turbo(frontDepth / maxRayDistance), 1.0); + outputDepthVelocity = vec3(0.0); + #ifdef SHADOW_LENGTH + outputShadowLength = 0.0; + #endif // SHADOW_LENGTH + return; + #endif // DEBUG_SHOW_FRONT_DEPTH + + #ifdef HAZE + vec4 haze = approximateHaze( + cameraNear * rayDirection + cameraPosition, + rayDirection, + hazeRayNearFar.y - hazeRayNearFar.x, + cosTheta, + shadowLength + ); + color.rgb = mix(color.rgb, haze.rgb, haze.a); + color.a = color.a * (1.0 - haze.a) + haze.a; + #endif // HAZE + + outputColor = color; + outputDepthVelocity = depthVelocity; + #ifdef SHADOW_LENGTH + outputShadowLength = shadowLength * METER_TO_LENGTH_UNIT; + #endif // SHADOW_LENGTH +} +`,f9=`float getSTBN() { + ivec3 size = textureSize(stbnTexture, 0); + vec3 scale = 1.0 / vec3(size); + return texture(stbnTexture, vec3(gl_FragCoord.xy, float(frame % size.z)) * scale).r; +} + +// Straightforward spherical mapping +vec2 getSphericalUv(const vec3 position) { + vec2 st = normalize(position.yx); + float phi = atan(st.x, st.y); + float theta = asin(normalize(position).z); + return vec2(phi * RECIPROCAL_PI2 + 0.5, theta * RECIPROCAL_PI + 0.5); +} + +vec2 getCubeSphereUv(const vec3 position) { + // Cube-sphere relaxation by: http://mathproofs.blogspot.com/2005/07/mapping-cube-to-sphere.html + // TODO: Tile and fix seams. + // Possible improvements: + // https://iquilezles.org/articles/texturerepetition/ + // https://gamedev.stackexchange.com/questions/184388/fragment-shader-map-dot-texture-repeatedly-over-the-sphere + // https://github.com/mmikk/hextile-demo + + vec3 n = normalize(position); + vec3 f = abs(n); + vec3 c = n / max(f.x, max(f.y, f.z)); + vec2 m; + if (all(greaterThan(f.yy, f.xz))) { + m = c.y > 0.0 ? vec2(-n.x, n.z) : n.xz; + } else if (all(greaterThan(f.xx, f.yz))) { + m = c.x > 0.0 ? n.yz : vec2(-n.y, n.z); + } else { + m = c.z > 0.0 ? n.xy : vec2(n.x, -n.y); + } + + vec2 m2 = m * m; + float q = dot(m2.xy, vec2(-2.0, 2.0)) - 3.0; + float q2 = q * q; + vec2 uv; + uv.x = sqrt(1.5 + m2.x - m2.y - 0.5 * sqrt(-24.0 * m2.x + q2)) * (m.x > 0.0 ? 1.0 : -1.0); + uv.y = sqrt(6.0 / (3.0 - uv.x * uv.x)) * m.y; + return uv * 0.5 + 0.5; +} + +vec2 getGlobeUv(const vec3 position) { + return getCubeSphereUv(position); +} + +float getMipLevel(const vec2 uv) { + const float mipLevelScale = 0.1; + vec2 coord = uv * resolution; + vec2 ddx = dFdx(coord); + vec2 ddy = dFdy(coord); + float deltaMaxSqr = max(dot(ddx, ddx), dot(ddy, ddy)) * mipLevelScale; + return max(0.0, 0.5 * log2(max(1.0, deltaMaxSqr))); +} + +bool insideLayerIntervals(const float height) { + bvec3 gt = greaterThan(vec3(height), minIntervalHeights); + bvec3 lt = lessThan(vec3(height), maxIntervalHeights); + return any(bvec3(gt.x && lt.x, gt.y && lt.y, gt.z && lt.z)); +} + +struct WeatherSample { + vec4 heightFraction; // Normalized height of each layer + vec4 density; +}; + +vec4 shapeAlteringFunction(const vec4 heightFraction, const vec4 bias) { + // Apply a semi-circle transform to round the clouds towards the top. + vec4 biased = pow(heightFraction, bias); + vec4 x = clamp(biased * 2.0 - 1.0, -1.0, 1.0); + return 1.0 - x * x; +} + +WeatherSample sampleWeather(const vec2 uv, const float height, const float mipLevel) { + WeatherSample weather; + weather.heightFraction = remapClamped(vec4(height), minLayerHeights, maxLayerHeights); + + vec4 localWeather = pow( + textureLod( + localWeatherTexture, + uv * localWeatherRepeat + localWeatherOffset, + mipLevel + ).LOCAL_WEATHER_CHANNELS, + weatherExponents + ); + #ifdef SHADOW + localWeather *= shadowLayerMask; + #endif // SHADOW + + vec4 heightScale = shapeAlteringFunction(weather.heightFraction, shapeAlteringBiases); + + // Modulation to control weather by coverage parameter. + // Reference: https://github.com/Prograda/Skybolt/blob/master/Assets/Core/Shaders/Clouds.h#L63 + vec4 factor = 1.0 - coverage * heightScale; + weather.density = remapClamped( + mix(localWeather, vec4(1.0), coverageFilterWidths), + factor, + factor + coverageFilterWidths + ); + + return weather; +} + +vec4 getLayerDensity(const vec4 heightFraction) { + // prettier-ignore + return densityProfile.expTerms * exp(densityProfile.exponents * heightFraction) + + densityProfile.linearTerms * heightFraction + + densityProfile.constantTerms; +} + +struct MediaSample { + float density; + vec4 weight; + float scattering; + float extinction; +}; + +MediaSample sampleMedia( + const WeatherSample weather, + const vec3 position, + const vec2 uv, + const float mipLevel, + const float jitter, + out ivec3 sampleCount +) { + vec4 density = weather.density; + + // TODO: Define in physical length. + vec3 surfaceNormal = normalize(position); + float localWeatherSpeed = length(localWeatherOffset); + vec3 evolution = -surfaceNormal * localWeatherSpeed * 2e4; + + vec3 turbulence = vec3(0.0); + #ifdef TURBULENCE + vec2 turbulenceUv = uv * localWeatherRepeat * turbulenceRepeat; + turbulence = + turbulenceDisplacement * + (texture(turbulenceTexture, turbulenceUv).rgb * 2.0 - 1.0) * + dot(density, remapClamped(weather.heightFraction, vec4(0.3), vec4(0.0))); + #endif // TURBULENCE + + vec3 shapePosition = (position + evolution + turbulence) * shapeRepeat + shapeOffset; + float shape = texture(shapeTexture, shapePosition).r; + density = remapClamped(density, vec4(1.0 - shape) * shapeAmounts, vec4(1.0)); + + #ifdef DEBUG_SHOW_SAMPLE_COUNT + ++sampleCount.y; + #endif // DEBUG_SHOW_SAMPLE_COUNT + + #ifdef SHAPE_DETAIL + if (mipLevel * 0.5 + (jitter - 0.5) * 0.5 < 0.5) { + vec3 detailPosition = (position + turbulence) * shapeDetailRepeat + shapeDetailOffset; + float detail = texture(shapeDetailTexture, detailPosition).r; + // Fluffy at the top and whippy at the bottom. + vec4 modifier = mix( + vec4(pow(detail, 6.0)), + vec4(1.0 - detail), + remapClamped(weather.heightFraction, vec4(0.2), vec4(0.4)) + ); + modifier = mix(vec4(0.0), modifier, shapeDetailAmounts); + density = remapClamped(density * 2.0, vec4(modifier * 0.5), vec4(1.0)); + + #ifdef DEBUG_SHOW_SAMPLE_COUNT + ++sampleCount.z; + #endif // DEBUG_SHOW_SAMPLE_COUNT + } + #endif // SHAPE_DETAIL + + // Apply the density profiles. + density = saturate(density * densityScales * getLayerDensity(weather.heightFraction)); + + MediaSample media; + float densitySum = density.x + density.y + density.z + density.w; + media.weight = density / densitySum; + media.scattering = densitySum * scatteringCoefficient; + media.extinction = densitySum * absorptionCoefficient + media.scattering; + return media; +} + +MediaSample sampleMedia( + const WeatherSample weather, + const vec3 position, + const vec2 uv, + const float mipLevel, + const float jitter +) { + ivec3 sampleCount; + return sampleMedia(weather, position, uv, mipLevel, jitter, sampleCount); +} +`,ore=`precision highp float; +precision highp sampler3D; + +#include "atmosphere/bruneton/definitions" + +uniform AtmosphereParameters ATMOSPHERE; +uniform vec3 SUN_SPECTRAL_RADIANCE_TO_LUMINANCE; +uniform vec3 SKY_SPECTRAL_RADIANCE_TO_LUMINANCE; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler2D irradiance_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler3D higher_order_scattering_texture; + +#include "atmosphere/bruneton/common" +#include "atmosphere/bruneton/runtime" + +#include "types" + +uniform mat4 inverseProjectionMatrix; +uniform mat4 inverseViewMatrix; +uniform vec3 cameraPosition; +uniform mat4 worldToECEFMatrix; +uniform vec3 altitudeCorrection; + +// Atmosphere +uniform float bottomRadius; +uniform vec3 sunDirection; + +// Cloud layers +uniform float minHeight; +uniform float maxHeight; + +layout(location = 0) in vec3 position; + +out vec2 vUv; +out vec3 vCameraPosition; +out vec3 vCameraDirection; // Direction to the center of screen +out vec3 vRayDirection; // Direction to the texel +out vec3 vViewPosition; + +out GroundIrradiance vGroundIrradiance; +out CloudsIrradiance vCloudsIrradiance; + +void sampleSunSkyIrradiance(const vec3 positionECEF) { + vGroundIrradiance.sun = GetSunAndSkyScalarIrradiance( + positionECEF * METER_TO_LENGTH_UNIT, + sunDirection, + vGroundIrradiance.sky + ); + + vec3 surfaceNormal = normalize(positionECEF); + vec2 radii = (bottomRadius + vec2(minHeight, maxHeight)) * METER_TO_LENGTH_UNIT; + vCloudsIrradiance.minSun = GetSunAndSkyScalarIrradiance( + surfaceNormal * radii.x, + sunDirection, + vCloudsIrradiance.minSky + ); + vCloudsIrradiance.maxSun = GetSunAndSkyScalarIrradiance( + surfaceNormal * radii.y, + sunDirection, + vCloudsIrradiance.maxSky + ); +} + +void main() { + vUv = position.xy * 0.5 + 0.5; + + vec3 viewPosition = (inverseProjectionMatrix * vec4(position, 1.0)).xyz; + vec3 worldDirection = (inverseViewMatrix * vec4(viewPosition.xyz, 0.0)).xyz; + vec3 cameraDirection = normalize((inverseViewMatrix * vec4(0.0, 0.0, -1.0, 0.0)).xyz); + vCameraPosition = (worldToECEFMatrix * vec4(cameraPosition, 1.0)).xyz; + vCameraDirection = (worldToECEFMatrix * vec4(cameraDirection, 0.0)).xyz; + vRayDirection = (worldToECEFMatrix * vec4(worldDirection, 0.0)).xyz; + vViewPosition = viewPosition; + + sampleSunSkyIrradiance(vCameraPosition + altitudeCorrection); + + gl_Position = vec4(position.xy, 1.0, 1.0); +} +`,d9=`uniform vec2 resolution; +uniform int frame; +uniform sampler3D stbnTexture; + +// Atmosphere +uniform float bottomRadius; +uniform mat4 worldToECEFMatrix; +uniform mat4 ecefToWorldMatrix; +uniform vec3 altitudeCorrection; +uniform vec3 sunDirection; + +// Participating medium +uniform float scatteringCoefficient; +uniform float absorptionCoefficient; + +// Primary raymarch +uniform float minDensity; +uniform float minExtinction; +uniform float minTransmittance; + +// Shape and weather +uniform sampler2D localWeatherTexture; +uniform vec2 localWeatherRepeat; +uniform vec2 localWeatherOffset; +uniform float coverage; +uniform sampler3D shapeTexture; +uniform vec3 shapeRepeat; +uniform vec3 shapeOffset; + +#ifdef SHAPE_DETAIL +uniform sampler3D shapeDetailTexture; +uniform vec3 shapeDetailRepeat; +uniform vec3 shapeDetailOffset; +#endif // SHAPE_DETAIL + +#ifdef TURBULENCE +uniform sampler2D turbulenceTexture; +uniform vec2 turbulenceRepeat; +uniform float turbulenceDisplacement; +#endif // TURBULENCE + +// Haze +#ifdef HAZE +uniform float hazeDensityScale; +uniform float hazeExponent; +uniform float hazeScatteringCoefficient; +uniform float hazeAbsorptionCoefficient; +#endif // HAZE + +// Cloud layers +uniform vec4 minLayerHeights; +uniform vec4 maxLayerHeights; +uniform vec3 minIntervalHeights; +uniform vec3 maxIntervalHeights; +uniform vec4 densityScales; +uniform vec4 shapeAmounts; +uniform vec4 shapeDetailAmounts; +uniform vec4 weatherExponents; +uniform vec4 shapeAlteringBiases; +uniform vec4 coverageFilterWidths; +uniform float minHeight; +uniform float maxHeight; +uniform float shadowTopHeight; +uniform float shadowBottomHeight; +uniform vec4 shadowLayerMask; +uniform CloudDensityProfile densityProfile; +`,gM=`struct GroundIrradiance { + vec3 sun; + vec3 sky; +}; + +struct CloudsIrradiance { + vec3 minSun; + vec3 minSky; + vec3 maxSun; + vec3 maxSky; +}; + +struct CloudDensityProfile { + vec4 expTerms; + vec4 exponents; + vec4 linearTerms; + vec4 constantTerms; +}; +`;var lre=Object.defineProperty,oa=(n,e,t,i)=>{for(var r=void 0,a=n.length-1,s;a>=0;a--)(s=n[a])&&(r=s(e,t,r)||r);return r&&lre(e,t,r),r};const cre=new L,ure=new E0;let Fr=class extends eg{constructor({parameterUniforms:e,layerUniforms:t,atmosphereUniforms:i},r=$0.DEFAULT){super({name:"CloudsMaterial",glslVersion:so,vertexShader:Nr(ore,{atmosphere:{bruneton:{common:WO,definitions:XO,runtime:kO}},types:gM}),fragmentShader:J0(Nr(sre,{core:{depth:VP,math:wA,turbo:WP,generators:dne,raySphereIntersection:Sy,cascadedShadowMaps:GP,interleavedGradientNoise:kP,vogelDisk:XP},atmosphere:{bruneton:{common:WO,definitions:XO,runtime:kO}},types:gM,parameters:d9,clouds:f9})),uniforms:{...e,...t,...i,depthBuffer:new J(null),viewMatrix:new J(new Ve),inverseProjectionMatrix:new J(new Ve),inverseViewMatrix:new J(new Ve),reprojectionMatrix:new J(new Ve),viewReprojectionMatrix:new J(new Ve),resolution:new J(new de),cameraNear:new J(0),cameraFar:new J(0),cameraHeight:new J(0),frame:new J(0),temporalJitter:new J(new de),targetUvScale:new J(new de),mipLevelScale:new J(1),stbnTexture:new J(null),skyLightScale:new J(1),groundBounceScale:new J(1),powderScale:new J(.8),powderExponent:new J(150),maxIterationCount:new J(It.clouds.maxIterationCount),minStepSize:new J(It.clouds.minStepSize),maxStepSize:new J(It.clouds.maxStepSize),maxRayDistance:new J(It.clouds.maxRayDistance),perspectiveStepScale:new J(It.clouds.perspectiveStepScale),minDensity:new J(It.clouds.minDensity),minExtinction:new J(It.clouds.minExtinction),minTransmittance:new J(It.clouds.minTransmittance),maxIterationCountToSun:new J(It.clouds.maxIterationCountToSun),maxIterationCountToGround:new J(It.clouds.maxIterationCountToGround),minSecondaryStepSize:new J(It.clouds.minSecondaryStepSize),secondaryStepScale:new J(It.clouds.secondaryStepScale),shadowBuffer:new J(null),shadowTexelSize:new J(new de),shadowIntervals:new J(Array.from({length:4},()=>new de)),shadowMatrices:new J(Array.from({length:4},()=>new Ve)),shadowFar:new J(0),maxShadowFilterRadius:new J(6),shadowLayerMask:new J(new zt().setScalar(1)),maxShadowLengthIterationCount:new J(It.clouds.maxShadowLengthIterationCount),minShadowLengthStepSize:new J(It.clouds.minShadowLengthStepSize),maxShadowLengthRayDistance:new J(It.clouds.maxShadowLengthRayDistance),hazeDensityScale:new J(3e-5),hazeExponent:new J(.001),hazeScatteringCoefficient:new J(.9),hazeAbsorptionCoefficient:new J(.5)}},r),this.temporalUpscale=!0,this.depthPacking=0,this.localWeatherChannels="rgba",this.shapeDetail=It.shapeDetail,this.turbulence=It.turbulence,this.shadowLength=It.lightShafts,this.haze=It.haze,this.multiScatteringOctaves=It.clouds.multiScatteringOctaves,this.accurateSunSkyLight=It.clouds.accurateSunSkyLight,this.accuratePhaseFunction=It.clouds.accuratePhaseFunction,this.shadowCascadeCount=It.shadow.cascadeCount,this.shadowSampleCount=8,this.scatterAnisotropy1=.7,this.scatterAnisotropy2=-.2,this.scatterAnisotropyMix=.5}onBeforeRender(e,t,i,r,a,s){const o=this.defines.USE_LOGARITHMIC_DEPTH_BUFFER!=null,l=e.capabilities.logarithmicDepthBuffer;l!==o&&(l?this.defines.USE_LOGARITHMIC_DEPTH_BUFFER="1":delete this.defines.USE_LOGARITHMIC_DEPTH_BUFFER);const h=this.defines.POWDER!=null,f=this.uniforms.powderScale.value>0;f!==h&&(f?this.defines.POWDER="1":delete this.defines.POWDER,this.needsUpdate=!0);const d=this.defines.GROUND_BOUNCE!=null;(this.uniforms.groundBounceScale.value>0&&this.uniforms.maxIterationCountToGround.value>0)!==d&&(f?this.defines.GROUND_BOUNCE="1":delete this.defines.GROUND_BOUNCE,this.needsUpdate=!0)}copyCameraSettings(e){e.isPerspectiveCamera===!0?this.defines.PERSPECTIVE_CAMERA!=="1"&&(this.defines.PERSPECTIVE_CAMERA="1",this.needsUpdate=!0):this.defines.PERSPECTIVE_CAMERA!=null&&(delete this.defines.PERSPECTIVE_CAMERA,this.needsUpdate=!0);const t=this.uniforms;t.viewMatrix.value.copy(e.matrixWorldInverse),t.inverseViewMatrix.value.copy(e.matrixWorld);const i=this.previousProjectionMatrix??e.projectionMatrix,r=this.previousViewMatrix??e.matrixWorldInverse,a=t.inverseProjectionMatrix.value,s=t.inverseViewMatrix.value,o=t.reprojectionMatrix.value,l=t.viewReprojectionMatrix.value;if(this.temporalUpscale){const d=t.frame.value%16,p=t.resolution.value,g=h9[d],_=(g.x-.5)/p.x*4,T=(g.y-.5)/p.y*4;t.temporalJitter.value.set(_,T),t.mipLevelScale.value=.25,a.copy(e.projectionMatrix),a.elements[8]+=_*2,a.elements[9]+=T*2,a.invert(),o.copy(i),o.elements[8]+=_*2,o.elements[9]+=T*2,o.multiply(r),l.copy(o).multiply(s)}else t.temporalJitter.value.setScalar(0),t.mipLevelScale.value=1,a.copy(e.projectionMatrixInverse),o.copy(i).multiply(r),l.copy(o).multiply(s);t.cameraNear.value=e.near,t.cameraFar.value=e.far;const h=e.getWorldPosition(t.cameraPosition.value),f=cre.copy(h).applyMatrix4(t.worldToECEFMatrix.value);try{t.cameraHeight.value=ure.setFromECEF(f).height}catch{}}copyReprojectionMatrix(e){this.previousProjectionMatrix??(this.previousProjectionMatrix=new Ve),this.previousViewMatrix??(this.previousViewMatrix=new Ve),this.previousProjectionMatrix.copy(e.projectionMatrix),this.previousViewMatrix.copy(e.matrixWorldInverse)}setSize(e,t,i,r){this.uniforms.resolution.value.set(e,t),i!=null&&r!=null?this.uniforms.targetUvScale.value.set(e/i,t/r):this.uniforms.targetUvScale.value.setScalar(1),this.previousProjectionMatrix=void 0,this.previousViewMatrix=void 0}setShadowSize(e,t){this.uniforms.shadowTexelSize.value.set(1/e,1/t)}get depthBuffer(){return this.uniforms.depthBuffer.value}set depthBuffer(e){this.uniforms.depthBuffer.value=e}get accurateSunSkyIrradiance(){return this.accurateSunSkyLight}set accurateSunSkyIrradiance(e){this.accurateSunSkyLight=e}};oa([_h("DEPTH_PACKING")],Fr.prototype,"depthPacking");oa([zP("LOCAL_WEATHER_CHANNELS",{validate:n=>/^[rgba]{4}$/.test(n)})],Fr.prototype,"localWeatherChannels");oa([pn("SHAPE_DETAIL")],Fr.prototype,"shapeDetail");oa([pn("TURBULENCE")],Fr.prototype,"turbulence");oa([pn("SHADOW_LENGTH")],Fr.prototype,"shadowLength");oa([pn("HAZE")],Fr.prototype,"haze");oa([_h("MULTI_SCATTERING_OCTAVES",{min:1,max:12})],Fr.prototype,"multiScatteringOctaves");oa([pn("ACCURATE_SUN_SKY_LIGHT")],Fr.prototype,"accurateSunSkyLight");oa([pn("ACCURATE_PHASE_FUNCTION")],Fr.prototype,"accuratePhaseFunction");oa([_h("SHADOW_CASCADE_COUNT",{min:1,max:4})],Fr.prototype,"shadowCascadeCount");oa([_h("SHADOW_SAMPLE_COUNT",{min:1,max:16})],Fr.prototype,"shadowSampleCount");oa([AA("SCATTER_ANISOTROPY_1")],Fr.prototype,"scatterAnisotropy1");oa([AA("SCATTER_ANISOTROPY_2")],Fr.prototype,"scatterAnisotropy2");oa([AA("SCATTER_ANISOTROPY_MIX")],Fr.prototype,"scatterAnisotropyMix");const hre=`// Taken from https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 +// TODO: Use 5-taps version: https://www.shadertoy.com/view/MtVGWz +// Or even 4 taps (requires preprocessing in the input buffer): +// https://www.shadertoy.com/view/4tyGDD + +/** + * MIT License + * + * Copyright (c) 2019 MJP + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +vec4 textureCatmullRom(sampler2D tex, vec2 uv) { + vec2 texSize = vec2(textureSize(tex, 0)); + + // We're going to sample a a 4x4 grid of texels surrounding the target UV + // coordinate. We'll do this by rounding down the sample location to get the + // exact center of our "starting" texel. The starting texel will be at + // location [1, 1] in the grid, where [0, 0] is the top left corner. + vec2 samplePos = uv * texSize; + vec2 texPos1 = floor(samplePos - 0.5) + 0.5; + + // Compute the fractional offset from our starting texel to our original + // sample location, which we'll feed into the Catmull-Rom spline function to + // get our filter weights. + vec2 f = samplePos - texPos1; + + // Compute the Catmull-Rom weights using the fractional offset that we + // calculated earlier. These equations are pre-expanded based on our knowledge + // of where the texels will be located, which lets us avoid having to evaluate + // a piece-wise function. + vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f)); + vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f); + vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f)); + vec2 w3 = f * f * (-0.5 + 0.5 * f); + + // Work out weighting factors and sampling offsets that will let us use + // bilinear filtering to simultaneously evaluate the middle 2 samples from the + // 4x4 grid. + vec2 w12 = w1 + w2; + vec2 offset12 = w2 / (w1 + w2); + + // Compute the final UV coordinates we'll use for sampling the texture + vec2 texPos0 = texPos1 - 1.0; + vec2 texPos3 = texPos1 + 2.0; + vec2 texPos12 = texPos1 + offset12; + + texPos0 /= texSize; + texPos3 /= texSize; + texPos12 /= texSize; + + vec4 result = vec4(0.0); + result += texture(tex, vec2(texPos0.x, texPos0.y)) * w0.x * w0.y; + result += texture(tex, vec2(texPos12.x, texPos0.y)) * w12.x * w0.y; + result += texture(tex, vec2(texPos3.x, texPos0.y)) * w3.x * w0.y; + + result += texture(tex, vec2(texPos0.x, texPos12.y)) * w0.x * w12.y; + result += texture(tex, vec2(texPos12.x, texPos12.y)) * w12.x * w12.y; + result += texture(tex, vec2(texPos3.x, texPos12.y)) * w3.x * w12.y; + + result += texture(tex, vec2(texPos0.x, texPos3.y)) * w0.x * w3.y; + result += texture(tex, vec2(texPos12.x, texPos3.y)) * w12.x * w3.y; + result += texture(tex, vec2(texPos3.x, texPos3.y)) * w3.x * w3.y; + + return result; +} + +vec4 textureCatmullRom(sampler2DArray tex, vec3 uv) { + vec2 texSize = vec2(textureSize(tex, 0)); + vec2 samplePos = uv.xy * texSize; + vec2 texPos1 = floor(samplePos - 0.5) + 0.5; + vec2 f = samplePos - texPos1; + vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f)); + vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f); + vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f)); + vec2 w3 = f * f * (-0.5 + 0.5 * f); + vec2 w12 = w1 + w2; + vec2 offset12 = w2 / (w1 + w2); + vec2 texPos0 = texPos1 - 1.0; + vec2 texPos3 = texPos1 + 2.0; + vec2 texPos12 = texPos1 + offset12; + texPos0 /= texSize; + texPos3 /= texSize; + texPos12 /= texSize; + vec4 result = vec4(0.0); + result += texture(tex, vec3(texPos0.x, texPos0.y, uv.z)) * w0.x * w0.y; + result += texture(tex, vec3(texPos12.x, texPos0.y, uv.z)) * w12.x * w0.y; + result += texture(tex, vec3(texPos3.x, texPos0.y, uv.z)) * w3.x * w0.y; + result += texture(tex, vec3(texPos0.x, texPos12.y, uv.z)) * w0.x * w12.y; + result += texture(tex, vec3(texPos12.x, texPos12.y, uv.z)) * w12.x * w12.y; + result += texture(tex, vec3(texPos3.x, texPos12.y, uv.z)) * w3.x * w12.y; + result += texture(tex, vec3(texPos0.x, texPos3.y, uv.z)) * w0.x * w3.y; + result += texture(tex, vec3(texPos12.x, texPos3.y, uv.z)) * w12.x * w3.y; + result += texture(tex, vec3(texPos3.x, texPos3.y, uv.z)) * w3.x * w3.y; + return result; +} +`,fre=`precision highp float; +precision highp sampler2DArray; + +#include "core/turbo" +#include "catmullRomSampling" +#include "varianceClipping" + +uniform sampler2D colorBuffer; +uniform sampler2D depthVelocityBuffer; +uniform sampler2D colorHistoryBuffer; + +#ifdef SHADOW_LENGTH +uniform sampler2D shadowLengthBuffer; +uniform sampler2D shadowLengthHistoryBuffer; +#endif // SHADOW_LENGTH + +uniform vec2 texelSize; +uniform int frame; +uniform float varianceGamma; +uniform float temporalAlpha; +uniform vec2 jitterOffset; + +in vec2 vUv; + +layout(location = 0) out vec4 outputColor; +#ifdef SHADOW_LENGTH +layout(location = 1) out float outputShadowLength; +#endif // SHADOW_LENGTH + +const ivec2 neighborOffsets[9] = ivec2[9]( + ivec2(-1, -1), + ivec2(-1, 0), + ivec2(-1, 1), + ivec2(0, -1), + ivec2(0, 0), + ivec2(0, 1), + ivec2(1, -1), + ivec2(1, 0), + ivec2(1, 1) +); + +const ivec4[4] bayerIndices = ivec4[4]( + ivec4(0, 12, 3, 15), + ivec4(8, 4, 11, 7), + ivec4(2, 14, 1, 13), + ivec4(10, 6, 9, 5) +); + +vec4 getClosestFragment(const ivec2 coord) { + vec4 result = vec4(1e7, 0.0, 0.0, 0.0); + vec4 neighbor; + #pragma unroll_loop_start + for (int i = 0; i < 9; ++i) { + neighbor = texelFetchOffset(depthVelocityBuffer, coord, 0, neighborOffsets[i]); + if (neighbor.r < result.r) { + result = neighbor; + } + } + #pragma unroll_loop_end + return result; +} + +void temporalUpscale( + const ivec2 coord, + const ivec2 lowResCoord, + const bool currentFrame, + out vec4 outputColor, + out float outputShadowLength +) { + vec4 currentColor = texelFetch(colorBuffer, lowResCoord, 0); + #ifdef SHADOW_LENGTH + vec4 currentShadowLength = vec4(texelFetch(shadowLengthBuffer, lowResCoord, 0).rgb, 1.0); + #endif // SHADOW_LENGTH + + if (currentFrame) { + // Use the texel just rendered without any accumulation. + outputColor = currentColor; + #ifdef SHADOW_LENGTH + outputShadowLength = currentShadowLength.r; + #endif // SHADOW_LENGTH + return; + } + + vec4 depthVelocity = getClosestFragment(lowResCoord); + vec2 velocity = depthVelocity.gb; + vec2 prevUv = vUv - velocity; + if (prevUv.x < 0.0 || prevUv.x > 1.0 || prevUv.y < 0.0 || prevUv.y > 1.0) { + outputColor = currentColor; + #ifdef SHADOW_LENGTH + outputShadowLength = currentShadowLength.r; + #endif // SHADOW_LENGTH + return; // Rejection + } + + // Variance clipping with a large variance gamma seems to work fine for + // upsampling. This increases ghosting, of course, but it's hard to notice on + // clouds. + // vec4 historyColor = textureCatmullRom(colorHistoryBuffer, prevUv); + vec4 historyColor = texture(colorHistoryBuffer, prevUv); + vec4 clippedColor = varianceClipping(colorBuffer, vUv, currentColor, historyColor, varianceGamma); + outputColor = clippedColor; + + #ifdef SHADOW_LENGTH + // Sampling the shadow length history using scene depth doesn't make much + // sense, but it's too hard to derive it properly. At least this approach + // resolves the edges of scene objects. + // vec4 historyShadowLength = vec4(textureCatmullRom(shadowLengthHistoryBuffer, prevUv).rgb, 1.0); + vec4 historyShadowLength = vec4(texture(shadowLengthHistoryBuffer, prevUv).rgb, 1.0); + vec4 clippedShadowLength = varianceClipping( + shadowLengthBuffer, + vUv, + currentShadowLength, + historyShadowLength, + varianceGamma + ); + outputShadowLength = clippedShadowLength.r; + #endif // SHADOW_LENGTH +} + +void temporalAntialiasing(const ivec2 coord, out vec4 outputColor, out float outputShadowLength) { + vec4 currentColor = texelFetch(colorBuffer, coord, 0); + #ifdef SHADOW_LENGTH + vec4 currentShadowLength = vec4(texelFetch(shadowLengthBuffer, coord, 0).rgb, 1.0); + #endif // SHADOW_LENGTH + + vec4 depthVelocity = getClosestFragment(coord); + vec2 velocity = depthVelocity.gb; + + vec2 prevUv = vUv - velocity; + if (prevUv.x < 0.0 || prevUv.x > 1.0 || prevUv.y < 0.0 || prevUv.y > 1.0) { + outputColor = currentColor; + #ifdef SHADOW_LENGTH + outputShadowLength = currentShadowLength.r; + #endif // SHADOW_LENGTH + return; // Rejection + } + + vec4 historyColor = texture(colorHistoryBuffer, prevUv); + vec4 clippedColor = varianceClipping(colorBuffer, coord, currentColor, historyColor); + outputColor = mix(clippedColor, currentColor, temporalAlpha); + + #ifdef SHADOW_LENGTH + vec4 historyShadowLength = vec4(texture(shadowLengthHistoryBuffer, prevUv).rgb, 1.0); + vec4 clippedShadowLength = varianceClipping( + shadowLengthBuffer, + coord, + currentShadowLength, + historyShadowLength + ); + outputShadowLength = mix(clippedShadowLength.r, currentShadowLength.r, temporalAlpha); + #endif // SHADOW_LENGTH +} + +void main() { + ivec2 coord = ivec2(gl_FragCoord.xy); + + #if !defined(SHADOW_LENGTH) + float outputShadowLength; + #endif // !defined(SHADOW_LENGTH) + + #ifdef TEMPORAL_UPSCALE + ivec2 lowResCoord = coord / 4; + int bayerValue = bayerIndices[coord.x % 4][coord.y % 4]; + bool currentFrame = bayerValue == frame % 16; + temporalUpscale(coord, lowResCoord, currentFrame, outputColor, outputShadowLength); + #else // TEMPORAL_UPSCALE + temporalAntialiasing(coord, outputColor, outputShadowLength); + #endif // TEMPORAL_UPSCALE + + #if defined(SHADOW_LENGTH) && defined(DEBUG_SHOW_SHADOW_LENGTH) + outputColor = vec4(turbo(outputShadowLength * 0.05), 1.0); + #endif // defined(SHADOW_LENGTH) && defined(DEBUG_SHOW_SHADOW_LENGTH) + + #ifdef DEBUG_SHOW_VELOCITY + outputColor.rgb = outputColor.rgb + vec3(abs(texture(depthVelocityBuffer, vUv).gb) * 10.0, 0.0); + #endif // DEBUG_SHOW_VELOCITY +} +`,dre=`precision highp float; + +layout(location = 0) in vec3 position; + +out vec2 vUv; + +void main() { + vUv = position.xy * 0.5 + 0.5; + gl_Position = vec4(position.xy, 1.0, 1.0); +} +`,p9=`#ifdef VARIANCE_9_SAMPLES +#define VARIANCE_OFFSET_COUNT 8 +const ivec2 varianceOffsets[8] = ivec2[8]( + ivec2(-1, -1), + ivec2(-1, 1), + ivec2(1, -1), + ivec2(1, 1), + ivec2(1, 0), + ivec2(0, -1), + ivec2(0, 1), + ivec2(-1, 0) +); +#else // VARIANCE_9_SAMPLES +#define VARIANCE_OFFSET_COUNT 4 +const ivec2 varianceOffsets[4] = ivec2[4](ivec2(1, 0), ivec2(0, -1), ivec2(0, 1), ivec2(-1, 0)); +#endif // VARIANCE_9_SAMPLES + +// Reference: https://github.com/playdeadgames/temporal +vec4 clipAABB(const vec4 current, const vec4 history, const vec4 minColor, const vec4 maxColor) { + vec3 pClip = 0.5 * (maxColor.rgb + minColor.rgb); + vec3 eClip = 0.5 * (maxColor.rgb - minColor.rgb) + 1e-7; + vec4 vClip = history - vec4(pClip, current.a); + vec3 vUnit = vClip.xyz / eClip; + vec3 aUnit = abs(vUnit); + float maUnit = max(aUnit.x, max(aUnit.y, aUnit.z)); + if (maUnit > 1.0) { + return vec4(pClip, current.a) + vClip / maUnit; + } + return history; +} + +#ifdef VARIANCE_SAMPLER_ARRAY +#define VARIANCE_SAMPLER sampler2DArray +#define VARIANCE_SAMPLER_COORD ivec3 +#else // VARIANCE_SAMPLER_ARRAY +#define VARIANCE_SAMPLER sampler2D +#define VARIANCE_SAMPLER_COORD ivec2 +#endif // VARIANCE_SAMPLER_ARRAY + +// Variance clipping +// Reference: https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf +vec4 varianceClipping( + const VARIANCE_SAMPLER inputBuffer, + const VARIANCE_SAMPLER_COORD coord, + const vec4 current, + const vec4 history, + const float gamma +) { + vec4 moment1 = current; + vec4 moment2 = current * current; + vec4 neighbor; + #pragma unroll_loop_start + for (int i = 0; i < 8; ++i) { + #if UNROLLED_LOOP_INDEX < VARIANCE_OFFSET_COUNT + neighbor = texelFetchOffset(inputBuffer, coord, 0, varianceOffsets[i]); + moment1 += neighbor; + moment2 += neighbor * neighbor; + #endif // UNROLLED_LOOP_INDEX < VARIANCE_OFFSET_COUNT + } + #pragma unroll_loop_end + + const float N = float(VARIANCE_OFFSET_COUNT + 1); + vec4 mean = moment1 / N; + vec4 varianceGamma = sqrt(max(moment2 / N - mean * mean, 0.0)) * gamma; + vec4 minColor = mean - varianceGamma; + vec4 maxColor = mean + varianceGamma; + return clipAABB(clamp(mean, minColor, maxColor), history, minColor, maxColor); +} + +vec4 varianceClipping( + const VARIANCE_SAMPLER inputBuffer, + const VARIANCE_SAMPLER_COORD coord, + const vec4 current, + const vec4 history +) { + return varianceClipping(inputBuffer, coord, current, history, 1.0); +} + +vec4 varianceClipping( + const sampler2D inputBuffer, + const vec2 coord, + const vec4 current, + const vec4 history, + const float gamma +) { + vec4 moment1 = current; + vec4 moment2 = current * current; + vec4 neighbor; + #pragma unroll_loop_start + for (int i = 0; i < 8; ++i) { + #if UNROLLED_LOOP_INDEX < VARIANCE_OFFSET_COUNT + neighbor = textureOffset(inputBuffer, coord, varianceOffsets[i]); + moment1 += neighbor; + moment2 += neighbor * neighbor; + #endif // UNROLLED_LOOP_INDEX < VARIANCE_OFFSET_COUNT + } + #pragma unroll_loop_end + + const float N = float(VARIANCE_OFFSET_COUNT + 1); + vec4 mean = moment1 / N; + vec4 varianceGamma = sqrt(max(moment2 / N - mean * mean, 0.0)) * gamma; + vec4 minColor = mean - varianceGamma; + vec4 maxColor = mean + varianceGamma; + return clipAABB(clamp(mean, minColor, maxColor), history, minColor, maxColor); +} + +vec4 varianceClipping( + const sampler2D inputBuffer, + const vec2 coord, + const vec4 current, + const vec4 history +) { + return varianceClipping(inputBuffer, coord, current, history, 1.0); +} +`;var pre=Object.defineProperty,m9=(n,e,t,i)=>{for(var r=void 0,a=n.length-1,s;a>=0;a--)(s=n[a])&&(r=s(e,t,r)||r);return r&&pre(e,t,r),r};class PA extends ph{constructor({colorBuffer:e=null,depthVelocityBuffer:t=null,shadowLengthBuffer:i=null,colorHistoryBuffer:r=null,shadowLengthHistoryBuffer:a=null}={}){super({name:"CloudsResolveMaterial",glslVersion:so,vertexShader:dre,fragmentShader:J0(Nr(fre,{core:{turbo:WP},catmullRomSampling:hre,varianceClipping:p9})),uniforms:{colorBuffer:new J(e),depthVelocityBuffer:new J(t),shadowLengthBuffer:new J(i),colorHistoryBuffer:new J(r),shadowLengthHistoryBuffer:new J(a),texelSize:new J(new de),frame:new J(0),jitterOffset:new J(new de),varianceGamma:new J(2),temporalAlpha:new J(.1)}}),this.temporalUpscale=!0,this.shadowLength=!0}setSize(e,t){this.uniforms.texelSize.value.set(1/e,1/t)}onBeforeRender(e,t,i,r,a,s){const o=this.uniforms.frame.value%16,l=h9[o],h=(l.x-.5)*4,f=(l.y-.5)*4;this.uniforms.jitterOffset.value.set(h,f)}}m9([pn("TEMPORAL_UPSCALE")],PA.prototype,"temporalUpscale");m9([pn("SHADOW_LENGTH")],PA.prototype,"shadowLength");class g9 extends Br{constructor(e,t){super(e),this._mainCamera=new wc;const{shadow:i}=t;this.shadow=i}get mainCamera(){return this._mainCamera}set mainCamera(e){this._mainCamera=e}}function u3(n,{depthVelocity:e,shadowLength:t}){const i=new xi(1,1,{depthBuffer:!1,type:Yn});i.texture.minFilter=Ht,i.texture.magFilter=Ht,i.texture.name=n;let r;e&&(r=i.texture.clone(),r.isRenderTargetTexture=!0,i.depthVelocity=r,i.textures.push(r));let a;return t&&(a=i.texture.clone(),a.isRenderTargetTexture=!0,a.format=ws,i.shadowLength=a,i.textures.push(a)),Object.assign(i,{depthVelocity:r??null,shadowLength:a??null})}class mre extends g9{constructor({parameterUniforms:e,layerUniforms:t,atmosphereUniforms:i,...r},a){super("CloudsPass",r),this.atmosphere=a,this.width=0,this.height=0,this.currentMaterial=new Fr({parameterUniforms:e,layerUniforms:t,atmosphereUniforms:i},a),this.currentPass=new kE(this.currentMaterial),this.resolveMaterial=new PA,this.resolvePass=new kE(this.resolveMaterial),this.initRenderTargets({depthVelocity:!0,shadowLength:It.lightShafts})}copyCameraSettings(e){this.currentMaterial.copyCameraSettings(e)}initialize(e,t,i){this.currentPass.initialize(e,t,i),this.resolvePass.initialize(e,t,i)}initRenderTargets(e){var s,o,l;(s=this.currentRenderTarget)==null||s.dispose(),(o=this.resolveRenderTarget)==null||o.dispose(),(l=this.historyRenderTarget)==null||l.dispose();const t=u3("Clouds",e),i=u3("Clouds.A",{...e,depthVelocity:!1}),r=u3("Clouds.B",{...e,depthVelocity:!1});this.currentRenderTarget=t,this.resolveRenderTarget=i,this.historyRenderTarget=r;const a=this.resolveMaterial.uniforms;a.colorBuffer.value=t.texture,a.depthVelocityBuffer.value=t.depthVelocity,a.shadowLengthBuffer.value=t.shadowLength,a.colorHistoryBuffer.value=r.texture,a.shadowLengthHistoryBuffer.value=r.shadowLength}copyShadow(){const e=this.shadow,t=this.currentMaterial.uniforms;for(let i=0;i + +#include "core/math" +#include "core/raySphereIntersection" +#include "types" +#include "parameters" +#include "structuredSampling" +#include "clouds" + +uniform mat4 inverseShadowMatrices[CASCADE_COUNT]; +uniform mat4 reprojectionMatrices[CASCADE_COUNT]; + +// Primary raymarch +uniform int maxIterationCount; +uniform float minStepSize; +uniform float maxStepSize; +uniform float opticalDepthTailScale; + +in vec2 vUv; + +layout(location = 0) out vec4 outputColor[CASCADE_COUNT]; + +// Redundant notation for prettier. +#if CASCADE_COUNT == 1 +layout(location = 1) out vec3 outputDepthVelocity[CASCADE_COUNT]; +#elif CASCADE_COUNT == 2 +layout(location = 2) out vec3 outputDepthVelocity[CASCADE_COUNT]; +#elif CASCADE_COUNT == 3 +layout(location = 3) out vec3 outputDepthVelocity[CASCADE_COUNT]; +#elif CASCADE_COUNT == 4 +layout(location = 4) out vec3 outputDepthVelocity[CASCADE_COUNT]; +#endif // CASCADE_COUNT + +vec4 marchClouds( + const vec3 rayOrigin, + const vec3 rayDirection, + const float maxRayDistance, + const float jitter, + const float mipLevel +) { + // Setup structured volume sampling (SVS). + // While SVS introduces spatial aliasing, it is indeed temporally stable, + // which is important for lower-resolution shadow maps where a flickering + // single pixel can be highly noticeable. + vec3 normal = getStructureNormal(rayDirection, jitter); + float rayDistance; + float stepSize; + intersectStructuredPlanes( + normal, + rayOrigin, + rayDirection, + clamp(maxRayDistance / float(maxIterationCount), minStepSize, maxStepSize), + rayDistance, + stepSize + ); + + #ifdef TEMPORAL_JITTER + rayDistance -= stepSize * jitter; + #endif // TEMPORAL_JITTER + + float extinctionSum = 0.0; + float maxOpticalDepth = 0.0; + float maxOpticalDepthTail = 0.0; + float transmittanceIntegral = 1.0; + float weightedDistanceSum = 0.0; + float transmittanceSum = 0.0; + + int sampleCount = 0; + for (int i = 0; i < maxIterationCount; ++i) { + if (rayDistance > maxRayDistance) { + break; // Termination + } + + vec3 position = rayDistance * rayDirection + rayOrigin; + float height = length(position) - bottomRadius; + + #if !defined(DEBUG_MARCH_INTERVALS) + if (insideLayerIntervals(height)) { + rayDistance += stepSize; + continue; + } + #endif // !defined(DEBUG_MARCH_INTERVALS) + + // Sample rough weather. + vec2 uv = getGlobeUv(position); + WeatherSample weather = sampleWeather(uv, height, mipLevel); + + if (any(greaterThan(weather.density, vec4(minDensity)))) { + // Sample detailed participating media. + // Note this assumes an homogeneous medium. + MediaSample media = sampleMedia(weather, position, uv, mipLevel, jitter); + if (media.extinction > minExtinction) { + extinctionSum += media.extinction; + maxOpticalDepth += media.extinction * stepSize; + transmittanceIntegral *= exp(-media.extinction * stepSize); + weightedDistanceSum += rayDistance * transmittanceIntegral; + transmittanceSum += transmittanceIntegral; + ++sampleCount; + } + } + + if (transmittanceIntegral <= minTransmittance) { + // A large amount of optical depth accumulates in the tail, beyond the + // point of minimum transmittance. The expected optical depth seems to + // decrease exponentially with the number of samples taken before reaching + // the minimum transmittance. + // See the discussion here: https://x.com/shotamatsuda/status/1886259549931520437 + maxOpticalDepthTail = min( + opticalDepthTailScale * stepSize * exp(float(1 - sampleCount)), + stepSize * 0.5 // Excessive optical depth only introduces aliasing. + ); + break; // Early termination + } + rayDistance += stepSize; + } + + if (sampleCount == 0) { + return vec4(maxRayDistance, 0.0, 0.0, 0.0); + } + float frontDepth = min(weightedDistanceSum / transmittanceSum, maxRayDistance); + float meanExtinction = extinctionSum / float(sampleCount); + return vec4(frontDepth, meanExtinction, maxOpticalDepth, maxOpticalDepthTail); +} + +void getRayNearFar( + const vec3 sunPosition, + const vec3 rayDirection, + out float rayNear, + out float rayFar +) { + vec4 firstIntersections = raySphereFirstIntersection( + sunPosition, + rayDirection, + vec3(0.0), + bottomRadius + vec4(shadowTopHeight, shadowBottomHeight, 0.0, 0.0) + ); + rayNear = max(0.0, firstIntersections.x); + rayFar = firstIntersections.y; + if (rayFar < 0.0) { + rayFar = 1e6; + } +} + +void cascade( + const int cascadeIndex, + const float mipLevel, + out vec4 outputColor, + out vec3 outputDepthVelocity +) { + vec2 clip = vUv * 2.0 - 1.0; + vec4 point = inverseShadowMatrices[cascadeIndex] * vec4(clip.xy, -1.0, 1.0); + point /= point.w; + vec3 sunPosition = (worldToECEFMatrix * vec4(point.xyz, 1.0)).xyz + altitudeCorrection; + + vec3 rayDirection = normalize(-sunDirection); + float rayNear; + float rayFar; + getRayNearFar(sunPosition, rayDirection, rayNear, rayFar); + + vec3 rayOrigin = rayNear * rayDirection + sunPosition; + float stbn = getSTBN(); + vec4 color = marchClouds(rayOrigin, rayDirection, rayFar - rayNear, stbn, mipLevel); + outputColor = color; + + // Velocity for temporal resolution. + #ifdef TEMPORAL_PASS + vec3 frontPosition = color.x * rayDirection + rayOrigin; + vec3 frontPositionWorld = (ecefToWorldMatrix * vec4(frontPosition - altitudeCorrection, 1.0)).xyz; + vec4 prevClip = reprojectionMatrices[cascadeIndex] * vec4(frontPositionWorld, 1.0); + prevClip /= prevClip.w; + vec2 prevUv = prevClip.xy * 0.5 + 0.5; + vec2 velocity = (vUv - prevUv) * resolution; + outputDepthVelocity = vec3(color.x, velocity); + #else // TEMPORAL_PASS + outputDepthVelocity = vec3(0.0); + #endif // TEMPORAL_PASS +} + +// TODO: Calculate from the main camera frustum perhaps? +const float mipLevels[4] = float[4](0.0, 0.5, 1.0, 2.0); + +void main() { + #pragma unroll_loop_start + for (int i = 0; i < 4; ++i) { + #if UNROLLED_LOOP_INDEX < CASCADE_COUNT + cascade(UNROLLED_LOOP_INDEX, mipLevels[i], outputColor[i], outputDepthVelocity[i]); + #endif // UNROLLED_LOOP_INDEX < CASCADE_COUNT + } + #pragma unroll_loop_end +} +`,_re=`precision highp float; + +layout(location = 0) in vec3 position; + +out vec2 vUv; + +void main() { + vUv = position.xy * 0.5 + 0.5; + gl_Position = vec4(position.xy, 1.0, 1.0); +} +`,xre=`// Implements Structured Volume Sampling in fragment shader: +// https://github.com/huwb/volsample +// Implementation reference: +// https://www.shadertoy.com/view/ttVfDc + +void getIcosahedralVertices(const vec3 direction, out vec3 v1, out vec3 v2, out vec3 v3) { + // Normalization scalers to fit dodecahedron to unit sphere. + const float a = 0.85065080835204; // phi / sqrt(2 + phi) + const float b = 0.5257311121191336; // 1 / sqrt(2 + phi) + + // Derive the vertices of icosahedron where triangle intersects the direction. + // See: https://www.ppsloan.org/publications/AmbientDice.pdf + const float kT = 0.6180339887498948; // 1 / phi + const float kT2 = 0.38196601125010515; // 1 / phi^2 + vec3 absD = abs(direction); + float selector1 = dot(absD, vec3(1.0, kT2, -kT)); + float selector2 = dot(absD, vec3(-kT, 1.0, kT2)); + float selector3 = dot(absD, vec3(kT2, -kT, 1.0)); + v1 = selector1 > 0.0 ? vec3(a, b, 0.0) : vec3(-b, 0.0, a); + v2 = selector2 > 0.0 ? vec3(0.0, a, b) : vec3(a, -b, 0.0); + v3 = selector3 > 0.0 ? vec3(b, 0.0, a) : vec3(0.0, a, -b); + vec3 octantSign = sign(direction); + v1 *= octantSign; + v2 *= octantSign; + v3 *= octantSign; +} + +void swapIfBigger(inout vec4 a, inout vec4 b) { + if (a.w > b.w) { + vec4 t = a; + a = b; + b = t; + } +} + +void sortVertices(inout vec3 a, inout vec3 b, inout vec3 c) { + const vec3 base = vec3(0.5, 0.5, 1.0); + vec4 aw = vec4(a, dot(a, base)); + vec4 bw = vec4(b, dot(b, base)); + vec4 cw = vec4(c, dot(c, base)); + swapIfBigger(aw, bw); + swapIfBigger(bw, cw); + swapIfBigger(aw, bw); + a = aw.xyz; + b = bw.xyz; + c = cw.xyz; +} + +vec3 getPentagonalWeights(const vec3 direction, const vec3 v1, const vec3 v2, const vec3 v3) { + float d1 = dot(v1, direction); + float d2 = dot(v2, direction); + float d3 = dot(v3, direction); + vec3 w = exp(vec3(d1, d2, d3) * 40.0); + return w / (w.x + w.y + w.z); +} + +vec3 getStructureNormal( + const vec3 direction, + const float jitter, + out vec3 a, + out vec3 b, + out vec3 c, + out vec3 weights +) { + getIcosahedralVertices(direction, a, b, c); + sortVertices(a, b, c); + weights = getPentagonalWeights(direction, a, b, c); + return jitter < weights.x + ? a + : jitter < weights.x + weights.y + ? b + : c; +} + +vec3 getStructureNormal(const vec3 direction, const float jitter) { + vec3 a, b, c, weights; + return getStructureNormal(direction, jitter, a, b, c, weights); +} + +// Reference: https://github.com/huwb/volsample/blob/master/src/unity/Assets/Shaders/RayMarchCore.cginc +void intersectStructuredPlanes( + const vec3 normal, + const vec3 rayOrigin, + const vec3 rayDirection, + const float samplePeriod, + out float stepOffset, + out float stepSize +) { + float NoD = dot(rayDirection, normal); + stepSize = samplePeriod / abs(NoD); + + // Skips leftover bit to get from rayOrigin to first strata plane. + stepOffset = -mod(dot(rayOrigin, normal), samplePeriod) / NoD; + + // mod() gives different results depending on if the arg is negative or + // positive. This line makes it consistent, and ensures the first sample is in + // front of the viewer. + if (stepOffset < 0.0) { + stepOffset += stepSize; + } +} +`;var yre=Object.defineProperty,sp=(n,e,t,i)=>{for(var r=void 0,a=n.length-1,s;a>=0;a--)(s=n[a])&&(r=s(e,t,r)||r);return r&&yre(e,t,r),r};class yh extends ph{constructor({parameterUniforms:e,layerUniforms:t,atmosphereUniforms:i}){super({name:"ShadowMaterial",glslVersion:so,vertexShader:_re,fragmentShader:J0(Nr(vre,{core:{math:wA,raySphereIntersection:Sy},types:gM,parameters:d9,structuredSampling:xre,clouds:f9})),uniforms:{...e,...t,...i,inverseShadowMatrices:new J(Array.from({length:4},()=>new Ve)),reprojectionMatrices:new J(Array.from({length:4},()=>new Ve)),resolution:new J(new de),frame:new J(0),stbnTexture:new J(null),maxIterationCount:new J(It.shadow.maxIterationCount),minStepSize:new J(It.shadow.minStepSize),maxStepSize:new J(It.shadow.maxStepSize),minDensity:new J(It.shadow.minDensity),minExtinction:new J(It.shadow.minExtinction),minTransmittance:new J(It.shadow.minTransmittance),opticalDepthTailScale:new J(2)},defines:{SHADOW:"1",TEMPORAL_PASS:"1",TEMPORAL_JITTER:"1"}}),this.localWeatherChannels="rgba",this.cascadeCount=It.shadow.cascadeCount,this.temporalPass=!0,this.temporalJitter=!0,this.shapeDetail=It.shapeDetail,this.turbulence=It.turbulence,this.cascadeCount=It.shadow.cascadeCount}setSize(e,t){this.uniforms.resolution.value.set(e,t)}}sp([zP("LOCAL_WEATHER_CHANNELS",{validate:n=>/^[rgba]{4}$/.test(n)})],yh.prototype,"localWeatherChannels");sp([_h("CASCADE_COUNT",{min:1,max:4})],yh.prototype,"cascadeCount");sp([pn("TEMPORAL_PASS")],yh.prototype,"temporalPass");sp([pn("TEMPORAL_JITTER")],yh.prototype,"temporalJitter");sp([pn("SHAPE_DETAIL")],yh.prototype,"shapeDetail");sp([pn("TURBULENCE")],yh.prototype,"turbulence");const Sre=`precision highp float; +precision highp sampler2DArray; + +#define VARIANCE_9_SAMPLES 1 +#define VARIANCE_SAMPLER_ARRAY 1 + +#include "varianceClipping" + +uniform sampler2DArray inputBuffer; +uniform sampler2DArray historyBuffer; + +uniform vec2 texelSize; +uniform float varianceGamma; +uniform float temporalAlpha; + +in vec2 vUv; + +layout(location = 0) out vec4 outputColor[CASCADE_COUNT]; + +const ivec2 neighborOffsets[9] = ivec2[9]( + ivec2(-1, -1), + ivec2(-1, 0), + ivec2(-1, 1), + ivec2(0, -1), + ivec2(0, 0), + ivec2(0, 1), + ivec2(1, -1), + ivec2(1, 0), + ivec2(1, 1) +); + +vec4 getClosestFragment(const ivec3 coord) { + vec4 result = vec4(1e7, 0.0, 0.0, 0.0); + vec4 neighbor; + #pragma unroll_loop_start + for (int i = 0; i < 9; ++i) { + neighbor = texelFetchOffset( + inputBuffer, + coord + ivec3(0, 0, CASCADE_COUNT), + 0, + neighborOffsets[i] + ); + if (neighbor.r < result.r) { + result = neighbor; + } + } + #pragma unroll_loop_end + return result; +} + +void cascade(const int cascadeIndex, out vec4 outputColor) { + ivec3 coord = ivec3(gl_FragCoord.xy, cascadeIndex); + vec4 current = texelFetch(inputBuffer, coord, 0); + + vec4 depthVelocity = getClosestFragment(coord); + vec2 velocity = depthVelocity.gb * texelSize; + vec2 prevUv = vUv - velocity; + if (prevUv.x < 0.0 || prevUv.x > 1.0 || prevUv.y < 0.0 || prevUv.y > 1.0) { + outputColor = current; + return; // Rejection + } + + vec4 history = texture(historyBuffer, vec3(prevUv, float(cascadeIndex))); + vec4 clippedHistory = varianceClipping(inputBuffer, coord, current, history, varianceGamma); + outputColor = mix(clippedHistory, current, temporalAlpha); +} + +void main() { + #pragma unroll_loop_start + for (int i = 0; i < 4; ++i) { + #if UNROLLED_LOOP_INDEX < CASCADE_COUNT + cascade(UNROLLED_LOOP_INDEX, outputColor[i]); + #endif // UNROLLED_LOOP_INDEX < CASCADE_COUNT + } + #pragma unroll_loop_end +} +`,Tre=`precision highp float; + +layout(location = 0) in vec3 position; + +out vec2 vUv; + +void main() { + vUv = position.xy * 0.5 + 0.5; + gl_Position = vec4(position.xy, 1.0, 1.0); +} +`;var Ere=Object.defineProperty,Mre=(n,e,t,i)=>{for(var r=void 0,a=n.length-1,s;a>=0;a--)(s=n[a])&&(r=s(e,t,r)||r);return r&&Ere(e,t,r),r};class v9 extends ph{constructor({inputBuffer:e=null,historyBuffer:t=null}={}){super({name:"ShadowResolveMaterial",glslVersion:so,vertexShader:Tre,fragmentShader:J0(Nr(Sre,{varianceClipping:p9})),uniforms:{inputBuffer:new J(e),historyBuffer:new J(t),texelSize:new J(new de),varianceGamma:new J(1),temporalAlpha:new J(.01)},defines:{}}),this.cascadeCount=It.shadow.cascadeCount}setSize(e,t){this.uniforms.texelSize.value.set(1/e,1/t)}}Mre([_h("CASCADE_COUNT",{min:1,max:4})],v9.prototype,"cascadeCount");function h3(n){const e=new jU(1,1,1,{depthBuffer:!1});return e.texture.type=Yn,e.texture.minFilter=Ht,e.texture.magFilter=Ht,e.texture.name=n,e}class bre extends g9{constructor({parameterUniforms:e,layerUniforms:t,atmosphereUniforms:i,...r}){super("ShadowPass",r),this.width=0,this.height=0,this.currentMaterial=new yh({parameterUniforms:e,layerUniforms:t,atmosphereUniforms:i}),this.currentPass=new KO(this.currentMaterial),this.resolveMaterial=new v9,this.resolvePass=new KO(this.resolveMaterial),this.initRenderTargets()}initialize(e,t,i){this.currentPass.initialize(e,t,i),this.resolvePass.initialize(e,t,i)}initRenderTargets(){var a,s,o;(a=this.currentRenderTarget)==null||a.dispose(),(s=this.resolveRenderTarget)==null||s.dispose(),(o=this.historyRenderTarget)==null||o.dispose();const e=h3("Shadow"),t=this.temporalPass?h3("Shadow.A"):null,i=this.temporalPass?h3("Shadow.B"):null;this.currentRenderTarget=e,this.resolveRenderTarget=t,this.historyRenderTarget=i;const r=this.resolveMaterial.uniforms;r.inputBuffer.value=e.texture,r.historyBuffer.value=(i==null?void 0:i.texture)??null}copyShadow(){const e=this.shadow,t=this.currentMaterial.uniforms;for(let i=0;i0&&(lr&&(r=d),f&&d>s&&(s=d)),f3[o]=f?1:0}i!==1/0?(n.minHeight.value=i,n.maxHeight.value=r):(nc(r===0),n.minHeight.value=0),a!==1/0?(n.shadowBottomHeight.value=a,n.shadowTopHeight.value=s):(nc(s===0),n.shadowBottomHeight.value=0),n.shadowLayerMask.value.fromArray(f3)}function Cre(n,e){return{bottomRadius:new J(n.bottomRadius),topRadius:new J(n.topRadius),worldToECEFMatrix:new J(e.worldToECEFMatrix),ecefToWorldMatrix:new J(e.ecefToWorldMatrix),altitudeCorrection:new J(e.altitudeCorrection),sunDirection:new J(e.sunDirection)}}const Dre=`uniform sampler2D cloudsBuffer; + +void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) { + #ifdef SKIP_RENDERING + outputColor = inputColor; + #else // SKIP_RENDERING + vec4 clouds = texture(cloudsBuffer, uv); + outputColor.rgb = inputColor.rgb * (1.0 - clouds.a) + clouds.rgb; + outputColor.a = inputColor.a * (1.0 - clouds.a) + clouds.a; + #endif // SKIP_RENDERING +} +`;var Nre=Object.defineProperty,Ore=(n,e,t,i)=>{for(var r=void 0,a=n.length-1,s;a>=0;a--)(s=n[a])&&(r=s(e,t,r)||r);return r&&Nre(e,t,r),r};const lm=new L,Lre=new de,Ire=new Et,Ure=["maxIterationCount","minStepSize","maxStepSize","maxRayDistance","perspectiveStepScale","minDensity","minExtinction","minTransmittance","maxIterationCountToSun","maxIterationCountToGround","minSecondaryStepSize","secondaryStepScale","maxShadowFilterRadius","maxShadowLengthIterationCount","minShadowLengthStepSize","maxShadowLengthRayDistance","hazeDensityScale","hazeExponent","hazeScatteringCoefficient","hazeAbsorptionCoefficient"],Pre=["multiScatteringOctaves","accurateSunSkyLight","accuratePhaseFunction"],zre=["maxIterationCount","minStepSize","maxStepSize","minDensity","minExtinction","minTransmittance","opticalDepthTailScale"],Bre=["temporalJitter"],Hre=["temporalPass"],Fre=["cascadeCount","mapSize","maxFar","farScale","splitMode","splitLambda"],zo={type:"change"},_9={resolutionScale:It.resolutionScale,width:os.AUTO_SIZE,height:os.AUTO_SIZE};class x9 extends T0{constructor(e=new wc,t,i=$0.DEFAULT){var f,d,p,g;super("CloudsEffect",Dre,{attributes:tl.DEPTH,uniforms:new Map([["cloudsBuffer",new J(null)]])}),this.camera=e,this.atmosphere=i,this.cloudLayers=d1.DEFAULT.clone(),this.correctAltitude=!0,this.localWeatherRepeat=new de().setScalar(100),this.localWeatherOffset=new de,this.shapeRepeat=new L().setScalar(3e-4),this.shapeOffset=new L,this.shapeDetailRepeat=new L().setScalar(.006),this.shapeDetailOffset=new L,this.turbulenceRepeat=new de().setScalar(20),this.worldToECEFMatrix=new Ve,this.ecefToWorldMatrix=new Ve,this.altitudeCorrection=new L,this.sunDirection=new L,this.localWeatherVelocity=new de,this.shapeVelocity=new L,this.shapeDetailVelocity=new L,this._atmosphereOverlay=null,this._atmosphereShadow=null,this._atmosphereShadowLength=null,this.events=new ra,this.frame=0,this.shadowCascadeCount=0,this.shadowMapSize=new de,this.onResolutionChange=()=>{this.setSize(this.resolution.baseWidth,this.resolution.baseHeight)},this.skipRendering=!0;const{resolutionScale:r,width:a,height:s,resolutionX:o=a,resolutionY:l=s}={..._9,...t};this.shadowMaps=new ire({cascadeCount:It.shadow.cascadeCount,mapSize:It.shadow.mapSize,splitLambda:.6}),this.parameterUniforms=Are({localWeatherTexture:((f=this.proceduralLocalWeather)==null?void 0:f.texture)??null,localWeatherRepeat:this.localWeatherRepeat,localWeatherOffset:this.localWeatherOffset,shapeTexture:((d=this.proceduralShape)==null?void 0:d.texture)??null,shapeRepeat:this.shapeRepeat,shapeOffset:this.shapeOffset,shapeDetailTexture:((p=this.proceduralShapeDetail)==null?void 0:p.texture)??null,shapeDetailRepeat:this.shapeDetailRepeat,shapeDetailOffset:this.shapeDetailOffset,turbulenceTexture:((g=this.proceduralTurbulence)==null?void 0:g.texture)??null,turbulenceRepeat:this.turbulenceRepeat}),this.layerUniforms=wre(),this.atmosphereUniforms=Cre(i,{worldToECEFMatrix:this.worldToECEFMatrix,ecefToWorldMatrix:this.ecefToWorldMatrix,altitudeCorrection:this.altitudeCorrection,sunDirection:this.sunDirection});const h={shadow:this.shadowMaps,parameterUniforms:this.parameterUniforms,layerUniforms:this.layerUniforms,atmosphereUniforms:this.atmosphereUniforms};this.shadowPass=new bre(h),this.shadowPass.mainCamera=e,this.cloudsPass=new mre(h,i),this.cloudsPass.mainCamera=e,this.clouds=CO(DO({},this.cloudsPass.currentMaterial,Ure),this.cloudsPass.currentMaterial,Pre),this.shadow=CO(DO({},this.shadowPass.currentMaterial,zre),this.shadowPass.currentMaterial,Bre,this.shadowPass,Hre,this.shadowMaps,Fre),this.resolution=new os(this,o,l,r),this.resolution.addEventListener("change",this.onResolutionChange)}get mainCamera(){return this.camera}set mainCamera(e){this.camera=e,this.shadowPass.mainCamera=e,this.cloudsPass.mainCamera=e}initialize(e,t,i){this.shadowPass.initialize(e,t,i),this.cloudsPass.initialize(e,t,i)}updateSharedUniforms(e){Rre(this.layerUniforms,this.cloudLayers);const{parameterUniforms:t}=this;t.localWeatherOffset.value.add(Lre.copy(this.localWeatherVelocity).multiplyScalar(e)),t.shapeOffset.value.add(lm.copy(this.shapeVelocity).multiplyScalar(e)),t.shapeDetailOffset.value.add(lm.copy(this.shapeDetailVelocity).multiplyScalar(e));const i=this.worldToECEFMatrix;this.ecefToWorldMatrix.copy(i).invert();const r=this.camera.getWorldPosition(lm).applyMatrix4(this.worldToECEFMatrix),a=this.altitudeCorrection;this.correctAltitude?RA(r,this.atmosphere.bottomRadius,this.ellipsoid,a):a.setScalar(0);const s=this.ellipsoid.getSurfaceNormal(r,lm),o=this.sunDirection.dot(s),l=PP(1e6,1e3,o),h=Ire.setFromMatrix4(i).transpose();this.shadowMaps.update(this.camera,lm.copy(this.sunDirection).applyMatrix3(h),l)}updateWeatherTextureChannels(){const e=this.cloudLayers.localWeatherChannels;this.cloudsPass.currentMaterial.localWeatherChannels=e,this.shadowPass.currentMaterial.localWeatherChannels=e}updateAtmosphereComposition(){const{shadowMaps:e,shadowPass:t,cloudsPass:i}=this,r=t.currentMaterial.uniforms,a=i.currentMaterial.uniforms,s=this._atmosphereOverlay,o=Object.assign(this._atmosphereOverlay??{},{map:i.outputBuffer});s!==o&&(this._atmosphereOverlay=o,zo.target=this,zo.property="atmosphereOverlay",this.events.dispatchEvent(zo));const l=this._atmosphereShadow,h=Object.assign(this._atmosphereShadow??{},{map:t.outputBuffer,mapSize:e.mapSize,cascadeCount:e.cascadeCount,intervals:a.shadowIntervals.value,matrices:a.shadowMatrices.value,inverseMatrices:r.inverseShadowMatrices.value,far:e.far,topHeight:a.shadowTopHeight.value});l!==h&&(this._atmosphereShadow=h,zo.target=this,zo.property="atmosphereShadow",this.events.dispatchEvent(zo));const f=this._atmosphereShadowLength,d=i.shadowLengthBuffer!=null?Object.assign(this._atmosphereShadowLength??{},{map:i.shadowLengthBuffer}):null;f!==d&&(this._atmosphereShadowLength=d,zo.target=this,zo.property="atmosphereShadowLength",this.events.dispatchEvent(zo))}update(e,t,i=0){var o,l,h,f;const{shadowMaps:r,shadowPass:a,cloudsPass:s}=this;if(r.cascadeCount!==this.shadowCascadeCount||!r.mapSize.equals(this.shadowMapSize)){const{width:d,height:p}=r.mapSize,g=r.cascadeCount;this.shadowMapSize.set(d,p),this.shadowCascadeCount=g,a.setSize(d,p,g),s.setShadowSize(d,p,g)}(o=this.proceduralLocalWeather)==null||o.render(e,i),(l=this.proceduralShape)==null||l.render(e,i),(h=this.proceduralShapeDetail)==null||h.render(e,i),(f=this.proceduralTurbulence)==null||f.render(e,i),++this.frame,this.updateSharedUniforms(i),this.updateWeatherTextureChannels(),a.update(e,this.frame,i),s.shadowBuffer=a.outputBuffer,s.update(e,this.frame,i),this.updateAtmosphereComposition(),this.uniforms.get("cloudsBuffer").value=this.cloudsPass.outputBuffer}setSize(e,t){const{resolution:i}=this;i.setBaseSize(e,t);const{width:r,height:a}=i;this.cloudsPass.setSize(r,a)}setDepthTexture(e,t){this.shadowPass.setDepthTexture(e,t),this.cloudsPass.setDepthTexture(e,t)}set qualityPreset(e){const{clouds:t,shadow:i,...r}=are[e];Object.assign(this,r),Object.assign(this.clouds,t),Object.assign(this.shadow,i)}get localWeatherTexture(){return this.proceduralLocalWeather??this.parameterUniforms.localWeatherTexture.value}set localWeatherTexture(e){e instanceof Nn||e==null?(this.proceduralLocalWeather=void 0,this.parameterUniforms.localWeatherTexture.value=e):(this.proceduralLocalWeather=e,this.parameterUniforms.localWeatherTexture.value=e.texture)}get shapeTexture(){return this.proceduralShape??this.parameterUniforms.shapeTexture.value}set shapeTexture(e){e instanceof ss||e==null?(this.proceduralShape=void 0,this.parameterUniforms.shapeTexture.value=e):(this.proceduralShape=e,this.parameterUniforms.shapeTexture.value=e.texture)}get shapeDetailTexture(){return this.proceduralShapeDetail??this.parameterUniforms.shapeDetailTexture.value}set shapeDetailTexture(e){e instanceof ss||e==null?(this.proceduralShapeDetail=void 0,this.parameterUniforms.shapeDetailTexture.value=e):(this.proceduralShapeDetail=e,this.parameterUniforms.shapeDetailTexture.value=e.texture)}get turbulenceTexture(){return this.proceduralTurbulence??this.parameterUniforms.turbulenceTexture.value}set turbulenceTexture(e){e instanceof Nn||e==null?(this.proceduralTurbulence=void 0,this.parameterUniforms.turbulenceTexture.value=e):(this.proceduralTurbulence=e,this.parameterUniforms.turbulenceTexture.value=e.texture)}get stbnTexture(){return this.cloudsPass.currentMaterial.uniforms.stbnTexture.value}set stbnTexture(e){this.cloudsPass.currentMaterial.uniforms.stbnTexture.value=e,this.shadowPass.currentMaterial.uniforms.stbnTexture.value=e}get resolutionScale(){return this.resolution.scale}set resolutionScale(e){this.resolution.scale=e}get temporalUpscale(){return this.cloudsPass.temporalUpscale}set temporalUpscale(e){this.cloudsPass.temporalUpscale=e}get lightShafts(){return this.cloudsPass.lightShafts}set lightShafts(e){this.cloudsPass.lightShafts=e}get shapeDetail(){return this.cloudsPass.currentMaterial.shapeDetail}set shapeDetail(e){this.cloudsPass.currentMaterial.shapeDetail=e,this.shadowPass.currentMaterial.shapeDetail=e}get turbulence(){return this.cloudsPass.currentMaterial.turbulence}set turbulence(e){this.cloudsPass.currentMaterial.turbulence=e,this.shadowPass.currentMaterial.turbulence=e}get haze(){return this.cloudsPass.currentMaterial.haze}set haze(e){this.cloudsPass.currentMaterial.haze=e}get scatteringCoefficient(){return this.parameterUniforms.scatteringCoefficient.value}set scatteringCoefficient(e){this.parameterUniforms.scatteringCoefficient.value=e}get absorptionCoefficient(){return this.parameterUniforms.absorptionCoefficient.value}set absorptionCoefficient(e){this.parameterUniforms.absorptionCoefficient.value=e}get coverage(){return this.parameterUniforms.coverage.value}set coverage(e){this.parameterUniforms.coverage.value=e}get turbulenceDisplacement(){return this.parameterUniforms.turbulenceDisplacement.value}set turbulenceDisplacement(e){this.parameterUniforms.turbulenceDisplacement.value=e}get scatterAnisotropy1(){return this.cloudsPass.currentMaterial.scatterAnisotropy1}set scatterAnisotropy1(e){this.cloudsPass.currentMaterial.scatterAnisotropy1=e}get scatterAnisotropy2(){return this.cloudsPass.currentMaterial.scatterAnisotropy2}set scatterAnisotropy2(e){this.cloudsPass.currentMaterial.scatterAnisotropy2=e}get scatterAnisotropyMix(){return this.cloudsPass.currentMaterial.scatterAnisotropyMix}set scatterAnisotropyMix(e){this.cloudsPass.currentMaterial.scatterAnisotropyMix=e}get skyIrradianceScale(){return this.skyLightScale}set skyIrradianceScale(e){this.skyLightScale=e}get skyLightScale(){return this.cloudsPass.currentMaterial.uniforms.skyLightScale.value}set skyLightScale(e){this.cloudsPass.currentMaterial.uniforms.skyLightScale.value=e}get groundIrradianceScale(){return this.groundBounceScale}set groundIrradianceScale(e){this.groundBounceScale=e}get groundBounceScale(){return this.cloudsPass.currentMaterial.uniforms.groundBounceScale.value}set groundBounceScale(e){this.cloudsPass.currentMaterial.uniforms.groundBounceScale.value=e}get powderScale(){return this.cloudsPass.currentMaterial.uniforms.powderScale.value}set powderScale(e){this.cloudsPass.currentMaterial.uniforms.powderScale.value=e}get powderExponent(){return this.cloudsPass.currentMaterial.uniforms.powderExponent.value}set powderExponent(e){this.cloudsPass.currentMaterial.uniforms.powderExponent.value=e}get atmosphereOverlay(){return this._atmosphereOverlay}get atmosphereShadow(){return this._atmosphereShadow}get atmosphereShadowLength(){return this._atmosphereShadowLength}get irradianceTexture(){return this.cloudsPass.currentMaterial.irradianceTexture}set irradianceTexture(e){this.cloudsPass.currentMaterial.irradianceTexture=e}get scatteringTexture(){return this.cloudsPass.currentMaterial.scatteringTexture}set scatteringTexture(e){this.cloudsPass.currentMaterial.scatteringTexture=e}get transmittanceTexture(){return this.cloudsPass.currentMaterial.transmittanceTexture}set transmittanceTexture(e){this.cloudsPass.currentMaterial.transmittanceTexture=e}get singleMieScatteringTexture(){return this.cloudsPass.currentMaterial.singleMieScatteringTexture}set singleMieScatteringTexture(e){this.cloudsPass.currentMaterial.singleMieScatteringTexture=e}get higherOrderScatteringTexture(){return this.cloudsPass.currentMaterial.higherOrderScatteringTexture}set higherOrderScatteringTexture(e){this.cloudsPass.currentMaterial.higherOrderScatteringTexture=e}get ellipsoid(){return this.cloudsPass.currentMaterial.ellipsoid}set ellipsoid(e){this.cloudsPass.currentMaterial.ellipsoid=e}get sunAngularRadius(){return this.cloudsPass.currentMaterial.sunAngularRadius}set sunAngularRadius(e){this.cloudsPass.currentMaterial.sunAngularRadius=e}}Ore([pn("SKIP_RENDERING")],x9.prototype,"skipRendering");const 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cae(){const{gl:n}=Ni(),e=Me.useRef(),t=Me.useRef(),i=Me.useRef(new Date(iae)),[r,a]=Me.useState($O[1]);return Me.useEffect(()=>{n.toneMapping=as,n.toneMappingExposure=10},[n]),Me.useEffect(()=>{const s=setInterval(()=>{a(o=>{const l=$O.filter(f=>f.name!==o.name),h=l[Math.floor(Math.random()*l.length)];return console.log(`[Weather] Changing to: ${h.name}`),h})},tae);return()=>clearInterval(s)},[]),fl((s,o)=>{const l=i.current,h=o*nae*1e3;if(l.setTime(l.getTime()+h),t.current){t.current.updateByDate(l);const 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