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bim_engine/demo/lib/iflow-engine.umd.js

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(function(){"use strict";try{if(typeof document<"u"){var e=document.createElement("style");e.appendChild(document.createTextNode('.bim-engine-wrapper{position:relative;width:100%;height:100%;font-family:sans-serif;box-sizing:border-box;overflow:hidden;background:linear-gradient(to bottom,#d6e0eb,#f6faff)}.bim-engine-opt-btn-container{z-index:100}.bim-construct-tree-btn{position:absolute;top:20px;left:20px!important;z-index:100}.bim-btn-group-root{display:flex;gap:8px;z-index:1000;position:absolute;pointer-events:auto}.bim-btn-group-root.static{position:relative;inset:auto;transform:none}.bim-btn-group-root.dir-row{flex-direction:row;align-items:center}.bim-btn-group-root.dir-column{flex-direction:column;align-items:stretch}.bim-btn-group-section{display:flex;gap:4px;background-color:var(--bim-btn-group-section-bg, rgba(17, 17, 17, .88));border-radius:6px;padding:4px;box-shadow:0 2px 8px #0000004d,0 1px 3px #0003}.bim-btn-group-root.dir-row .bim-btn-group-section{flex-direction:row;align-items:center}.bim-btn-group-root.dir-column .bim-btn-group-section{flex-direction:column}.opt-btn-wrapper{position:relative}.opt-btn{display:flex;cursor:pointer;border-radius:4px;transition:background-color .2s,color .2s,border-color .2s;color:var(--bim-btn-text-color, #ccc);background-color:var(--bim-btn-bg, transparent);padding:6px;align-items:center;position:relative;justify-content:center;border:1px solid transparent;outline:none}.opt-btn:hover{background-color:var(--bim-btn-hover-bg, #444)}.opt-btn.active{background-color:var(--bim-btn-active-bg, rgba(255, 255, 255, .15));color:var(--bim-btn-text-active-color, #fff)}.opt-btn.disabled{opacity:.5;cursor:not-allowed}.opt-btn-icon{width:var(--bim-icon-size, 24px);height:var(--bim-icon-size, 24px);display:flex;align-items:center;justify-content:center;color:var(--bim-icon-color, #ccc);flex-shrink:0}.opt-btn-icon svg{width:100%;height:100%;fill:currentColor}.opt-btn-arrow{font-size:10px;opacity:.6;transition:transform .2s;display:inline-block;margin-left:4px}.opt-btn-arrow.rotated{transform:rotate(180deg)}.opt-btn-text-wrapper{display:flex;align-items:center;justify-content:center;pointer-events:none}.opt-btn-label{display:inline}.opt-btn.no-label .opt-btn-label{display:none}.opt-btn.align-vertical:not(.no-label){flex-direction:column;text-align:center}.opt-btn.align-vertical:not(.no-label) .opt-btn-text-wrapper{margin-top:4px}.opt-btn.align-vertical:not(.no-label) .opt-btn-label{font-size:12px;line-height:1.2}.opt-btn.align-horizontal:not(.no-label){flex-direction:row}.opt-btn.align-horizontal:not(.no-label) .opt-btn-text-wrapper{margin-left:8px}.opt-btn.align-horizontal:not(.no-label) .opt-btn-label{font-size:14px}.opt-btn.no-label .opt-btn-text-wrapper{width:0;height:0;margin:0;padding:0;overflow:visible;position:absolute;top:0;right:0}.opt-btn.no-label .opt-btn-arrow{position:absolute;top:2px;right:2px;margin:0;font-size:8px}.opt-btn-dropdown{position:absolute;background-color:var(--bim-toolbar-bg, rgba(17, 17, 17, .95));border-radius:4px;padding:4px;box-shadow:0 4px 12px #0003;z-index:1001;display:flex;flex-direction:column;border:1px solid rgba(255,255,255,.1);opacity:0;visibility:hidden;transform:translateY(-10px);transition:opacity .2s ease,transform .2s cubic-bezier(.2,0,.2,1),visibility .2s}@keyframes dropdown-fade-in{0%{opacity:0;transform:translateY(-8px) scale(.98)}to{opacity:1;transform:translateY(0) scale(1)}}.opt-btn-dropdown{animation:dropdown-fade-in .2s cubic-bezier(.2,0,.2,1) forwards;opacity:1;visibility:visible;transform:none}.opt-btn-dropdown-item{display:flex;align-items:center;padding:8px 12px;cursor:pointer;border-radius:4px;color:var(--bim-btn-text-color, #ccc);transition:background .2s,border-color .2s,color .2s;box-sizing:border-box;border:1px solid transparent;outline:none}.opt-btn-dropdown-item .opt-btn-icon{color:var(--bim-icon-color, #ccc)}.opt-btn-dropdown-item:hover{background-color:var(--bim-btn-hover-bg, #444)}.opt-btn-dropdown-item.active{background-color:var(--bim-btn-active-bg, rgba(255, 255, 255, .15));color:var(--bim-btn-text-active-color, #fff)}.
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(function(Bs,Hr){typeof exports=="object"&&typeof module<"u"?Hr(exports):typeof define=="function"&&define.amd?define(["exports"],Hr):(Bs=typeof globalThis<"u"?globalThis:Bs||self,Hr(Bs.IflowEngine={}))})(this,(function(Bs){"use strict";const Hr={common:{title:"BimEngine",description:"这是一个使用 BIM-ENGINE。",openTestDialog:"打开测试弹窗",openInfoDialog:"打开信息弹窗 (封装版)"},toolbar:{home:"首页",measure:"测量",zoomBox:"选框放大",info:"信息",location:"定位",setting:"设置",walk:"漫游",map:"地图",property:"构件详情",fullscreen:"全屏",walkMenu:"漫游菜单",walkPerson:"第一人称",walkBird:"第三人称",tree:"模型树",section:"剖切",sectionPlane:"拾取面剖切",sectionAxis:"轴向剖切",sectionBox:"剖切盒"},dialog:{testTitle:"测试弹窗",testContent:'<div style="padding: 10px;">这是一个 <b>可拖拽</b> 且 <b>可缩放</b> 的弹窗。<br><br>你可以尝试拖动标题栏,或者拖动右下角改变大小。</div>'},menu:{info:"信息",home:"首页",componentDetail:"构件详情",hideSelected:"隐藏选中构件",transparentSelected:"半透明选中构件",isolateSelected:"隔离选中构件",hideOthers:"其他构件隐藏",transparentOthers:"其他构件半透明",fitSectionBox:"剖切盒适应",showAll:"显示全部"},tree:{searchPlaceholder:"请输入要搜索的内容"},constructTree:{title:"目录树"},tab:{component:"构件",system:"系统",space:"空间",type:"类型",major:"专业"},panel:{property:{title:"构件详情",base:"基本属性",material:"材质信息",advanced:"高级设置",tab:{props:"属性",material:"材质"}},componentDetail:{title:"构件详情",noSelection:"请先选中构件"}},measure:{btnName:"测量",dialogTitle:"测量",modes:{distance:"距离",minDistance:"最小距离",angle:"角度",elevation:"标高",volume:"体积",laserDistance:"激光测距",slope:"坡度",spaceVolume:"空间体积"},actions:{expand:"展开",collapse:"收起",clearAll:"删除全部",settings:"设置"},labels:{currentMode:"当前测量方式:",x:"X",y:"Y",z:"Z",value:{distance:"距离:",minDistance:"最小距离:",angle:"角度:",elevation:"标高:",volume:"体积:",laserDistance:"激光测距:",slope:"坡度:",spaceVolume:"空间体积:"}},units:{mm:"mm",cm:"cm",m:"m",km:"km",deg:"°",m3:"m³",percent:"%"},settings:{title:"设置",unit:"单位:",precision:"精度:",hint:"距离、最小距离和标高默认使用该单位;角度和体积有各自默认单位。",save:"保存设置",cancel:"取消"}},sectionPlane:{dialogTitle:"拾取面剖切",actions:{hide:"隐藏",reverse:"反向",reset:"重置"}},sectionAxis:{dialogTitle:"轴向剖切",actions:{hide:"隐藏",reverse:"反向",axisX:"X",axisY:"Y",axisZ:"Z"}},sectionBox:{dialogTitle:"剖切盒",actions:{hide:"隐藏",reverse:"反向",fitToModel:"适应",reset:"重置"},axes:{x:"X",y:"Y",z:"Z"}},walkControl:{speed:"移动速度:",gravity:"重力",collision:"碰撞",characterModel:{label:"建筑工人",constructionWorker:"建筑工人",officeMale:"办公室男性"},walkMode:{label:"行走模式",walk:"行走模式",run:"奔跑模式"},exit:"退出",path:{dialogTitle:"路径漫游"}},map:{dialogTitle:"地图"}},Y0={common:{title:"BimEngine",description:"This is a BIM-ENGINE demo.",openTestDialog:"Open Test Dialog",openInfoDialog:"Open Info Dialog (Wrapped)"},toolbar:{home:"Home",measure:"Measure",zoomBox:"Zoom Box",info:"Info",location:"Location",setting:"Settings",walk:"Walk",map:"Map",property:"Property",fullscreen:"Fullscreen",walkPerson:"Person",walkBird:"Bird Eye",walkMenu:"Menu",tree:"Tree",section:"Section",sectionPlane:"Plane Section",sectionAxis:"Axis Section",sectionBox:"Section Box"},dialog:{testTitle:"Test Dialog",testContent:'<div style="padding: 10px;">This is a <b>draggable</b> and <b>resizable</b> dialog.<br><br>Try dragging the title bar or resizing from the bottom-right corner.</div>'},menu:{info:"Info",home:"Home",componentDetail:"Component Detail",hideSelected:"Hide Selected",transparentSelected:"Transparent Selected",isolateSelected:"Isolate Se
<li><strong>Name:</strong> Sample Project</li>
<li><strong>Version:</strong> 1.0.0</li>
<li><strong>Date:</strong> ${new Date().toLocaleDateString()}</li>
<li><strong>Status:</strong> <span style="color: green;">Active</span></li>
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`;const r=document.createElement("button");r.textContent="Update Status",r.style.marginTop="10px",r.onclick=()=>{alert("Status updated!")},t.appendChild(n),t.appendChild(i),t.appendChild(r),super({container:e,title:"dialog.testTitle",content:t,width:320,height:"auto",position:"center",resizable:!0,draggable:!0,onClose:()=>{console.log("Info dialog closed")},onOpen:()=>{console.log("Info dialog opened")}})}}class sg extends pi{container;activeDialogs=[];constructor(e){super(),this.container=e,this.subscribe("ui:open-dialog",t=>{console.log("[DialogManager] Received open-dialog event:",t),t.id==="info"&&this.showInfoDialog()})}create(e){const t=new sd({container:this.container,...e,onClose:()=>{this.activeDialogs=this.activeDialogs.filter(n=>n!==t),e.onClose&&e.onClose()}});return t.setTheme(rt.getTheme()),this.activeDialogs.push(t),t}showInfoDialog(){new ig(this.container)}updateTheme(e){this.activeDialogs.forEach(t=>{t.setTheme&&t.setTheme(e)})}destroy(){this.activeDialogs.forEach(e=>e.destroy()),this.activeDialogs=[],super.destroy()}}const Vr="181",Ns={ROTATE:0,DOLLY:1,PAN:2},Us={ROTATE:0,PAN:1,DOLLY_PAN:2,DOLLY_ROTATE:3},rg=0,rd=1,og=2,od=1,ad=2,mi=3,Pn=0,on=1,Et=2,Wt=0,Os=1,Hl=2,ld=3,cd=4,hd=5,Gn=100,ag=101,lg=102,cg=103,hg=104,Gr=200,ug=201,dg=202,fg=203,Vl=204,Gl=205,Wl=206,pg=207,Xl=208,mg=209,gg=210,xg=211,vg=212,bg=213,yg=214,jl=0,Zl=1,ql=2,ks=3,Yl=4,Kl=5,$l=6,Jl=7,Wo=0,_g=1,Mg=2,Ni=0,ud=1,dd=2,fd=3,Ql=4,pd=5,md=6,gd=7,xd="attached",wg="detached",vd=300,Fs=301,zs=302,ec=303,tc=304,Xo=306,ni=1e3,ii=1001,jo=1002,Kt=1003,bd=1004,Wr=1005,$t=1006,Zo=1007,gi=1008,Wn=1009,yd=1010,_d=1011,Xr=1012,nc=1013,ts=1014,Xn=1015,Rn=1016,ic=1017,sc=1018,Hs=1020,Md=35902,wd=35899,Sd=1021,Ed=1022,fn=1023,jr=1026,Vs=1027,rc=1028,oc=1029,ac=1030,lc=1031,cc=1033,qo=33776,Yo=33777,Ko=33778,$o=33779,hc=35840,uc=35841,dc=35842,fc=35843,pc=36196,mc=37492,gc=37496,xc=37808,vc=37809,bc=37810,yc=37811,_c=37812,Mc=37813,wc=37814,Sc=37815,Ec=37816,Tc=37817,Ac=37818,Cc=37819,Pc=37820,Rc=37821,Lc=36492,Dc=36494,Ic=36495,Bc=36283,Nc=36284,Uc=36285,Oc=36286,Zr=2300,qr=2301,kc=2302,Td=2400,Ad=2401,Cd=2402,Sg=2500,Eg=0,Pd=1,Fc=2,Tg=3200,Ag=3201,Yr=0,Cg=1,Ui="",gt="srgb",Pt="srgb-linear",Jo="linear",lt="srgb",Gs=7680,Rd=519,Pg=512,Rg=513,Lg=514,Ld=515,Dg=516,Ig=517,Bg=518,Ng=519,zc=35044,Dd="300 es",si=2e3,Qo=2001;function Id(s){for(let e=s.length-1;e>=0;--e)if(s[e]>=65535)return!0;return!1}function Kr(s){return document.createElementNS("http://www.w3.org/1999/xhtml",s)}function Ug(){const s=Kr("canvas");return s.style.display="block",s}const Bd={};function ea(...s){const e="THREE."+s.shift();console.log(e,...s)}function He(...s){const e="THREE."+s.shift();console.warn(e,...s)}function Qe(...s){const e="THREE."+s.shift();console.error(e,...s)}function $r(...s){const e=s.join(" ");e in Bd||(Bd[e]=!0,He(...s))}function Og(s,e,t){return new Promise(function(n,i){function r(){switch(s.clientWaitSync(e,s.SYNC_FLUSH_COMMANDS_BIT,0)){case s.WAIT_FAILED:i();break;case s.TIMEOUT_EXPIRED:setTimeout(r,t);break;default:n()}}setTimeout(r,t)})}class ns{addEventListener(e,t){this._listeners===void 0&&(this._listeners={});const n=this._listeners;n[e]===void 0&&(n[e]=[]),n[e].indexOf(t)===-1&&n[e].push(t)}hasEventListener(e,t){const n=this._listeners;return n===void 0?!1:n[e]!==void 0&&n[e].indexOf(t)!==-1}removeEventListener(e,t){const n=this._listeners;if(n===void 0)return;const i=n[e];if(i!==void 0){const r=i.indexOf(t);r!==-1&&i.splice(r,1)}}dispatchEvent(e){const t=this._listeners;if(t===void 0)return;const n=t[e.type];if(n!==void 0){e.target=this;const i=n.slice(0);for(let r=0,o=i.length;r<o;r++)i[r].call(this,e);e.target=null}}}const en=["00","01","02","03","04","05","06","07","08","09","0a","0b","0c","0d","0e","0f","10","11","12","13","14","15","16","17","18","19","1a","1b","1c","1d","1e","1f","20","21","22","23","24","25","26","27","28","29","2a","2b","2c","2d","2e","2f","30","31","32","33","34","35","36","37","38","39","3a","3b","3c","3d","3e","3f","40","41","42","43","44","45","46","47","48","49","4a","4b","4c","4d","4e","4f","50","51","52","53","5
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,bx=`void main() {
gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
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}`;class Ut extends gn{constructor(e){super(),this.isShaderMaterial=!0,this.type="ShaderMaterial",this.defines={},this.uniforms={},this.uniformsGroups=[],this.vertexShader=vx,this.fragmentShader=bx,this.linewidth=1,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.lights=!1,this.clipping=!1,this.forceSinglePass=!0,this.extensions={clipCullDistance:!1,multiDraw:!1},this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv1:[0,0]},this.index0AttributeName=void 0,this.uniformsNeedUpdate=!1,this.glslVersion=null,e!==void 0&&this.setValues(e)}copy(e){return super.copy(e),this.fragmentShader=e.fragmentShader,this.vertexShader=e.vertexShader,this.uniforms=nr(e.uniforms),this.uniformsGroups=xx(e.uniformsGroups),this.defines=Object.assign({},e.defines),this.wireframe=e.wireframe,this.wireframeLinewidth=e.wireframeLinewidth,this.fog=e.fog,this.lights=e.lights,this.clipping=e.clipping,this.extensions=Object.assign({},e.extensions),this.glslVersion=e.glslVersion,this}toJSON(e){const t=super.toJSON(e);t.glslVersion=this.glslVersion,t.uniforms={};for(const i in this.uniforms){const o=this.uniforms[i].value;o&&o.isTexture?t.uniforms[i]={type:"t",value:o.toJSON(e).uuid}:o&&o.isColor?t.uniforms[i]={type:"c",value:o.getHex()}:o&&o.isVector2?t.uniforms[i]={type:"v2",value:o.toArray()}:o&&o.isVector3?t.uniforms[i]={type:"v3",value:o.toArray()}:o&&o.isVector4?t.uniforms[i]={type:"v4",value:o.toArray()}:o&&o.isMatrix3?t.uniforms[i]={type:"m3",value:o.toArray()}:o&&o.isMatrix4?t.uniforms[i]={type:"m4",value:o.toArray()}:t.uniforms[i]={value:o}}Object.keys(this.defines).length>0&&(t.defines=this.defines),t.vertexShader=this.vertexShader,t.fragmentShader=this.fragmentShader,t.lights=this.lights,t.clipping=this.clipping;const n={};for(const i in this.extensions)this.extensions[i]===!0&&(n[i]=!0);return Object.keys(n).length>0&&(t.extensions=n),t}}class tf extends wt{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new ke,this.projectionMatrix=new ke,this.projectionMatrixInverse=new ke,this.coordinateSystem=si,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 Wi=new P,nf=new ce,sf=new ce;class sn extends tf{constructor(e=50,t=1,n=.1,i=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=e,this.zoom=1,this.near=n,this.far=i,this.focus=10,this.aspect=t,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(e,t){return super.copy(e,t),this.fov=e.fov,this.zoom=e.zoom,this.near=e.near,this.far=e.far,this.focus=e.focus,this.aspect=e.aspect,this.view=e.view===null?null:Object.assign({},e.view),this.filmGauge=e.filmGauge,this.filmOffset=e.filmOffset,this}setFocalLength(e){const t=.5*this.getFilmHeight()/e;this.fov=Ws*2*Math.atan(t),this.updateProjectionMatrix()}getFocalLength(){const e=Math.tan(Jr*.5*this.fov);return .5*this.getFilmHeight()/e}getEffectiveFOV(){return Ws*2*Math.atan(Math.tan(Jr*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}getViewBounds(e,t,n){Wi.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse),t.set(Wi.x,Wi.y).multiplyScalar(-e/Wi.z),Wi.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse),n.set(Wi.x,Wi.y).multiplyScalar(-e/Wi.z)}getViewSize(e,t){return this.getViewBounds(e,nf,sf),t.subVectors(sf,nf)}setViewOffset(e,t,n,i,r,o){this.aspect=e/t,this.view===null&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.vie
varying vec3 vWorldDirection;
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
}
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
}
`,fragmentShader:`
uniform sampler2D tEquirect;
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
gl_FragColor = texture2D( tEquirect, sampleUV );
}
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`},i=new Gi(5,5,5),r=new Ut({name:"CubemapFromEquirect",uniforms:nr(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:on,blending:Wt});r.uniforms.tEquirect.value=t;const o=new ut(i,r),a=t.minFilter;return t.minFilter===gi&&(t.minFilter=$t),new yx(1,10,this).update(e,o),t.minFilter=a,o.geometry.dispose(),o.material.dispose(),this}clear(e,t=!0,n=!0,i=!0){const r=e.getRenderTarget();for(let o=0;o<6;o++)e.setRenderTarget(this,o),e.clear(t,n,i);e.setRenderTarget(r)}}class xn extends wt{constructor(){super(),this.isGroup=!0,this.type="Group"}}const Mx={type:"move"};class hh{constructor(){this._targetRay=null,this._grip=null,this._hand=null}getHandSpace(){return this._hand===null&&(this._hand=new xn,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 xn,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1,this._targetRay.hasLinearVelocity=!1,this._targetRay.linearVelocity=new P,this._targetRay.hasAngularVelocity=!1,this._targetRay.angularVelocity=new P),this._targetRay}getGripSpace(){return this._grip===null&&(this._grip=new xn,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1,this._grip.hasLinearVelocity=!1,this._grip.linearVelocity=new P,this._grip.hasAngularVelocity=!1,this._grip.angularVelocity=new P),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 n of e.hand.values())this._getHandJoint(t,n)}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,n){let i=null,r=null,o=null;const a=this._targetRay,l=this._grip,c=this._hand;if(e&&t.session.visibilityState!=="visible-blurred"){if(c&&e.hand){o=!0;for(const p of e.hand.values()){const x=t.getJointPose(p,n),m=this._getHandJoint(c,p);x!==null&&(m.matrix.fromArray(x.transform.matrix),m.matrix.decompose(m.position,m.rotation,m.scale),m.matrixWorldNeedsUpdate=!0,m.jointRadius=x.radius),m.visible=x!==null}const h=c.joints["index-finger-tip"],u=c.joints["thumb-tip"],d=h.position.distanceTo(u.position),f=.02,g=.005;c.inputState.pinching&&d>f+g?(c.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:e.handedness,target:this})):!c.inputState.pinching&&d<=f-g&&(c.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:e.handedness,target:this}))}else l!==null&&e.gripSpace&&(r=t.getPose(e.gripSpace,n),r!==null&&(l.matrix.fromArray(r.transform.matrix),l.matrix.decompose(l.position,l.rotation,l.scale),l.matrixWorldNeedsUpdate=!0,r.linearVelocity?(l.hasLinearVelocity=!0,l.linearVelocity.copy(r.linearVelocity)):l.hasLinearVelocity=!1,r.angularVelocity?(l.hasAngularVelocity=!0,l.angularVelocity.copy(r.angularVelocity)):l.hasAngularVelocity=!1));a!==null&&(i=t.getPose(e.targetRaySpace,n),i===null&&r!==null&&(i=r),i!==null&&(a.matrix.fromArray(i.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),a.matrixWorldNeedsUpdate=!0,i.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(i.linearVelocity)):a.hasLinearVelocity=!1,i.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(i.angularVelocity)):a.hasAngularVelocity=!1,this.dispatchEvent(Mx)))}return a!==null&&(a.visible=i!==null),l!==null&&(l.visible=r!==null),c!==null&&(c.visible=o!==null),this}_getHandJoint(e,t){if(e.joints[t.jointName]===void 0){const n=new xn;n.matrixAutoUpdate=!1,n.visible=!1,e.joints[t.jointName]=n,e.add(n)}return e.joints[t.jointName]}}class of 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 mn,thi
if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;
#endif`,Qv=`#ifdef USE_ALPHAHASH
const float ALPHA_HASH_SCALE = 0.05;
float hash2D( vec2 value ) {
return fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );
}
float hash3D( vec3 value ) {
return hash2D( vec2( hash2D( value.xy ), value.z ) );
}
float getAlphaHashThreshold( vec3 position ) {
float maxDeriv = max(
length( dFdx( position.xyz ) ),
length( dFdy( position.xyz ) )
);
float pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );
vec2 pixScales = vec2(
exp2( floor( log2( pixScale ) ) ),
exp2( ceil( log2( pixScale ) ) )
);
vec2 alpha = vec2(
hash3D( floor( pixScales.x * position.xyz ) ),
hash3D( floor( pixScales.y * position.xyz ) )
);
float lerpFactor = fract( log2( pixScale ) );
float x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;
float a = min( lerpFactor, 1.0 - lerpFactor );
vec3 cases = vec3(
x * x / ( 2.0 * a * ( 1.0 - a ) ),
( x - 0.5 * a ) / ( 1.0 - a ),
1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )
);
float threshold = ( x < ( 1.0 - a ) )
? ( ( x < a ) ? cases.x : cases.y )
: cases.z;
return clamp( threshold , 1.0e-6, 1.0 );
}
#endif`,e1=`#ifdef USE_ALPHAMAP
diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;
#endif`,t1=`#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
#endif`,n1=`#ifdef USE_ALPHATEST
#ifdef ALPHA_TO_COVERAGE
diffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );
if ( diffuseColor.a == 0.0 ) discard;
#else
if ( diffuseColor.a < alphaTest ) discard;
#endif
#endif`,i1=`#ifdef USE_ALPHATEST
uniform float alphaTest;
#endif`,s1=`#ifdef USE_AOMAP
float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;
reflectedLight.indirectDiffuse *= ambientOcclusion;
#if defined( USE_CLEARCOAT )
clearcoatSpecularIndirect *= ambientOcclusion;
#endif
#if defined( USE_SHEEN )
sheenSpecularIndirect *= ambientOcclusion;
#endif
#if defined( USE_ENVMAP ) && defined( STANDARD )
float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );
reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
#endif
#endif`,r1=`#ifdef USE_AOMAP
uniform sampler2D aoMap;
uniform float aoMapIntensity;
#endif`,o1=`#ifdef USE_BATCHING
#if ! defined( GL_ANGLE_multi_draw )
#define gl_DrawID _gl_DrawID
uniform int _gl_DrawID;
#endif
uniform highp sampler2D batchingTexture;
uniform highp usampler2D batchingIdTexture;
mat4 getBatchingMatrix( const in float i ) {
int size = textureSize( batchingTexture, 0 ).x;
int j = int( i ) * 4;
int x = j % size;
int y = j / size;
vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );
vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );
vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );
vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );
return mat4( v1, v2, v3, v4 );
}
float getIndirectIndex( const in int i ) {
int size = textureSize( batchingIdTexture, 0 ).x;
int x = i % size;
int y = i / size;
return float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );
}
#endif
#ifdef USE_BATCHING_COLOR
uniform sampler2D batchingColorTexture;
vec3 getBatchingColor( const in float i ) {
int size = textureSize( batchingColorTexture, 0 ).x;
int j = int( i );
int x = j % size;
int y = j / size;
return texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;
}
#endif`,a1=`#ifdef USE_BATCHING
mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );
#endif`,l1=`vec3 transformed = vec3( position );
#ifdef USE_ALPHAHASH
vPosition = vec3( position );
#endif`,c1=`vec3 objectNormal = vec3( normal );
#ifdef USE_TANGENT
vec3 objectTangent = vec3( tangent.xyz );
#endif`,h1=`float G_BlinnPhong_Implicit( ) {
return 0.25;
}
float D_BlinnPhong( const in float shininess, const in float dotNH ) {
return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );
}
vec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {
vec3 halfDir = normalize( lightDir + viewDir );
float dotNH = saturate( dot( normal, halfDir ) );
float dotVH = saturate( dot( viewDir, halfDir ) );
vec3 F = F_Schlick( specularColor, 1.0, dotVH );
float G = G_BlinnPhong_Implicit( );
float D = D_BlinnPhong( shininess, dotNH );
return F * ( G * D );
} // validated`,u1=`#ifdef USE_IRIDESCENCE
const mat3 XYZ_TO_REC709 = mat3(
3.2404542, -0.9692660, 0.0556434,
-1.5371385, 1.8760108, -0.2040259,
-0.4985314, 0.0415560, 1.0572252
);
vec3 Fresnel0ToIor( vec3 fresnel0 ) {
vec3 sqrtF0 = sqrt( fresnel0 );
return ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );
}
vec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {
return pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );
}
float IorToFresnel0( float transmittedIor, float incidentIor ) {
return pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));
}
vec3 evalSensitivity( float OPD, vec3 shift ) {
float phase = 2.0 * PI * OPD * 1.0e-9;
vec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );
vec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );
vec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );
vec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );
xyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );
xyz /= 1.0685e-7;
vec3 rgb = XYZ_TO_REC709 * xyz;
return rgb;
}
vec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {
vec3 I;
float iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );
float sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );
float cosTheta2Sq = 1.0 - sinTheta2Sq;
if ( cosTheta2Sq < 0.0 ) {
return vec3( 1.0 );
}
float cosTheta2 = sqrt( cosTheta2Sq );
float R0 = IorToFresnel0( iridescenceIOR, outsideIOR );
float R12 = F_Schlick( R0, 1.0, cosTheta1 );
float T121 = 1.0 - R12;
float phi12 = 0.0;
if ( iridescenceIOR < outsideIOR ) phi12 = PI;
float phi21 = PI - phi12;
vec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) ); vec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );
vec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );
vec3 phi23 = vec3( 0.0 );
if ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;
if ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;
if ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;
float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;
vec3 phi = vec3( phi21 ) + phi23;
vec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );
vec3 r123 = sqrt( R123 );
vec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );
vec3 C0 = R12 + Rs;
I = C0;
vec3 Cm = Rs - T121;
for ( int m = 1; m <= 2; ++ m ) {
Cm *= r123;
vec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );
I += Cm * Sm;
}
return max( I, vec3( 0.0 ) );
}
#endif`,d1=`#ifdef USE_BUMPMAP
uniform sampler2D bumpMap;
uniform float bumpScale;
vec2 dHdxy_fwd() {
vec2 dSTdx = dFdx( vBumpMapUv );
vec2 dSTdy = dFdy( vBumpMapUv );
float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;
float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;
float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;
return vec2( dBx, dBy );
}
vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {
vec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );
vec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );
vec3 vN = surf_norm;
vec3 R1 = cross( vSigmaY, vN );
vec3 R2 = cross( vN, vSigmaX );
float fDet = dot( vSigmaX, R1 ) * faceDirection;
vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
return normalize( abs( fDet ) * surf_norm - vGrad );
}
#endif`,f1=`#if NUM_CLIPPING_PLANES > 0
vec4 plane;
#ifdef ALPHA_TO_COVERAGE
float distanceToPlane, distanceGradient;
float clipOpacity = 1.0;
#pragma unroll_loop_start
for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
distanceGradient = fwidth( distanceToPlane ) / 2.0;
clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );
if ( clipOpacity == 0.0 ) discard;
}
#pragma unroll_loop_end
#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
float unionClipOpacity = 1.0;
#pragma unroll_loop_start
for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
distanceGradient = fwidth( distanceToPlane ) / 2.0;
unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );
}
#pragma unroll_loop_end
clipOpacity *= 1.0 - unionClipOpacity;
#endif
diffuseColor.a *= clipOpacity;
if ( diffuseColor.a == 0.0 ) discard;
#else
#pragma unroll_loop_start
for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;
}
#pragma unroll_loop_end
#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
bool clipped = true;
#pragma unroll_loop_start
for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;
}
#pragma unroll_loop_end
if ( clipped ) discard;
#endif
#endif
#endif`,p1=`#if NUM_CLIPPING_PLANES > 0
varying vec3 vClipPosition;
uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];
#endif`,m1=`#if NUM_CLIPPING_PLANES > 0
varying vec3 vClipPosition;
#endif`,g1=`#if NUM_CLIPPING_PLANES > 0
vClipPosition = - mvPosition.xyz;
#endif`,x1=`#if defined( USE_COLOR_ALPHA )
diffuseColor *= vColor;
#elif defined( USE_COLOR )
diffuseColor.rgb *= vColor;
#endif`,v1=`#if defined( USE_COLOR_ALPHA )
varying vec4 vColor;
#elif defined( USE_COLOR )
varying vec3 vColor;
#endif`,b1=`#if defined( USE_COLOR_ALPHA )
varying vec4 vColor;
#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )
varying vec3 vColor;
#endif`,y1=`#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`,_1=`#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`,M1=`#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`,w1=`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`,S1=`#ifdef USE_DISPLACEMENTMAP
uniform sampler2D displacementMap;
uniform float displacementScale;
uniform float displacementBias;
#endif`,E1=`#ifdef USE_DISPLACEMENTMAP
transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );
#endif`,T1=`#ifdef USE_EMISSIVEMAP
vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );
#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE
emissiveColor = sRGBTransferEOTF( emissiveColor );
#endif
totalEmissiveRadiance *= emissiveColor.rgb;
#endif`,A1=`#ifdef USE_EMISSIVEMAP
uniform sampler2D emissiveMap;
#endif`,C1="gl_FragColor = linearToOutputTexel( gl_FragColor );",P1=`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 );
}`,R1=`#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`,L1=`#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`,D1=`#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`,I1=`#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`,B1=`#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`,N1=`#ifdef USE_FOG
vFogDepth = - mvPosition.z;
#endif`,U1=`#ifdef USE_FOG
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varying float vFogDepth;
#endif`,O1=`#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 );
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#endif`,k1=`#ifdef USE_FOG
uniform vec3 fogColor;
varying float vFogDepth;
#ifdef FOG_EXP2
uniform float fogDensity;
#else
uniform float fogNear;
uniform float fogFar;
#endif
#endif`,F1=`#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
}`,z1=`#ifdef USE_LIGHTMAP
uniform sampler2D lightMap;
uniform float lightMapIntensity;
#endif`,H1=`LambertMaterial material;
material.diffuseColor = diffuseColor.rgb;
material.specularStrength = specularStrength;`,V1=`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`,G1=`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`,W1=`#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`,X1=`ToonMaterial material;
material.diffuseColor = diffuseColor.rgb;`,j1=`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
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#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon`,Z1=`BlinnPhongMaterial material;
material.diffuseColor = diffuseColor.rgb;
material.specularColor = specular;
material.specularShininess = shininess;
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material.specularStrength = specularStrength;`,q1=`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`,Y1=`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`,K1=`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 );
}`,$1=`
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`,J1=`#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`,Q1=`#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`,eb=`#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;
#endif`,tb=`#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
uniform float logDepthBufFC;
varying float vFragDepth;
varying float vIsPerspective;
#endif`,nb=`#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
varying float vFragDepth;
varying float vIsPerspective;
#endif`,ib=`#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
vFragDepth = 1.0 + gl_Position.w;
vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
#endif`,sb=`#ifdef USE_MAP
vec4 sampledDiffuseColor = texture2D( map, vMapUv );
#ifdef DECODE_VIDEO_TEXTURE
sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );
#endif
diffuseColor *= sampledDiffuseColor;
#endif`,rb=`#ifdef USE_MAP
uniform sampler2D map;
#endif`,ob=`#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`,ab=`#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`,lb=`float metalnessFactor = metalness;
#ifdef USE_METALNESSMAP
vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );
metalnessFactor *= texelMetalness.b;
#endif`,cb=`#ifdef USE_METALNESSMAP
uniform sampler2D metalnessMap;
#endif`,hb=`#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`,ub=`#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`,db=`#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`,fb=`#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`,pb=`#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`,mb=`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;`,gb=`#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`,xb=`#ifndef FLAT_SHADED
varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
#endif`,vb=`#ifndef FLAT_SHADED
varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
#endif`,bb=`#ifndef FLAT_SHADED
vNormal = normalize( transformedNormal );
#ifdef USE_TANGENT
vTangent = normalize( transformedTangent );
vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
#endif
#endif`,yb=`#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`,_b=`#ifdef USE_CLEARCOAT
vec3 clearcoatNormal = nonPerturbedNormal;
#endif`,Mb=`#ifdef USE_CLEARCOAT_NORMALMAP
vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;
clearcoatMapN.xy *= clearcoatNormalScale;
clearcoatNormal = normalize( tbn2 * clearcoatMapN );
#endif`,wb=`#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`,Sb=`#ifdef USE_IRIDESCENCEMAP
uniform sampler2D iridescenceMap;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
uniform sampler2D iridescenceThicknessMap;
#endif`,Eb=`#ifdef OPAQUE
diffuseColor.a = 1.0;
#endif
#ifdef USE_TRANSMISSION
diffuseColor.a *= material.transmissionAlpha;
#endif
gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,Tb=`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 );
}`,Ab=`#ifdef PREMULTIPLIED_ALPHA
gl_FragColor.rgb *= gl_FragColor.a;
#endif`,Cb=`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;`,Pb=`#ifdef DITHERING
gl_FragColor.rgb = dithering( gl_FragColor.rgb );
#endif`,Rb=`#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`,Lb=`float roughnessFactor = roughness;
#ifdef USE_ROUGHNESSMAP
vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );
roughnessFactor *= texelRoughness.g;
#endif`,Db=`#ifdef USE_ROUGHNESSMAP
uniform sampler2D roughnessMap;
#endif`,Ib=`#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`,Bb=`#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`,Nb=`#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
2026-01-28 18:40:46 +08:00
#endif`,Ub=`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;
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}`,Ob=`#ifdef USE_SKINNING
mat4 boneMatX = getBoneMatrix( skinIndex.x );
mat4 boneMatY = getBoneMatrix( skinIndex.y );
mat4 boneMatZ = getBoneMatrix( skinIndex.z );
mat4 boneMatW = getBoneMatrix( skinIndex.w );
2026-01-28 18:40:46 +08:00
#endif`,kb=`#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`,Fb=`#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`,zb=`#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`,Hb=`float specularStrength;
#ifdef USE_SPECULARMAP
vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );
specularStrength = texelSpecular.r;
#else
specularStrength = 1.0;
#endif`,Vb=`#ifdef USE_SPECULARMAP
uniform sampler2D specularMap;
#endif`,Gb=`#if defined( TONE_MAPPING )
gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
#endif`,Wb=`#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; }`,Xb=`#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`,jb=`#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 );
}
2026-01-28 18:40:46 +08:00
#endif`,Zb=`#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;
2026-01-28 18:40:46 +08:00
#endif`,qb=`#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`,Yb=`#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`,Kb=`#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;
2026-01-28 18:40:46 +08:00
#endif`;const et={alphahash_fragment:Jv,alphahash_pars_fragment:Qv,alphamap_fragment:e1,alphamap_pars_fragment:t1,alphatest_fragment:n1,alphatest_pars_fragment:i1,aomap_fragment:s1,aomap_pars_fragment:r1,batching_pars_vertex:o1,batching_vertex:a1,begin_vertex:l1,beginnormal_vertex:c1,bsdfs:h1,iridescence_fragment:u1,bumpmap_pars_fragment:d1,clipping_planes_fragment:f1,clipping_planes_pars_fragment:p1,clipping_planes_pars_vertex:m1,clipping_planes_vertex:g1,color_fragment:x1,color_pars_fragment:v1,color_pars_vertex:b1,color_vertex:y1,common:_1,cube_uv_reflection_fragment:M1,defaultnormal_vertex:w1,displacementmap_pars_vertex:S1,displacementmap_vertex:E1,emissivemap_fragment:T1,emissivemap_pars_fragment:A1,colorspace_fragment:C1,colorspace_pars_fragment:P1,envmap_fragment:R1,envmap_common_pars_fragment:L1,envmap_pars_fragment:D1,envmap_pars_vertex:I1,envmap_physical_pars_fragment:W1,envmap_vertex:B1,fog_vertex:N1,fog_pars_vertex:U1,fog_fragment:O1,fog_pars_fragment:k1,gradientmap_pars_fragment:F1,lightmap_pars_fragment:z1,lights_lambert_fragment:H1,lights_lambert_pars_fragment:V1,lights_pars_begin:G1,lights_toon_fragment:X1,lights_toon_pars_fragment:j1,lights_phong_fragment:Z1,lights_phong_pars_fragment:q1,lights_physical_fragment:Y1,lights_physical_pars_fragment:K1,lights_fragment_begin:$1,lights_fragment_maps:J1,lights_fragment_end:Q1,logdepthbuf_fragment:eb,logdepthbuf_pars_fragment:tb,logdepthbuf_pars_vertex:nb,logdepthbuf_vertex:ib,map_fragment:sb,map_pars_fragment:rb,map_particle_fragment:ob,map_particle_pars_fragment:ab,metalnessmap_fragment:lb,metalnessmap_pars_fragment:cb,morphinstance_vertex:hb,morphcolor_vertex:ub,morphnormal_vertex:db,morphtarget_pars_vertex:fb,morphtarget_vertex:pb,normal_fragment_begin:mb,normal_fragment_maps:gb,normal_pars_fragment:xb,normal_pars_vertex:vb,normal_vertex:bb,normalmap_pars_fragment:yb,clearcoat_normal_fragment_begin:_b,clearcoat_normal_fragment_maps:Mb,clearcoat_pars_fragment:wb,iridescence_pars_fragment:Sb,opaque_fragment:Eb,packing:Tb,premultiplied_alpha_fragment:Ab,project_vertex:Cb,dithering_fragment:Pb,dithering_pars_fragment:Rb,roughnessmap_fragment:Lb,roughnessmap_pars_fragment:Db,shadowmap_pars_fragment:Ib,shadowmap_pars_vertex:Bb,shadowmap_vertex:Nb,shadowmask_pars_fragment:Ub,skinbase_vertex:Ob,skinning_pars_vertex:kb,skinning_vertex:Fb,skinnormal_vertex:zb,specularmap_fragment:Hb,specularmap_pars_fragment:Vb,tonemapping_fragment:Gb,tonemapping_pars_fragment:Wb,transmission_fragment:Xb,transmission_pars_fragment:jb,uv_pars_fragment:Zb,uv_pars_vertex:qb,uv_vertex:Yb,worldpos_vertex:Kb,background_vert:`varying vec2 vUv;
uniform mat3 uvTransform;
void main() {
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
gl_Position = vec4( position.xy, 1.0, 1.0 );
}`,background_frag:`uniform sampler2D t2D;
uniform float backgroundIntensity;
varying vec2 vUv;
void main() {
vec4 texColor = texture2D( t2D, vUv );
#ifdef DECODE_VIDEO_TEXTURE
texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );
#endif
texColor.rgb *= backgroundIntensity;
gl_FragColor = texColor;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,backgroundCube_vert:`varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
gl_Position.z = gl_Position.w;
}`,backgroundCube_frag:`#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#elif defined( ENVMAP_TYPE_CUBE_UV )
uniform sampler2D envMap;
#endif
uniform float flipEnvMap;
uniform float backgroundBlurriness;
uniform float backgroundIntensity;
uniform mat3 backgroundRotation;
varying vec3 vWorldDirection;
#include <cube_uv_reflection_fragment>
void main() {
#ifdef ENVMAP_TYPE_CUBE
vec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );
#elif defined( ENVMAP_TYPE_CUBE_UV )
vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );
#else
vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );
#endif
texColor.rgb *= backgroundIntensity;
gl_FragColor = texColor;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,cube_vert:`varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
gl_Position.z = gl_Position.w;
}`,cube_frag:`uniform samplerCube tCube;
uniform float tFlip;
uniform float opacity;
varying vec3 vWorldDirection;
void main() {
vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );
gl_FragColor = texColor;
gl_FragColor.a *= opacity;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,depth_vert:`#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
varying vec2 vHighPrecisionZW;
void main() {
#include <uv_vertex>
#include <batching_vertex>
#include <skinbase_vertex>
#include <morphinstance_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vHighPrecisionZW = gl_Position.zw;
}`,depth_frag:`#if DEPTH_PACKING == 3200
uniform float opacity;
#endif
#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
varying vec2 vHighPrecisionZW;
void main() {
vec4 diffuseColor = vec4( 1.0 );
#include <clipping_planes_fragment>
#if DEPTH_PACKING == 3200
diffuseColor.a = opacity;
#endif
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <logdepthbuf_fragment>
#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
}`,distanceRGBA_vert:`#define DISTANCE
varying vec3 vWorldPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <batching_vertex>
#include <skinbase_vertex>
#include <morphinstance_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <worldpos_vertex>
#include <clipping_planes_vertex>
vWorldPosition = worldPosition.xyz;
}`,distanceRGBA_frag:`#define DISTANCE
uniform vec3 referencePosition;
uniform float nearDistance;
uniform float farDistance;
varying vec3 vWorldPosition;
#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <clipping_planes_pars_fragment>
void main () {
vec4 diffuseColor = vec4( 1.0 );
#include <clipping_planes_fragment>
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
float dist = length( vWorldPosition - referencePosition );
dist = ( dist - nearDistance ) / ( farDistance - nearDistance );
dist = saturate( dist );
gl_FragColor = packDepthToRGBA( dist );
}`,equirect_vert:`varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
}`,equirect_frag:`uniform sampler2D tEquirect;
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
gl_FragColor = texture2D( tEquirect, sampleUV );
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,linedashed_vert:`uniform float scale;
attribute float lineDistance;
varying float vLineDistance;
#include <common>
#include <uv_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
vLineDistance = scale * lineDistance;
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}`,linedashed_frag:`uniform vec3 diffuse;
uniform float opacity;
uniform float dashSize;
uniform float totalSize;
varying float vLineDistance;
#include <common>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
if ( mod( vLineDistance, totalSize ) > dashSize ) {
discard;
}
vec3 outgoingLight = vec3( 0.0 );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
outgoingLight = diffuseColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
}`,meshbasic_vert:`#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <envmap_vertex>
#include <fog_vertex>
}`,meshbasic_frag:`uniform vec3 diffuse;
uniform float opacity;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <specularmap_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
#ifdef USE_LIGHTMAP
vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;
#else
reflectedLight.indirectDiffuse += vec3( 1.0 );
#endif
#include <aomap_fragment>
reflectedLight.indirectDiffuse *= diffuseColor.rgb;
vec3 outgoingLight = reflectedLight.indirectDiffuse;
#include <envmap_fragment>
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,meshlambert_vert:`#define LAMBERT
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}`,meshlambert_frag:`#define LAMBERT
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float opacity;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_lambert_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_lambert_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
#include <envmap_fragment>
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,meshmatcap_vert:`#define MATCAP
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <color_pars_vertex>
#include <displacementmap_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
vViewPosition = - mvPosition.xyz;
}`,meshmatcap_frag:`#define MATCAP
uniform vec3 diffuse;
uniform float opacity;
uniform sampler2D matcap;
varying vec3 vViewPosition;
#include <common>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <fog_pars_fragment>
#include <normal_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
vec3 viewDir = normalize( vViewPosition );
vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
vec3 y = cross( viewDir, x );
vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;
#ifdef USE_MATCAP
vec4 matcapColor = texture2D( matcap, uv );
#else
vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );
#endif
vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,meshnormal_vert:`#define NORMAL
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
varying vec3 vViewPosition;
#endif
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphinstance_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
vViewPosition = - mvPosition.xyz;
#endif
}`,meshnormal_frag:`#define NORMAL
uniform float opacity;
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
varying vec3 vViewPosition;
#endif
#include <packing>
#include <uv_pars_fragment>
#include <normal_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
gl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );
#ifdef OPAQUE
gl_FragColor.a = 1.0;
#endif
}`,meshphong_vert:`#define PHONG
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphinstance_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}`,meshphong_frag:`#define PHONG
uniform vec3 diffuse;
uniform vec3 emissive;
uniform vec3 specular;
uniform float shininess;
uniform float opacity;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_phong_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
#include <envmap_fragment>
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,meshphysical_vert:`#define STANDARD
varying vec3 vViewPosition;
#ifdef USE_TRANSMISSION
varying vec3 vWorldPosition;
#endif
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
#ifdef USE_TRANSMISSION
vWorldPosition = worldPosition.xyz;
#endif
}`,meshphysical_frag:`#define STANDARD
#ifdef PHYSICAL
#define IOR
#define USE_SPECULAR
#endif
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float roughness;
uniform float metalness;
uniform float opacity;
#ifdef IOR
uniform float ior;
#endif
#ifdef USE_SPECULAR
uniform float specularIntensity;
uniform vec3 specularColor;
#ifdef USE_SPECULAR_COLORMAP
uniform sampler2D specularColorMap;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
uniform sampler2D specularIntensityMap;
#endif
#endif
#ifdef USE_CLEARCOAT
uniform float clearcoat;
uniform float clearcoatRoughness;
#endif
#ifdef USE_DISPERSION
uniform float dispersion;
#endif
#ifdef USE_IRIDESCENCE
uniform float iridescence;
uniform float iridescenceIOR;
uniform float iridescenceThicknessMinimum;
uniform float iridescenceThicknessMaximum;
#endif
#ifdef USE_SHEEN
uniform vec3 sheenColor;
uniform float sheenRoughness;
#ifdef USE_SHEEN_COLORMAP
uniform sampler2D sheenColorMap;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
uniform sampler2D sheenRoughnessMap;
#endif
#endif
#ifdef USE_ANISOTROPY
uniform vec2 anisotropyVector;
#ifdef USE_ANISOTROPYMAP
uniform sampler2D anisotropyMap;
#endif
#endif
varying vec3 vViewPosition;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <iridescence_fragment>
#include <cube_uv_reflection_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_physical_pars_fragment>
#include <fog_pars_fragment>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_physical_pars_fragment>
#include <transmission_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <clearcoat_pars_fragment>
#include <iridescence_pars_fragment>
#include <roughnessmap_pars_fragment>
#include <metalnessmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <roughnessmap_fragment>
#include <metalnessmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <clearcoat_normal_fragment_begin>
#include <clearcoat_normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_physical_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;
#include <transmission_fragment>
vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;
#ifdef USE_SHEEN
float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );
outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;
#endif
#ifdef USE_CLEARCOAT
float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );
vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );
outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;
#endif
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,meshtoon_vert:`#define TOON
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}`,meshtoon_frag:`#define TOON
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float opacity;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_toon_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_toon_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,points_vert:`uniform float size;
uniform float scale;
#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
#ifdef USE_POINTS_UV
varying vec2 vUv;
uniform mat3 uvTransform;
#endif
void main() {
#ifdef USE_POINTS_UV
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
#endif
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <project_vertex>
gl_PointSize = size;
#ifdef USE_SIZEATTENUATION
bool isPerspective = isPerspectiveMatrix( projectionMatrix );
if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );
#endif
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <fog_vertex>
}`,points_frag:`uniform vec3 diffuse;
uniform float opacity;
#include <common>
#include <color_pars_fragment>
#include <map_particle_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
#include <logdepthbuf_fragment>
#include <map_particle_fragment>
#include <color_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
outgoingLight = diffuseColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
}`,shadow_vert:`#include <common>
#include <batching_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <shadowmap_pars_vertex>
void main() {
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphinstance_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <worldpos_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}`,shadow_frag:`uniform vec3 color;
uniform float opacity;
#include <common>
#include <packing>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <logdepthbuf_pars_fragment>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>
void main() {
#include <logdepthbuf_fragment>
gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
}`,sprite_vert:`uniform float rotation;
uniform vec2 center;
#include <common>
#include <uv_pars_vertex>
#include <fog_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
vec4 mvPosition = modelViewMatrix[ 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 <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}`,sprite_frag:`uniform vec3 diffuse;
uniform float opacity;
#include <common>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
outgoingLight = diffuseColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
2026-01-28 18:40:46 +08:00
}`},Pe={common:{diffuse:{value:new Ue(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new Ke},alphaMap:{value:null},alphaMapTransform:{value:new Ke},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new Ke}},envmap:{envMap:{value:null},envMapRotation:{value:new Ke},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98},dfgLUT:{value:null}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new Ke}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new Ke}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new Ke},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new Ke},normalScale:{value:new ce(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new Ke},displacementScale:{value:1},displacementBias:{value:0}},emissivemap:{emissiveMap:{value:null},emissiveMapTransform:{value:new Ke}},metalnessmap:{metalnessMap:{value:null},metalnessMapTransform:{value:new Ke}},roughnessmap:{roughnessMap:{value:null},roughnessMapTransform:{value:new Ke}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new Ue(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new Ue(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaMapTransform:{value:new Ke},alphaTest:{value:0},uvTransform:{value:new Ke}},sprite:{diffuse:{value:new Ue(16777215)},opacity:{value:1},center:{value:new ce(.5,.5)},rotation:{value:0},map:{value:null},mapTransform:{value:new Ke},alphaMap:{value:null},alphaMapTransform:{value:new Ke},alphaTest:{value:0}}},li={basic:{uniforms:an([Pe.common,Pe.specularmap,Pe.envmap,Pe.aomap,Pe.lightmap,Pe.fog]),vertexShader:et.meshbasic_vert,fragmentShader:et.meshbasic_frag},lambert:{uniforms:an([Pe.common,Pe.specularmap,Pe.envmap,Pe.aomap,Pe.lightmap,Pe.emissivemap,Pe.bumpmap,Pe.normalmap,Pe.displacementmap,Pe.fog,Pe.lights,{emissive:{value:new Ue(0)}}]),vertexShader:et.meshlambert_vert,fragmentShader:et.meshlambert_frag},phong:{uniforms:an([Pe.common,Pe.specularmap,Pe.envmap,Pe.aomap,Pe.lightmap,Pe.emissivemap,Pe.bumpmap,Pe.normalmap,Pe.displacementmap,Pe.fog,Pe.lights,{emissive:{value:new Ue(0)},specular:{value:new Ue(1118481)},shininess:{value:30}}]),vertexShader:et.meshphong_vert,fragmentShader:et.meshphong_frag},standard:{uniforms:an([Pe.common,Pe.envmap,Pe.aomap,Pe.lightmap,Pe.emissivemap,Pe.bumpmap,Pe.normalmap,Pe.displacementmap,Pe.roughnessmap,Pe.metalnessmap,Pe.fog,Pe.lights,{emissive:{value:new Ue(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:et.meshphysical_vert,fragmentShader:et.meshphysical_frag},toon:{uniforms:an([Pe.common,Pe.aomap,Pe.lightmap,Pe.emissivemap,Pe.bumpmap,Pe.normalmap,Pe.displacementmap,Pe.gradientmap,Pe.fog,Pe.lights,{emissive:{value:new Ue(0
precision highp float;
precision highp int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform float roughness;
uniform float mipInt;
#define ENVMAP_TYPE_CUBE_UV
#include <cube_uv_reflection_fragment>
#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);
}
2026-01-28 18:40:46 +08:00
`,blending:Wt,depthTest:!1,depthWrite:!1})}function ly(s,e,t){const n=new Float32Array(ms),i=new P(0,1,0);return new Ut({name:"SphericalGaussianBlur",defines:{n:ms,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/t,CUBEUV_MAX_MIP:`${s}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:n},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:i}},vertexShader:Fa(),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 <cube_uv_reflection_fragment>
vec3 getSample( float theta, vec3 axis ) {
float cosTheta = cos( theta );
// Rodrigues' axis-angle rotation
vec3 sampleDirection = vOutputDirection * cosTheta
+ cross( axis, vOutputDirection ) * sin( theta )
+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
return bilinearCubeUV( envMap, sampleDirection, mipInt );
}
void main() {
vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
}
axis = normalize( axis );
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
for ( int i = 1; i < n; i++ ) {
if ( i >= samples ) {
break;
}
float theta = dTheta * float( i );
gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
}
}
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`,blending:Wt,depthTest:!1,depthWrite:!1})}function ap(){return new Ut({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:Fa(),fragmentShader:`
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
#include <common>
void main() {
vec3 outputDirection = normalize( vOutputDirection );
vec2 uv = equirectUv( outputDirection );
gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
}
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`,blending:Wt,depthTest:!1,depthWrite:!1})}function lp(){return new Ut({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:Fa(),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 ) );
}
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`,blending:Wt,depthTest:!1,depthWrite:!1})}function Fa(){return`
precision mediump float;
precision mediump int;
attribute float faceIndex;
varying vec3 vOutputDirection;
// RH coordinate system; PMREM face-indexing convention
vec3 getDirection( vec2 uv, float face ) {
uv = 2.0 * uv - 1.0;
vec3 direction = vec3( uv, 1.0 );
if ( face == 0.0 ) {
direction = direction.zyx; // ( 1, v, u ) pos x
} else if ( face == 1.0 ) {
direction = direction.xzy;
direction.xz *= -1.0; // ( -u, 1, -v ) pos y
} else if ( face == 2.0 ) {
direction.x *= -1.0; // ( -u, v, 1 ) pos z
} else if ( face == 3.0 ) {
direction = direction.zyx;
direction.xz *= -1.0; // ( -1, v, -u ) neg x
} else if ( face == 4.0 ) {
direction = direction.xzy;
direction.xy *= -1.0; // ( -u, -1, v ) neg y
} else if ( face == 5.0 ) {
direction.z *= -1.0; // ( u, v, -1 ) neg z
}
return direction;
}
void main() {
vOutputDirection = getDirection( uv, faceIndex );
gl_Position = vec4( position, 1.0 );
}
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`}function cy(s){let e=new WeakMap,t=null;function n(a){if(a&&a.isTexture){const l=a.mapping,c=l===ec||l===tc,h=l===Fs||l===zs;if(c||h){let u=e.get(a);const d=u!==void 0?u.texture.pmremVersion:0;if(a.isRenderTargetTexture&&a.pmremVersion!==d)return t===null&&(t=new rp(s)),u=c?t.fromEquirectangular(a,u):t.fromCubemap(a,u),u.texture.pmremVersion=a.pmremVersion,e.set(a,u),u.texture;if(u!==void 0)return u.texture;{const f=a.image;return c&&f&&f.height>0||h&&f&&i(f)?(t===null&&(t=new rp(s)),u=c?t.fromEquirectangular(a):t.fromCubemap(a),u.texture.pmremVersion=a.pmremVersion,e.set(a,u),a.addEventListener("dispose",r),u.texture):null}}}return a}function i(a){let l=0;const c=6;for(let h=0;h<c;h++)a[h]!==void 0&&l++;return l===c}function r(a){const l=a.target;l.removeEventListener("dispose",r);const c=e.get(l);c!==void 0&&(e.delete(l),c.dispose())}function o(){e=new WeakMap,t!==null&&(t.dispose(),t=null)}return{get:n,dispose:o}}function hy(s){const e={};function t(n){if(e[n]!==void 0)return e[n];const i=s.getExtension(n);return e[n]=i,i}return{has:function(n){return t(n)!==null},init:function(){t("EXT_color_buffer_float"),t("WEBGL_clip_cull_distance"),t("OES_texture_float_linear"),t("EXT_color_buffer_half_float"),t("WEBGL_multisampled_render_to_texture"),t("WEBGL_render_shared_exponent")},get:function(n){const i=t(n);return i===null&&$r("WebGLRenderer: "+n+" extension not supported."),i}}}function uy(s,e,t,n){const i={},r=new WeakMap;function o(u){const d=u.target;d.index!==null&&e.remove(d.index);for(const g in d.attributes)e.remove(d.attributes[g]);d.removeEventListener("dispose",o),delete i[d.id];const f=r.get(d);f&&(e.remove(f),r.delete(d)),n.releaseStatesOfGeometry(d),d.isInstancedBufferGeometry===!0&&delete d._maxInstanceCount,t.memory.geometries--}function a(u,d){return i[d.id]===!0||(d.addEventListener("dispose",o),i[d.id]=!0,t.memory.geometries++),d}function l(u){const d=u.attributes;for(const f in d)e.update(d[f],s.ARRAY_BUFFER)}function c(u){const d=[],f=u.index,g=u.attributes.position;let p=0;if(f!==null){const b=f.array;p=f.version;for(let v=0,y=b.length;v<y;v+=3){const M=b[v+0],E=b[v+1],A=b[v+2];d.push(M,E,E,A,A,M)}}else if(g!==void 0){const b=g.array;p=g.version;for(let v=0,y=b.length/3-1;v<y;v+=3){const M=v+0,E=v+1,A=v+2;d.push(M,E,E,A,A,M)}}else return;const x=new(Id(d)?Kd:Yd)(d,1);x.version=p;const m=r.get(u);m&&e.remove(m),r.set(u,x)}function h(u){const d=r.get(u);if(d){const f=u.index;f!==null&&d.version<f.version&&c(u)}else c(u);return r.get(u)}return{get:a,update:l,getWireframeAttribute:h}}function dy(s,e,t){let n;function i(d){n=d}let r,o;function a(d){r=d.type,o=d.bytesPerElement}function l(d,f){s.drawElements(n,f,r,d*o),t.update(f,n,1)}function c(d,f,g){g!==0&&(s.drawElementsInstanced(n,f,r,d*o,g),t.update(f,n,g))}function h(d,f,g){if(g===0)return;e.get("WEBGL_multi_draw").multiDrawElementsWEBGL(n,f,0,r,d,0,g);let x=0;for(let m=0;m<g;m++)x+=f[m];t.update(x,n,1)}function u(d,f,g,p){if(g===0)return;const x=e.get("WEBGL_multi_draw");if(x===null)for(let m=0;m<d.length;m++)c(d[m]/o,f[m],p[m]);else{x.multiDrawElementsInstancedWEBGL(n,f,0,r,d,0,p,0,g);let m=0;for(let b=0;b<g;b++)m+=f[b]*p[b];t.update(m,n,1)}}this.setMode=i,this.setIndex=a,this.render=l,this.renderInstances=c,this.renderMultiDraw=h,this.renderMultiDrawInstances=u}function fy(s){const e={geometries:0,textures:0},t={frame:0,calls:0,triangles:0,points:0,lines:0};function n(r,o,a){switch(t.calls++,o){case s.TRIANGLES:t.triangles+=a*(r/3);break;case s.LINES:t.lines+=a*(r/2);break;case s.LINE_STRIP:t.lines+=a*(r-1);break;case s.LINE_LOOP:t.lines+=a*r;break;case s.POINTS:t.points+=a*r;break;default:Qe("WebGLInfo: Unknown draw mode:",o);break}}function i(){t.calls=0,t.triangles=0,t.points=0,t.lines=0}return{memory:e,render:t,programs:null,autoReset:!0,reset:i,update:n}}function py(s,e,t){const n=new WeakMap,i=new tt;function r(o,a,l){const c=o.morphTargetInfluences,h=a.morphAttributes.position||a.morphAttributes.normal||a.morphAttributes.color,u=h!==void 0?h.length:0;let d=n.get(a);if(d===void 0||d.count!==u){let _=function(){A.dispose(),n.delete(a),a.r
`),n=[],i=Math.max(e-6,0),r=Math.min(e+6,t.length);for(let o=i;o<r;o++){const a=o+1;n.push(`${a===e?">":" "} ${a}: ${t[o]}`)}return n.join(`
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`)}const _p=new Ke;function c_(s){it._getMatrix(_p,it.workingColorSpace,s);const e=`mat3( ${_p.elements.map(t=>t.toFixed(4))} )`;switch(it.getTransfer(s)){case Jo:return[e,"LinearTransferOETF"];case lt:return[e,"sRGBTransferOETF"];default:return He("WebGLProgram: Unsupported color space: ",s),[e,"LinearTransferOETF"]}}function Mp(s,e,t){const n=s.getShaderParameter(e,s.COMPILE_STATUS),r=(s.getShaderInfoLog(e)||"").trim();if(n&&r==="")return"";const o=/ERROR: 0:(\d+)/.exec(r);if(o){const a=parseInt(o[1]);return t.toUpperCase()+`
`+r+`
`+l_(s.getShaderSource(e),a)}else return r}function h_(s,e){const t=c_(e);return[`vec4 ${s}( vec4 value ) {`,` return ${t[1]}( vec4( value.rgb * ${t[0]}, value.a ) );`,"}"].join(`
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`)}function u_(s,e){let t;switch(e){case ud:t="Linear";break;case dd:t="Reinhard";break;case fd:t="Cineon";break;case Ql:t="ACESFilmic";break;case md:t="AgX";break;case gd:t="Neutral";break;case pd:t="Custom";break;default:He("WebGLProgram: Unsupported toneMapping:",e),t="Linear"}return"vec3 "+s+"( vec3 color ) { return "+t+"ToneMapping( color ); }"}const Va=new P;function d_(){it.getLuminanceCoefficients(Va);const s=Va.x.toFixed(4),e=Va.y.toFixed(4),t=Va.z.toFixed(4);return["float luminance( const in vec3 rgb ) {",` const vec3 weights = vec3( ${s}, ${e}, ${t} );`," return dot( weights, rgb );","}"].join(`
`)}function f_(s){return[s.extensionClipCullDistance?"#extension GL_ANGLE_clip_cull_distance : require":"",s.extensionMultiDraw?"#extension GL_ANGLE_multi_draw : require":""].filter(So).join(`
`)}function p_(s){const e=[];for(const t in s){const n=s[t];n!==!1&&e.push("#define "+t+" "+n)}return e.join(`
2026-01-28 18:40:46 +08:00
`)}function m_(s,e){const t={},n=s.getProgramParameter(e,s.ACTIVE_ATTRIBUTES);for(let i=0;i<n;i++){const r=s.getActiveAttrib(e,i),o=r.name;let a=1;r.type===s.FLOAT_MAT2&&(a=2),r.type===s.FLOAT_MAT3&&(a=3),r.type===s.FLOAT_MAT4&&(a=4),t[o]={type:r.type,location:s.getAttribLocation(e,o),locationSize:a}}return t}function So(s){return s!==""}function wp(s,e){const t=e.numSpotLightShadows+e.numSpotLightMaps-e.numSpotLightShadowsWithMaps;return s.replace(/NUM_DIR_LIGHTS/g,e.numDirLights).replace(/NUM_SPOT_LIGHTS/g,e.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,e.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,t).replace(/NUM_RECT_AREA_LIGHTS/g,e.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,e.numPointLights).replace(/NUM_HEMI_LIGHTS/g,e.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,e.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g,e.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g,e.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,e.numPointLightShadows)}function Sp(s,e){return s.replace(/NUM_CLIPPING_PLANES/g,e.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,e.numClippingPlanes-e.numClipIntersection)}const g_=/^[ \t]*#include +<([\w\d./]+)>/gm;function Gh(s){return s.replace(g_,v_)}const x_=new Map;function v_(s,e){let t=et[e];if(t===void 0){const n=x_.get(e);if(n!==void 0)t=et[n],He('WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.',e,n);else throw new Error("Can not resolve #include <"+e+">")}return Gh(t)}const b_=/#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;function Ep(s){return s.replace(b_,y_)}function y_(s,e,t,n){let i="";for(let r=parseInt(e);r<parseInt(t);r++)i+=n.replace(/\[\s*i\s*\]/g,"[ "+r+" ]").replace(/UNROLLED_LOOP_INDEX/g,r);return i}function Tp(s){let e=`precision ${s.precision} float;
precision ${s.precision} int;
precision ${s.precision} sampler2D;
precision ${s.precision} samplerCube;
precision ${s.precision} sampler3D;
precision ${s.precision} sampler2DArray;
precision ${s.precision} sampler2DShadow;
precision ${s.precision} samplerCubeShadow;
precision ${s.precision} sampler2DArrayShadow;
precision ${s.precision} isampler2D;
precision ${s.precision} isampler3D;
precision ${s.precision} isamplerCube;
precision ${s.precision} isampler2DArray;
precision ${s.precision} usampler2D;
precision ${s.precision} usampler3D;
precision ${s.precision} usamplerCube;
precision ${s.precision} usampler2DArray;
`;return s.precision==="highp"?e+=`
#define HIGH_PRECISION`:s.precision==="mediump"?e+=`
#define MEDIUM_PRECISION`:s.precision==="lowp"&&(e+=`
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#define LOW_PRECISION`),e}function __(s){let e="SHADOWMAP_TYPE_BASIC";return s.shadowMapType===od?e="SHADOWMAP_TYPE_PCF":s.shadowMapType===ad?e="SHADOWMAP_TYPE_PCF_SOFT":s.shadowMapType===mi&&(e="SHADOWMAP_TYPE_VSM"),e}function M_(s){let e="ENVMAP_TYPE_CUBE";if(s.envMap)switch(s.envMapMode){case Fs:case zs:e="ENVMAP_TYPE_CUBE";break;case Xo:e="ENVMAP_TYPE_CUBE_UV";break}return e}function w_(s){let e="ENVMAP_MODE_REFLECTION";if(s.envMap)switch(s.envMapMode){case zs:e="ENVMAP_MODE_REFRACTION";break}return e}function S_(s){let e="ENVMAP_BLENDING_NONE";if(s.envMap)switch(s.combine){case Wo:e="ENVMAP_BLENDING_MULTIPLY";break;case _g:e="ENVMAP_BLENDING_MIX";break;case Mg:e="ENVMAP_BLENDING_ADD";break}return e}function E_(s){const e=s.envMapCubeUVHeight;if(e===null)return null;const t=Math.log2(e)-2,n=1/e;return{texelWidth:1/(3*Math.max(Math.pow(2,t),112)),texelHeight:n,maxMip:t}}function T_(s,e,t,n){const i=s.getContext(),r=t.defines;let o=t.vertexShader,a=t.fragmentShader;const l=__(t),c=M_(t),h=w_(t),u=S_(t),d=E_(t),f=f_(t),g=p_(r),p=i.createProgram();let x,m,b=t.glslVersion?"#version "+t.glslVersion+`
`:"";t.isRawShaderMaterial?(x=["#define SHADER_TYPE "+t.shaderType,"#define SHADER_NAME "+t.shaderName,g].filter(So).join(`
`),x.length>0&&(x+=`
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`),m=["#define SHADER_TYPE "+t.shaderType,"#define SHADER_NAME "+t.shaderName,g].filter(So).join(`
`),m.length>0&&(m+=`
2026-01-28 18:40:46 +08:00
`)):(x=[Tp(t),"#define SHADER_TYPE "+t.shaderType,"#define SHADER_NAME "+t.shaderName,g,t.extensionClipCullDistance?"#define USE_CLIP_DISTANCE":"",t.batching?"#define USE_BATCHING":"",t.batchingColor?"#define USE_BATCHING_COLOR":"",t.instancing?"#define USE_INSTANCING":"",t.instancingColor?"#define USE_INSTANCING_COLOR":"",t.instancingMorph?"#define USE_INSTANCING_MORPH":"",t.useFog&&t.fog?"#define USE_FOG":"",t.useFog&&t.fogExp2?"#define FOG_EXP2":"",t.map?"#define USE_MAP":"",t.envMap?"#define USE_ENVMAP":"",t.envMap?"#define "+h:"",t.lightMap?"#define USE_LIGHTMAP":"",t.aoMap?"#define USE_AOMAP":"",t.bumpMap?"#define USE_BUMPMAP":"",t.normalMap?"#define USE_NORMALMAP":"",t.normalMapObjectSpace?"#define USE_NORMALMAP_OBJECTSPACE":"",t.normalMapTangentSpace?"#define USE_NORMALMAP_TANGENTSPACE":"",t.displacementMap?"#define USE_DISPLACEMENTMAP":"",t.emissiveMap?"#define USE_EMISSIVEMAP":"",t.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":"",
`].filter(So).join(`
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`),m=[Tp(t),"#define SHADER_TYPE "+t.shaderType,"#define SHADER_NAME "+t.shaderName,g,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 "+c:"",t.envMap?"#define "+h:"",t.envMap?"#define "+u:"",d?"#define CUBEUV_TEXEL_WIDTH "+d.texelWidth:"",d?"#define CUBEUV_TEXEL_HEIGHT "+d.texelHeight:"",d?"#define CUBEUV_MAX_MIP "+d.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!==Ni?"#define TONE_MAPPING":"",t.toneMapping!==Ni?et.tonemapping_pars_fragment:"",t.toneMapping!==Ni?u_("toneMapping",t.toneMapping):"",t.dithering?"#define DITHERING":"",t.opaque?"#define OPAQUE":"",et.colorspace_pars_fragment,h_("linearToOutputTexel",t.outputColorSpace),d_(),t.useDepthPacking?"#define DEPTH_PACKING "+t.depthPacking:"",`
`].filter(So).join(`
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`)),o=Gh(o),o=wp(o,t),o=Sp(o,t),a=Gh(a),a=wp(a,t),a=Sp(a,t),o=Ep(o),a=Ep(a),t.isRawShaderMaterial!==!0&&(b=`#version 300 es
`,x=[f,"#define attribute in","#define varying out","#define texture2D texture"].join(`
`)+`
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`+x,m=["#define varying in",t.glslVersion===Dd?"":"layout(location = 0) out highp vec4 pc_fragColor;",t.glslVersion===Dd?"":"#define gl_FragColor pc_fragColor","#define gl_FragDepthEXT gl_FragDepth","#define texture2D texture","#define textureCube texture","#define texture2DProj textureProj","#define texture2DLodEXT textureLod","#define texture2DProjLodEXT textureProjLod","#define textureCubeLodEXT textureLod","#define texture2DGradEXT textureGrad","#define texture2DProjGradEXT textureProjGrad","#define textureCubeGradEXT textureGrad"].join(`
`)+`
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`+m);const v=b+x+o,y=b+m+a,M=yp(i,i.VERTEX_SHADER,v),E=yp(i,i.FRAGMENT_SHADER,y);i.attachShader(p,M),i.attachShader(p,E),t.index0AttributeName!==void 0?i.bindAttribLocation(p,0,t.index0AttributeName):t.morphTargets===!0&&i.bindAttribLocation(p,0,"position"),i.linkProgram(p);function A(D){if(s.debug.checkShaderErrors){const C=i.getProgramInfoLog(p)||"",B=i.getShaderInfoLog(M)||"",w=i.getShaderInfoLog(E)||"",F=C.trim(),W=B.trim(),j=w.trim();let $=!0,q=!0;if(i.getProgramParameter(p,i.LINK_STATUS)===!1)if($=!1,typeof s.debug.onShaderError=="function")s.debug.onShaderError(i,p,M,E);else{const re=Mp(i,M,"vertex"),X=Mp(i,E,"fragment");Qe("THREE.WebGLProgram: Shader Error "+i.getError()+" - VALIDATE_STATUS "+i.getProgramParameter(p,i.VALIDATE_STATUS)+`
Material Name: `+D.name+`
Material Type: `+D.type+`
Program Info Log: `+F+`
`+re+`
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`+X)}else F!==""?He("WebGLProgram: Program Info Log:",F):(W===""||j==="")&&(q=!1);q&&(D.diagnostics={runnable:$,programLog:F,vertexShader:{log:W,prefix:x},fragmentShader:{log:j,prefix:m}})}i.deleteShader(M),i.deleteShader(E),R=new Ha(i,p),_=m_(i,p)}let R;this.getUniforms=function(){return R===void 0&&A(this),R};let _;this.getAttributes=function(){return _===void 0&&A(this),_};let S=t.rendererExtensionParallelShaderCompile===!1;return this.isReady=function(){return S===!1&&(S=i.getProgramParameter(p,o_)),S},this.destroy=function(){n.releaseStatesOfProgram(this),i.deleteProgram(p),this.program=void 0},this.type=t.shaderType,this.name=t.shaderName,this.id=a_++,this.cacheKey=e,this.usedTimes=1,this.program=p,this.vertexShader=M,this.fragmentShader=E,this}let A_=0;class C_{constructor(){this.shaderCache=new Map,this.materialCache=new Map}update(e){const t=e.vertexShader,n=e.fragmentShader,i=this._getShaderStage(t),r=this._getShaderStage(n),o=this._getShaderCacheForMaterial(e);return o.has(i)===!1&&(o.add(i),i.usedTimes++),o.has(r)===!1&&(o.add(r),r.usedTimes++),this}remove(e){const t=this.materialCache.get(e);for(const n of t)n.usedTimes--,n.usedTimes===0&&this.shaderCache.delete(n.code);return this.materialCache.delete(e),this}getVertexShaderID(e){return this._getShaderStage(e.vertexShader).id}getFragmentShaderID(e){return this._getShaderStage(e.fragmentShader).id}dispose(){this.shaderCache.clear(),this.materialCache.clear()}_getShaderCacheForMaterial(e){const t=this.materialCache;let n=t.get(e);return n===void 0&&(n=new Set,t.set(e,n)),n}_getShaderStage(e){const t=this.shaderCache;let n=t.get(e);return n===void 0&&(n=new P_(e),t.set(e,n)),n}}class P_{constructor(e){this.id=A_++,this.code=e,this.usedTimes=0}}function R_(s,e,t,n,i,r,o){const a=new Jc,l=new C_,c=new Set,h=[],u=i.logarithmicDepthBuffer,d=i.vertexTextures;let f=i.precision;const g={MeshDepthMaterial:"depth",MeshDistanceMaterial:"distanceRGBA",MeshNormalMaterial:"normal",MeshBasicMaterial:"basic",MeshLambertMaterial:"lambert",MeshPhongMaterial:"phong",MeshToonMaterial:"toon",MeshStandardMaterial:"physical",MeshPhysicalMaterial:"physical",MeshMatcapMaterial:"matcap",LineBasicMaterial:"basic",LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow",SpriteMaterial:"sprite"};function p(_){return c.add(_),_===0?"uv":`uv${_}`}function x(_,S,D,C,B){const w=C.fog,F=B.geometry,W=_.isMeshStandardMaterial?C.environment:null,j=(_.isMeshStandardMaterial?t:e).get(_.envMap||W),$=j&&j.mapping===Xo?j.image.height:null,q=g[_.type];_.precision!==null&&(f=i.getMaxPrecision(_.precision),f!==_.precision&&He("WebGLProgram.getParameters:",_.precision,"not supported, using",f,"instead."));const re=F.morphAttributes.position||F.morphAttributes.normal||F.morphAttributes.color,X=re!==void 0?re.length:0;let Y=0;F.morphAttributes.position!==void 0&&(Y=1),F.morphAttributes.normal!==void 0&&(Y=2),F.morphAttributes.color!==void 0&&(Y=3);let ge,pe,de,ie;if(q){const pt=li[q];ge=pt.vertexShader,pe=pt.fragmentShader}else ge=_.vertexShader,pe=_.fragmentShader,l.update(_),de=l.getVertexShaderID(_),ie=l.getFragmentShaderID(_);const he=s.getRenderTarget(),fe=s.state.buffers.depth.getReversed(),ve=B.isInstancedMesh===!0,we=B.isBatchedMesh===!0,Be=!!_.map,Je=!!_.matcap,Ne=!!j,T=!!_.aoMap,I=!!_.lightMap,V=!!_.bumpMap,O=!!_.normalMap,U=!!_.displacementMap,z=!!_.emissiveMap,ee=!!_.metalnessMap,J=!!_.roughnessMap,G=_.anisotropy>0,N=_.clearcoat>0,L=_.dispersion>0,H=_.iridescence>0,K=_.sheen>0,le=_.transmission>0,te=G&&!!_.anisotropyMap,Ae=N&&!!_.clearcoatMap,be=N&&!!_.clearcoatNormalMap,Re=N&&!!_.clearcoatRoughnessMap,De=H&&!!_.iridescenceMap,ue=H&&!!_.iridescenceThicknessMap,ye=K&&!!_.sheenColorMap,Ve=K&&!!_.sheenRoughnessMap,Oe=!!_.specularMap,Ce=!!_.specularColorMap,Ge=!!_.specularIntensityMap,Z=le&&!!_.transmissionMap,Ee=le&&!!_.thicknessMap,_e=!!_.gradientMap,Me=!!_.alphaMap,xe=_.alphaTest>0,me=!!_.alphaHash,Fe=!!_.extensions;let Ye=Ni;_.toneMapped&&(he===null||he.isXRRenderTarget===!0)&&(Ye=s.toneMapping);const Mt={shaderID:q,shaderType:_.type,shaderName:_.name,vertexShader:ge,fragmen
gl_Position = vec4( position, 1.0 );
}`,H_=`uniform sampler2D shadow_pass;
uniform vec2 resolution;
uniform float radius;
#include <packing>
void main() {
const float samples = float( VSM_SAMPLES );
float mean = 0.0;
float squared_mean = 0.0;
float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );
float uvStart = samples <= 1.0 ? 0.0 : - 1.0;
for ( float i = 0.0; i < samples; i ++ ) {
float uvOffset = uvStart + i * uvStride;
#ifdef HORIZONTAL_PASS
vec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );
mean += distribution.x;
squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;
#else
float depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );
mean += depth;
squared_mean += depth * depth;
#endif
}
mean = mean / samples;
squared_mean = squared_mean / samples;
float std_dev = sqrt( squared_mean - mean * mean );
gl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );
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}`;function V_(s,e,t){let n=new xh;const i=new ce,r=new ce,o=new tt,a=new mv({depthPacking:Ag}),l=new gv,c={},h=t.maxTextureSize,u={[Pn]:on,[on]:Pn,[Et]:Et},d=new Ut({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new ce},radius:{value:4}},vertexShader:z_,fragmentShader:H_}),f=d.clone();f.defines.HORIZONTAL_PASS=1;const g=new ht;g.setAttribute("position",new at(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const p=new ut(g,d),x=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=od;let m=this.type;this.render=function(E,A,R){if(x.enabled===!1||x.autoUpdate===!1&&x.needsUpdate===!1||E.length===0)return;const _=s.getRenderTarget(),S=s.getActiveCubeFace(),D=s.getActiveMipmapLevel(),C=s.state;C.setBlending(Wt),C.buffers.depth.getReversed()===!0?C.buffers.color.setClear(0,0,0,0):C.buffers.color.setClear(1,1,1,1),C.buffers.depth.setTest(!0),C.setScissorTest(!1);const B=m!==mi&&this.type===mi,w=m===mi&&this.type!==mi;for(let F=0,W=E.length;F<W;F++){const j=E[F],$=j.shadow;if($===void 0){He("WebGLShadowMap:",j,"has no shadow.");continue}if($.autoUpdate===!1&&$.needsUpdate===!1)continue;i.copy($.mapSize);const q=$.getFrameExtents();if(i.multiply(q),r.copy($.mapSize),(i.x>h||i.y>h)&&(i.x>h&&(r.x=Math.floor(h/q.x),i.x=r.x*q.x,$.mapSize.x=r.x),i.y>h&&(r.y=Math.floor(h/q.y),i.y=r.y*q.y,$.mapSize.y=r.y)),$.map===null||B===!0||w===!0){const X=this.type!==mi?{minFilter:Kt,magFilter:Kt}:{};$.map!==null&&$.map.dispose(),$.map=new pn(i.x,i.y,X),$.map.texture.name=j.name+".shadowMap",$.camera.updateProjectionMatrix()}s.setRenderTarget($.map),s.clear();const re=$.getViewportCount();for(let X=0;X<re;X++){const Y=$.getViewport(X);o.set(r.x*Y.x,r.y*Y.y,r.x*Y.z,r.y*Y.w),C.viewport(o),$.updateMatrices(j,X),n=$.getFrustum(),y(A,R,$.camera,j,this.type)}$.isPointLightShadow!==!0&&this.type===mi&&b($,R),$.needsUpdate=!1}m=this.type,x.needsUpdate=!1,s.setRenderTarget(_,S,D)};function b(E,A){const R=e.update(p);d.defines.VSM_SAMPLES!==E.blurSamples&&(d.defines.VSM_SAMPLES=E.blurSamples,f.defines.VSM_SAMPLES=E.blurSamples,d.needsUpdate=!0,f.needsUpdate=!0),E.mapPass===null&&(E.mapPass=new pn(i.x,i.y)),d.uniforms.shadow_pass.value=E.map.texture,d.uniforms.resolution.value=E.mapSize,d.uniforms.radius.value=E.radius,s.setRenderTarget(E.mapPass),s.clear(),s.renderBufferDirect(A,null,R,d,p,null),f.uniforms.shadow_pass.value=E.mapPass.texture,f.uniforms.resolution.value=E.mapSize,f.uniforms.radius.value=E.radius,s.setRenderTarget(E.map),s.clear(),s.renderBufferDirect(A,null,R,f,p,null)}function v(E,A,R,_){let S=null;const D=R.isPointLight===!0?E.customDistanceMaterial:E.customDepthMaterial;if(D!==void 0)S=D;else if(S=R.isPointLight===!0?l:a,s.localClippingEnabled&&A.clipShadows===!0&&Array.isArray(A.clippingPlanes)&&A.clippingPlanes.length!==0||A.displacementMap&&A.displacementScale!==0||A.alphaMap&&A.alphaTest>0||A.map&&A.alphaTest>0||A.alphaToCoverage===!0){const C=S.uuid,B=A.uuid;let w=c[C];w===void 0&&(w={},c[C]=w);let F=w[B];F===void 0&&(F=S.clone(),w[B]=F,A.addEventListener("dispose",M)),S=F}if(S.visible=A.visible,S.wireframe=A.wireframe,_===mi?S.side=A.shadowSide!==null?A.shadowSide:A.side:S.side=A.shadowSide!==null?A.shadowSide:u[A.side],S.alphaMap=A.alphaMap,S.alphaTest=A.alphaToCoverage===!0?.5:A.alphaTest,S.map=A.map,S.clipShadows=A.clipShadows,S.clippingPlanes=A.clippingPlanes,S.clipIntersection=A.clipIntersection,S.displacementMap=A.displacementMap,S.displacementScale=A.displacementScale,S.displacementBias=A.displacementBias,S.wireframeLinewidth=A.wireframeLinewidth,S.linewidth=A.linewidth,R.isPointLight===!0&&S.isMeshDistanceMaterial===!0){const C=s.properties.get(S);C.light=R}return S}function y(E,A,R,_,S){if(E.visible===!1)return;if(E.layers.test(A.layers)&&(E.isMesh||E.isLine||E.isPoints)&&(E.castShadow||E.receiveShadow&&S===mi)&&(!E.frustumCulled||n.intersectsObject(E))){E.modelViewMatrix.multiplyMatrices(R.matrixWorldInverse,E.matrixWorld);const B=e.update(E),w=E.material;if(Array.isArray(w)){const F=B.groups;for(let W=0,j=F.length;W<j;W++){const $=F[W],q=w[$.materialIndex];if(q&&q.visible
void main() {
gl_Position = vec4( position, 1.0 );
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}`,q_=`
uniform sampler2DArray depthColor;
uniform float depthWidth;
uniform float depthHeight;
void main() {
vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );
if ( coord.x >= 1.0 ) {
gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
} else {
gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
}
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}`;class Y_{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(e,t){if(this.texture===null){const n=new Cf(e.texture);(e.depthNear!==t.depthNear||e.depthFar!==t.depthFar)&&(this.depthNear=e.depthNear,this.depthFar=e.depthFar),this.texture=n}}getMesh(e){if(this.texture!==null&&this.mesh===null){const t=e.cameras[0].viewport,n=new Ut({vertexShader:Z_,fragmentShader:q_,uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}}});this.mesh=new ut(new bo(20,20),n)}return this.mesh}reset(){this.texture=null,this.mesh=null}getDepthTexture(){return this.texture}}class K_ extends ns{constructor(e,t){super();const n=this;let i=null,r=1,o=null,a="local-floor",l=1,c=null,h=null,u=null,d=null,f=null,g=null;const p=typeof XRWebGLBinding<"u",x=new Y_,m={},b=t.getContextAttributes();let v=null,y=null;const M=[],E=[],A=new ce;let R=null;const _=new sn;_.viewport=new tt;const S=new sn;S.viewport=new tt;const D=[_,S],C=new Uv;let B=null,w=null;this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(ie){let he=M[ie];return he===void 0&&(he=new hh,M[ie]=he),he.getTargetRaySpace()},this.getControllerGrip=function(ie){let he=M[ie];return he===void 0&&(he=new hh,M[ie]=he),he.getGripSpace()},this.getHand=function(ie){let he=M[ie];return he===void 0&&(he=new hh,M[ie]=he),he.getHandSpace()};function F(ie){const he=E.indexOf(ie.inputSource);if(he===-1)return;const fe=M[he];fe!==void 0&&(fe.update(ie.inputSource,ie.frame,c||o),fe.dispatchEvent({type:ie.type,data:ie.inputSource}))}function W(){i.removeEventListener("select",F),i.removeEventListener("selectstart",F),i.removeEventListener("selectend",F),i.removeEventListener("squeeze",F),i.removeEventListener("squeezestart",F),i.removeEventListener("squeezeend",F),i.removeEventListener("end",W),i.removeEventListener("inputsourceschange",j);for(let ie=0;ie<M.length;ie++){const he=E[ie];he!==null&&(E[ie]=null,M[ie].disconnect(he))}B=null,w=null,x.reset();for(const ie in m)delete m[ie];e.setRenderTarget(v),f=null,d=null,u=null,i=null,y=null,de.stop(),n.isPresenting=!1,e.setPixelRatio(R),e.setSize(A.width,A.height,!1),n.dispatchEvent({type:"sessionend"})}this.setFramebufferScaleFactor=function(ie){r=ie,n.isPresenting===!0&&He("WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(ie){a=ie,n.isPresenting===!0&&He("WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return c||o},this.setReferenceSpace=function(ie){c=ie},this.getBaseLayer=function(){return d!==null?d:f},this.getBinding=function(){return u===null&&p&&(u=new XRWebGLBinding(i,t)),u},this.getFrame=function(){return g},this.getSession=function(){return i},this.setSession=async function(ie){if(i=ie,i!==null){if(v=e.getRenderTarget(),i.addEventListener("select",F),i.addEventListener("selectstart",F),i.addEventListener("selectend",F),i.addEventListener("squeeze",F),i.addEventListener("squeezestart",F),i.addEventListener("squeezeend",F),i.addEventListener("end",W),i.addEventListener("inputsourceschange",j),b.xrCompatible!==!0&&await t.makeXRCompatible(),R=e.getPixelRatio(),e.getSize(A),p&&"createProjectionLayer"in XRWebGLBinding.prototype){let fe=null,ve=null,we=null;b.depth&&(we=b.stencil?t.DEPTH24_STENCIL8:t.DEPTH_COMPONENT24,fe=b.stencil?Vs:jr,ve=b.stencil?Hs:ts);const Be={colorFormat:t.RGBA8,depthFormat:we,scaleFactor:r};u=this.getBinding(),d=u.createProjectionLayer(Be),i.updateRenderState({layers:[d]}),e.setPixelRatio(1),e.setSize(d.textureWidth,d.textureHeight,!1),y=new pn(d.textureWidth,d.textureHeight,{format:fn,type:Wn,depthTexture:new yh(d.textureWidth,d.textureHeight,ve,void 0,void 0,void 0,void 0,void 0,void 0,fe),stencilBuffer:b.stencil,colorSpace:e.outputColorSpace,samples:b.antialias?4:0,resolveDepthBuffer:d.ignoreDepthValues===!1,resolveStencilBuffer:d.ignoreDepthValues===!1})}else{const fe={antialias:b.antialias,alpha:!0,depth:b.depth,stencil:b.stencil,framebufferScaleFactor:r};f=new XRWebGLLayer(i,t,fe),i.updateRenderState({baseLayer:f}
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`
uniform float opacity;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = opacity * texel;
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}`};class vs{constructor(){this.isPass=!0,this.enabled=!0,this.needsSwap=!0,this.clear=!1,this.renderToScreen=!1}setSize(){}render(){console.error("THREE.Pass: .render() must be implemented in derived pass.")}dispose(){}}const _2=new ds(-1,1,1,-1,0,1);class M2 extends ht{constructor(){super(),this.setAttribute("position",new nn([-1,3,0,-1,-1,0,3,-1,0],3)),this.setAttribute("uv",new nn([0,2,0,0,2,0],2))}}const w2=new M2;class Wa{constructor(e){this._mesh=new ut(w2,e)}dispose(){this._mesh.geometry.dispose()}render(e){e.render(this._mesh,_2)}get material(){return this._mesh.material}set material(e){this._mesh.material=e}}class Xa extends vs{constructor(e,t="tDiffuse"){super(),this.textureID=t,this.uniforms=null,this.material=null,e instanceof Ut?(this.uniforms=e.uniforms,this.material=e):e&&(this.uniforms=oi.clone(e.uniforms),this.material=new Ut({name:e.name!==void 0?e.name:"unspecified",defines:Object.assign({},e.defines),uniforms:this.uniforms,vertexShader:e.vertexShader,fragmentShader:e.fragmentShader})),this._fsQuad=new Wa(this.material)}render(e,t,n){this.uniforms[this.textureID]&&(this.uniforms[this.textureID].value=n.texture),this._fsQuad.material=this.material,this.renderToScreen?(e.setRenderTarget(null),this._fsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil),this._fsQuad.render(e))}dispose(){this.material.dispose(),this._fsQuad.dispose()}}class Np extends vs{constructor(e,t){super(),this.scene=e,this.camera=t,this.clear=!0,this.needsSwap=!1,this.inverse=!1}render(e,t,n){const i=e.getContext(),r=e.state;r.buffers.color.setMask(!1),r.buffers.depth.setMask(!1),r.buffers.color.setLocked(!0),r.buffers.depth.setLocked(!0);let o,a;this.inverse?(o=0,a=1):(o=1,a=0),r.buffers.stencil.setTest(!0),r.buffers.stencil.setOp(i.REPLACE,i.REPLACE,i.REPLACE),r.buffers.stencil.setFunc(i.ALWAYS,o,4294967295),r.buffers.stencil.setClear(a),r.buffers.stencil.setLocked(!0),e.setRenderTarget(n),this.clear&&e.clear(),e.render(this.scene,this.camera),e.setRenderTarget(t),this.clear&&e.clear(),e.render(this.scene,this.camera),r.buffers.color.setLocked(!1),r.buffers.depth.setLocked(!1),r.buffers.color.setMask(!0),r.buffers.depth.setMask(!0),r.buffers.stencil.setLocked(!1),r.buffers.stencil.setFunc(i.EQUAL,1,4294967295),r.buffers.stencil.setOp(i.KEEP,i.KEEP,i.KEEP),r.buffers.stencil.setLocked(!0)}}class S2 extends vs{constructor(){super(),this.needsSwap=!1}render(e){e.state.buffers.stencil.setLocked(!1),e.state.buffers.stencil.setTest(!1)}}class E2{constructor(e,t){if(this.renderer=e,this._pixelRatio=e.getPixelRatio(),t===void 0){const n=e.getSize(new ce);this._width=n.width,this._height=n.height,t=new pn(this._width*this._pixelRatio,this._height*this._pixelRatio,{type:Rn}),t.texture.name="EffectComposer.rt1"}else this._width=t.width,this._height=t.height;this.renderTarget1=t,this.renderTarget2=t.clone(),this.renderTarget2.texture.name="EffectComposer.rt2",this.writeBuffer=this.renderTarget1,this.readBuffer=this.renderTarget2,this.renderToScreen=!0,this.passes=[],this.copyPass=new Xa(xs),this.copyPass.material.blending=Wt,this.clock=new Ov}swapBuffers(){const e=this.readBuffer;this.readBuffer=this.writeBuffer,this.writeBuffer=e}addPass(e){this.passes.push(e),e.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}insertPass(e,t){this.passes.splice(t,0,e),e.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}removePass(e){const t=this.passes.indexOf(e);t!==-1&&this.passes.splice(t,1)}isLastEnabledPass(e){for(let t=e+1;t<this.passes.length;t++)if(this.passes[t].enabled)return!1;return!0}render(e){e===void 0&&(e=this.clock.getDelta());const t=this.renderer.getRenderTarget();let n=!1;for(let i=0,r=this.passes.length;i<r;i++){const o=this.passes[i];if(o.enabled!==!1){if(o.renderToScreen=this.renderToScreen&&this.isLastEnabledPass(i),o.render(this.renderer,this.writeBuffer,this.readBuffer,e,n),o.needsSwap){if(n){const a=this.renderer.getContext(),l=this.renderer.state.buffers.stencil;l.setFunc(a.NOTEQUAL,1,4294967295),this.copyPass.render(this.renderer,th
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`
varying vec2 vUv;
uniform highp sampler2D tNormal;
uniform highp sampler2D tDepth;
uniform sampler2D tNoise;
uniform vec2 resolution;
uniform float cameraNear;
uniform float cameraFar;
uniform mat4 cameraProjectionMatrix;
uniform mat4 cameraProjectionMatrixInverse;
uniform mat4 cameraWorldMatrix;
uniform float radius;
uniform float distanceExponent;
uniform float thickness;
uniform float distanceFallOff;
uniform float scale;
#if SCENE_CLIP_BOX == 1
uniform vec3 sceneBoxMin;
uniform vec3 sceneBoxMax;
#endif
#include <common>
#include <packing>
#ifndef FRAGMENT_OUTPUT
#define FRAGMENT_OUTPUT vec4(vec3(ao), 1.)
#endif
vec3 getViewPosition(const in vec2 screenPosition, const in float depth) {
vec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);
vec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;
return viewSpacePosition.xyz / viewSpacePosition.w;
}
float getDepth(const vec2 uv) {
return textureLod(tDepth, uv.xy, 0.0).DEPTH_SWIZZLING;
}
float fetchDepth(const ivec2 uv) {
return texelFetch(tDepth, uv.xy, 0).DEPTH_SWIZZLING;
}
float getViewZ(const in float depth) {
#if PERSPECTIVE_CAMERA == 1
return perspectiveDepthToViewZ(depth, cameraNear, cameraFar);
#else
return orthographicDepthToViewZ(depth, cameraNear, cameraFar);
#endif
}
vec3 computeNormalFromDepth(const vec2 uv) {
vec2 size = vec2(textureSize(tDepth, 0));
ivec2 p = ivec2(uv * size);
float c0 = fetchDepth(p);
float l2 = fetchDepth(p - ivec2(2, 0));
float l1 = fetchDepth(p - ivec2(1, 0));
float r1 = fetchDepth(p + ivec2(1, 0));
float r2 = fetchDepth(p + ivec2(2, 0));
float b2 = fetchDepth(p - ivec2(0, 2));
float b1 = fetchDepth(p - ivec2(0, 1));
float t1 = fetchDepth(p + ivec2(0, 1));
float t2 = fetchDepth(p + ivec2(0, 2));
float dl = abs((2.0 * l1 - l2) - c0);
float dr = abs((2.0 * r1 - r2) - c0);
float db = abs((2.0 * b1 - b2) - c0);
float dt = abs((2.0 * t1 - t2) - c0);
vec3 ce = getViewPosition(uv, c0).xyz;
vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz : -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;
vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz : -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;
return normalize(cross(dpdx, dpdy));
}
vec3 getViewNormal(const vec2 uv) {
#if NORMAL_VECTOR_TYPE == 2
return normalize(textureLod(tNormal, uv, 0.).rgb);
#elif NORMAL_VECTOR_TYPE == 1
return unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);
#else
return computeNormalFromDepth(uv);
#endif
}
vec3 getSceneUvAndDepth(vec3 sampleViewPos) {
vec4 sampleClipPos = cameraProjectionMatrix * vec4(sampleViewPos, 1.);
vec2 sampleUv = sampleClipPos.xy / sampleClipPos.w * 0.5 + 0.5;
float sampleSceneDepth = getDepth(sampleUv);
return vec3(sampleUv, sampleSceneDepth);
}
void main() {
float depth = getDepth(vUv.xy);
if (depth >= 1.0) {
discard;
return;
}
vec3 viewPos = getViewPosition(vUv, depth);
vec3 viewNormal = getViewNormal(vUv);
float radiusToUse = radius;
float distanceFalloffToUse = thickness;
#if SCREEN_SPACE_RADIUS == 1
float radiusScale = getViewPosition(vec2(0.5 + float(SCREEN_SPACE_RADIUS_SCALE) / resolution.x, 0.0), depth).x;
radiusToUse *= radiusScale;
distanceFalloffToUse *= radiusScale;
#endif
#if SCENE_CLIP_BOX == 1
vec3 worldPos = (cameraWorldMatrix * vec4(viewPos, 1.0)).xyz;
float boxDistance = length(max(vec3(0.0), max(sceneBoxMin - worldPos, worldPos - sceneBoxMax)));
if (boxDistance > radiusToUse) {
discard;
return;
}
#endif
vec2 noiseResolution = vec2(textureSize(tNoise, 0));
vec2 noiseUv = vUv * resolution / noiseResolution;
vec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);
vec3 randomVec = noiseTexel.xyz * 2.0 - 1.0;
vec3 tangent = normalize(vec3(randomVec.xy, 0.));
vec3 bitangent = vec3(-tangent.y, tangent.x, 0.);
mat3 kernelMatrix = mat3(tangent, bitangent, vec3(0., 0., 1.));
const int DIRECTIONS = SAMPLES < 30 ? 3 : 5;
const int STEPS = (SAMPLES + DIRECTIONS - 1) / DIRECTIONS;
float ao = 0.0;
for (int i = 0; i < DIRECTIONS; ++i) {
float angle = float(i) / float(DIRECTIONS) * PI;
vec4 sampleDir = vec4(cos(angle), sin(angle), 0., 0.5 + 0.5 * noiseTexel.w);
sampleDir.xyz = normalize(kernelMatrix * sampleDir.xyz);
vec3 viewDir = normalize(-viewPos.xyz);
vec3 sliceBitangent = normalize(cross(sampleDir.xyz, viewDir));
vec3 sliceTangent = cross(sliceBitangent, viewDir);
vec3 normalInSlice = normalize(viewNormal - sliceBitangent * dot(viewNormal, sliceBitangent));
vec3 tangentToNormalInSlice = cross(normalInSlice, sliceBitangent);
vec2 cosHorizons = vec2(dot(viewDir, tangentToNormalInSlice), dot(viewDir, -tangentToNormalInSlice));
for (int j = 0; j < STEPS; ++j) {
vec3 sampleViewOffset = sampleDir.xyz * radiusToUse * sampleDir.w * pow(float(j + 1) / float(STEPS), distanceExponent);
vec3 sampleSceneUvDepth = getSceneUvAndDepth(viewPos + sampleViewOffset);
vec3 sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);
vec3 viewDelta = sampleSceneViewPos - viewPos;
if (abs(viewDelta.z) < thickness) {
float sampleCosHorizon = dot(viewDir, normalize(viewDelta));
cosHorizons.x += max(0., (sampleCosHorizon - cosHorizons.x) * mix(1., 2. / float(j + 2), distanceFallOff));
}
sampleSceneUvDepth = getSceneUvAndDepth(viewPos - sampleViewOffset);
sampleSceneViewPos = getViewPosition(sampleSceneUvDepth.xy, sampleSceneUvDepth.z);
viewDelta = sampleSceneViewPos - viewPos;
if (abs(viewDelta.z) < thickness) {
float sampleCosHorizon = dot(viewDir, normalize(viewDelta));
cosHorizons.y += max(0., (sampleCosHorizon - cosHorizons.y) * mix(1., 2. / float(j + 2), distanceFallOff));
}
}
vec2 sinHorizons = sqrt(1. - cosHorizons * cosHorizons);
float nx = dot(normalInSlice, sliceTangent);
float ny = dot(normalInSlice, viewDir);
float nxb = 1. / 2. * (acos(cosHorizons.y) - acos(cosHorizons.x) + sinHorizons.x * cosHorizons.x - sinHorizons.y * cosHorizons.y);
float nyb = 1. / 2. * (2. - cosHorizons.x * cosHorizons.x - cosHorizons.y * cosHorizons.y);
float occlusion = nx * nxb + ny * nyb;
ao += occlusion;
}
ao = clamp(ao / float(DIRECTIONS), 0., 1.);
#if SCENE_CLIP_BOX == 1
ao = mix(ao, 1., smoothstep(0., radiusToUse, boxDistance));
#endif
ao = pow(ao, scale);
gl_FragColor = FRAGMENT_OUTPUT;
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}`},Za={defines:{PERSPECTIVE_CAMERA:1},uniforms:{tDepth:{value:null},cameraNear:{value:null},cameraFar:{value:null}},vertexShader:`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`
uniform sampler2D tDepth;
uniform float cameraNear;
uniform float cameraFar;
varying vec2 vUv;
#include <packing>
float getLinearDepth( const in vec2 screenPosition ) {
#if PERSPECTIVE_CAMERA == 1
float fragCoordZ = texture2D( tDepth, screenPosition ).x;
float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
#else
return texture2D( tDepth, screenPosition ).x;
#endif
}
void main() {
float depth = getLinearDepth( vUv );
gl_FragColor = vec4( vec3( 1.0 - depth ), 1.0 );
}`},Zh={uniforms:{tDiffuse:{value:null},intensity:{value:1}},vertexShader:`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`
uniform float intensity;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = vec4(mix(vec3(1.), texel.rgb, intensity), texel.a);
2026-01-28 18:40:46 +08:00
}`};function A2(s=5){const e=Math.floor(s)%2===0?Math.floor(s)+1:Math.floor(s),t=C2(e),n=t.length,i=new Uint8Array(n*4);for(let o=0;o<n;++o){const a=t[o],l=2*Math.PI*a/n,c=new P(Math.cos(l),Math.sin(l),0).normalize();i[o*4]=(c.x*.5+.5)*255,i[o*4+1]=(c.y*.5+.5)*255,i[o*4+2]=127,i[o*4+3]=255}const r=new lo(i,e,e);return r.wrapS=ni,r.wrapT=ni,r.needsUpdate=!0,r}function C2(s){const e=Math.floor(s)%2===0?Math.floor(s)+1:Math.floor(s),t=e*e,n=Array(t).fill(0);let i=Math.floor(e/2),r=e-1;for(let o=1;o<=t;){if(i===-1&&r===e?(r=e-2,i=0):(r===e&&(r=0),i<0&&(i=e-1)),n[i*e+r]!==0){r-=2,i++;continue}else n[i*e+r]=o++;r++,i--}return n}const qa={defines:{SAMPLES:16,SAMPLE_VECTORS:Up(16,2,1),NORMAL_VECTOR_TYPE:1,DEPTH_VALUE_SOURCE:0},uniforms:{tDiffuse:{value:null},tNormal:{value:null},tDepth:{value:null},tNoise:{value:null},resolution:{value:new ce},cameraProjectionMatrixInverse:{value:new ke},lumaPhi:{value:5},depthPhi:{value:5},normalPhi:{value:5},radius:{value:4},index:{value:0}},vertexShader:`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`
varying vec2 vUv;
uniform sampler2D tDiffuse;
uniform sampler2D tNormal;
uniform sampler2D tDepth;
uniform sampler2D tNoise;
uniform vec2 resolution;
uniform mat4 cameraProjectionMatrixInverse;
uniform float lumaPhi;
uniform float depthPhi;
uniform float normalPhi;
uniform float radius;
uniform int index;
#include <common>
#include <packing>
#ifndef SAMPLE_LUMINANCE
#define SAMPLE_LUMINANCE dot(vec3(0.2125, 0.7154, 0.0721), a)
#endif
#ifndef FRAGMENT_OUTPUT
#define FRAGMENT_OUTPUT vec4(denoised, 1.)
#endif
float getLuminance(const in vec3 a) {
return SAMPLE_LUMINANCE;
}
const vec3 poissonDisk[SAMPLES] = SAMPLE_VECTORS;
vec3 getViewPosition(const in vec2 screenPosition, const in float depth) {
vec4 clipSpacePosition = vec4(vec3(screenPosition, depth) * 2.0 - 1.0, 1.0);
vec4 viewSpacePosition = cameraProjectionMatrixInverse * clipSpacePosition;
return viewSpacePosition.xyz / viewSpacePosition.w;
}
float getDepth(const vec2 uv) {
#if DEPTH_VALUE_SOURCE == 1
return textureLod(tDepth, uv.xy, 0.0).a;
#else
return textureLod(tDepth, uv.xy, 0.0).r;
#endif
}
float fetchDepth(const ivec2 uv) {
#if DEPTH_VALUE_SOURCE == 1
return texelFetch(tDepth, uv.xy, 0).a;
#else
return texelFetch(tDepth, uv.xy, 0).r;
#endif
}
vec3 computeNormalFromDepth(const vec2 uv) {
vec2 size = vec2(textureSize(tDepth, 0));
ivec2 p = ivec2(uv * size);
float c0 = fetchDepth(p);
float l2 = fetchDepth(p - ivec2(2, 0));
float l1 = fetchDepth(p - ivec2(1, 0));
float r1 = fetchDepth(p + ivec2(1, 0));
float r2 = fetchDepth(p + ivec2(2, 0));
float b2 = fetchDepth(p - ivec2(0, 2));
float b1 = fetchDepth(p - ivec2(0, 1));
float t1 = fetchDepth(p + ivec2(0, 1));
float t2 = fetchDepth(p + ivec2(0, 2));
float dl = abs((2.0 * l1 - l2) - c0);
float dr = abs((2.0 * r1 - r2) - c0);
float db = abs((2.0 * b1 - b2) - c0);
float dt = abs((2.0 * t1 - t2) - c0);
vec3 ce = getViewPosition(uv, c0).xyz;
vec3 dpdx = (dl < dr) ? ce - getViewPosition((uv - vec2(1.0 / size.x, 0.0)), l1).xyz
: -ce + getViewPosition((uv + vec2(1.0 / size.x, 0.0)), r1).xyz;
vec3 dpdy = (db < dt) ? ce - getViewPosition((uv - vec2(0.0, 1.0 / size.y)), b1).xyz
: -ce + getViewPosition((uv + vec2(0.0, 1.0 / size.y)), t1).xyz;
return normalize(cross(dpdx, dpdy));
}
vec3 getViewNormal(const vec2 uv) {
#if NORMAL_VECTOR_TYPE == 2
return normalize(textureLod(tNormal, uv, 0.).rgb);
#elif NORMAL_VECTOR_TYPE == 1
return unpackRGBToNormal(textureLod(tNormal, uv, 0.).rgb);
#else
return computeNormalFromDepth(uv);
#endif
}
void denoiseSample(in vec3 center, in vec3 viewNormal, in vec3 viewPos, in vec2 sampleUv, inout vec3 denoised, inout float totalWeight) {
vec4 sampleTexel = textureLod(tDiffuse, sampleUv, 0.0);
float sampleDepth = getDepth(sampleUv);
vec3 sampleNormal = getViewNormal(sampleUv);
vec3 neighborColor = sampleTexel.rgb;
vec3 viewPosSample = getViewPosition(sampleUv, sampleDepth);
float normalDiff = dot(viewNormal, sampleNormal);
float normalSimilarity = pow(max(normalDiff, 0.), normalPhi);
float lumaDiff = abs(getLuminance(neighborColor) - getLuminance(center));
float lumaSimilarity = max(1.0 - lumaDiff / lumaPhi, 0.0);
float depthDiff = abs(dot(viewPos - viewPosSample, viewNormal));
float depthSimilarity = max(1. - depthDiff / depthPhi, 0.);
float w = lumaSimilarity * depthSimilarity * normalSimilarity;
denoised += w * neighborColor;
totalWeight += w;
}
void main() {
float depth = getDepth(vUv.xy);
vec3 viewNormal = getViewNormal(vUv);
if (depth == 1. || dot(viewNormal, viewNormal) == 0.) {
discard;
return;
}
vec4 texel = textureLod(tDiffuse, vUv, 0.0);
vec3 center = texel.rgb;
vec3 viewPos = getViewPosition(vUv, depth);
vec2 noiseResolution = vec2(textureSize(tNoise, 0));
vec2 noiseUv = vUv * resolution / noiseResolution;
vec4 noiseTexel = textureLod(tNoise, noiseUv, 0.0);
vec2 noiseVec = vec2(sin(noiseTexel[index % 4] * 2. * PI), cos(noiseTexel[index % 4] * 2. * PI));
mat2 rotationMatrix = mat2(noiseVec.x, -noiseVec.y, noiseVec.x, noiseVec.y);
float totalWeight = 1.0;
vec3 denoised = texel.rgb;
for (int i = 0; i < SAMPLES; i++) {
vec3 sampleDir = poissonDisk[i];
vec2 offset = rotationMatrix * (sampleDir.xy * (1. + sampleDir.z * (radius - 1.)) / resolution);
vec2 sampleUv = vUv + offset;
denoiseSample(center, viewNormal, viewPos, sampleUv, denoised, totalWeight);
}
if (totalWeight > 0.) {
denoised /= totalWeight;
}
gl_FragColor = FRAGMENT_OUTPUT;
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}`};function Up(s,e,t){const n=P2(s,e,t);let i="vec3[SAMPLES](";for(let r=0;r<s;r++){const o=n[r];i+=`vec3(${o.x}, ${o.y}, ${o.z})${r<s-1?",":")"}`}return i}function P2(s,e,t){const n=[];for(let i=0;i<s;i++){const r=2*Math.PI*e*i/s,o=Math.pow(i/(s-1),t);n.push(new P(Math.cos(r),Math.sin(r),o))}return n}class R2{constructor(e=Math){this.grad3=[[1,1,0],[-1,1,0],[1,-1,0],[-1,-1,0],[1,0,1],[-1,0,1],[1,0,-1],[-1,0,-1],[0,1,1],[0,-1,1],[0,1,-1],[0,-1,-1]],this.grad4=[[0,1,1,1],[0,1,1,-1],[0,1,-1,1],[0,1,-1,-1],[0,-1,1,1],[0,-1,1,-1],[0,-1,-1,1],[0,-1,-1,-1],[1,0,1,1],[1,0,1,-1],[1,0,-1,1],[1,0,-1,-1],[-1,0,1,1],[-1,0,1,-1],[-1,0,-1,1],[-1,0,-1,-1],[1,1,0,1],[1,1,0,-1],[1,-1,0,1],[1,-1,0,-1],[-1,1,0,1],[-1,1,0,-1],[-1,-1,0,1],[-1,-1,0,-1],[1,1,1,0],[1,1,-1,0],[1,-1,1,0],[1,-1,-1,0],[-1,1,1,0],[-1,1,-1,0],[-1,-1,1,0],[-1,-1,-1,0]],this.p=[];for(let t=0;t<256;t++)this.p[t]=Math.floor(e.random()*256);this.perm=[];for(let t=0;t<512;t++)this.perm[t]=this.p[t&255];this.simplex=[[0,1,2,3],[0,1,3,2],[0,0,0,0],[0,2,3,1],[0,0,0,0],[0,0,0,0],[0,0,0,0],[1,2,3,0],[0,2,1,3],[0,0,0,0],[0,3,1,2],[0,3,2,1],[0,0,0,0],[0,0,0,0],[0,0,0,0],[1,3,2,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[1,2,0,3],[0,0,0,0],[1,3,0,2],[0,0,0,0],[0,0,0,0],[0,0,0,0],[2,3,0,1],[2,3,1,0],[1,0,2,3],[1,0,3,2],[0,0,0,0],[0,0,0,0],[0,0,0,0],[2,0,3,1],[0,0,0,0],[2,1,3,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0],[2,0,1,3],[0,0,0,0],[0,0,0,0],[0,0,0,0],[3,0,1,2],[3,0,2,1],[0,0,0,0],[3,1,2,0],[2,1,0,3],[0,0,0,0],[0,0,0,0],[0,0,0,0],[3,1,0,2],[0,0,0,0],[3,2,0,1],[3,2,1,0]]}noise(e,t){let n,i,r;const o=.5*(Math.sqrt(3)-1),a=(e+t)*o,l=Math.floor(e+a),c=Math.floor(t+a),h=(3-Math.sqrt(3))/6,u=(l+c)*h,d=l-u,f=c-u,g=e-d,p=t-f;let x,m;g>p?(x=1,m=0):(x=0,m=1);const b=g-x+h,v=p-m+h,y=g-1+2*h,M=p-1+2*h,E=l&255,A=c&255,R=this.perm[E+this.perm[A]]%12,_=this.perm[E+x+this.perm[A+m]]%12,S=this.perm[E+1+this.perm[A+1]]%12;let D=.5-g*g-p*p;D<0?n=0:(D*=D,n=D*D*this._dot(this.grad3[R],g,p));let C=.5-b*b-v*v;C<0?i=0:(C*=C,i=C*C*this._dot(this.grad3[_],b,v));let B=.5-y*y-M*M;return B<0?r=0:(B*=B,r=B*B*this._dot(this.grad3[S],y,M)),70*(n+i+r)}noise3d(e,t,n){let i,r,o,a;const l=(e+t+n)*.3333333333333333,c=Math.floor(e+l),h=Math.floor(t+l),u=Math.floor(n+l),d=1/6,f=(c+h+u)*d,g=c-f,p=h-f,x=u-f,m=e-g,b=t-p,v=n-x;let y,M,E,A,R,_;m>=b?b>=v?(y=1,M=0,E=0,A=1,R=1,_=0):m>=v?(y=1,M=0,E=0,A=1,R=0,_=1):(y=0,M=0,E=1,A=1,R=0,_=1):b<v?(y=0,M=0,E=1,A=0,R=1,_=1):m<v?(y=0,M=1,E=0,A=0,R=1,_=1):(y=0,M=1,E=0,A=1,R=1,_=0);const S=m-y+d,D=b-M+d,C=v-E+d,B=m-A+2*d,w=b-R+2*d,F=v-_+2*d,W=m-1+3*d,j=b-1+3*d,$=v-1+3*d,q=c&255,re=h&255,X=u&255,Y=this.perm[q+this.perm[re+this.perm[X]]]%12,ge=this.perm[q+y+this.perm[re+M+this.perm[X+E]]]%12,pe=this.perm[q+A+this.perm[re+R+this.perm[X+_]]]%12,de=this.perm[q+1+this.perm[re+1+this.perm[X+1]]]%12;let ie=.6-m*m-b*b-v*v;ie<0?i=0:(ie*=ie,i=ie*ie*this._dot3(this.grad3[Y],m,b,v));let he=.6-S*S-D*D-C*C;he<0?r=0:(he*=he,r=he*he*this._dot3(this.grad3[ge],S,D,C));let fe=.6-B*B-w*w-F*F;fe<0?o=0:(fe*=fe,o=fe*fe*this._dot3(this.grad3[pe],B,w,F));let ve=.6-W*W-j*j-$*$;return ve<0?a=0:(ve*=ve,a=ve*ve*this._dot3(this.grad3[de],W,j,$)),32*(i+r+o+a)}noise4d(e,t,n,i){const r=this.grad4,o=this.simplex,a=this.perm,l=(Math.sqrt(5)-1)/4,c=(5-Math.sqrt(5))/20;let h,u,d,f,g;const p=(e+t+n+i)*l,x=Math.floor(e+p),m=Math.floor(t+p),b=Math.floor(n+p),v=Math.floor(i+p),y=(x+m+b+v)*c,M=x-y,E=m-y,A=b-y,R=v-y,_=e-M,S=t-E,D=n-A,C=i-R,B=_>S?32:0,w=_>D?16:0,F=S>D?8:0,W=_>C?4:0,j=S>C?2:0,$=D>C?1:0,q=B+w+F+W+j+$,re=o[q][0]>=3?1:0,X=o[q][1]>=3?1:0,Y=o[q][2]>=3?1:0,ge=o[q][3]>=3?1:0,pe=o[q][0]>=2?1:0,de=o[q][1]>=2?1:0,ie=o[q][2]>=2?1:0,he=o[q][3]>=2?1:0,fe=o[q][0]>=1?1:0,ve=o[q][1]>=1?1:0,we=o[q][2]>=1?1:0,Be=o[q][3]>=1?1:0,Je=_-re+c,Ne=S-X+c,T=D-Y+c,I=C-ge+c,V=_-pe+2*c,O=S-de+2*c,U=D-ie+2*c,z=C-he+2*c,ee=_-fe+3*c,J=S-ve+3*c,G=D-we+3*c,N=C-Be+3*c,L=_-1+4*c,H=S-1+4*c,K=D-1+4*c,le=C-1+4*c,te=x&255,Ae=m&255,be=b&255,Re=v&255,De=a[te+a[Ae+a[be+a[Re]]]]%32,ue=a[te+re+a[Ae+X+a[be+Y+a[Re+ge]]]]%32,ye=a[te+pe+a[Ae+de+a[be+ie+a[Re+he]]]]%32,Ve=a[te+fe+
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`
uniform sampler2D tDiffuse;
uniform vec3 defaultColor;
uniform float defaultOpacity;
uniform float luminosityThreshold;
uniform float smoothWidth;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
float v = luminance( texel.xyz );
vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
gl_FragColor = mix( outputColor, texel, alpha );
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}`};class Sr extends vs{constructor(e,t=1,n,i){super(),this.strength=t,this.radius=n,this.threshold=i,this.resolution=e!==void 0?new ce(e.x,e.y):new ce(256,256),this.clearColor=new Ue(0,0,0),this.needsSwap=!1,this.renderTargetsHorizontal=[],this.renderTargetsVertical=[],this.nMips=5;let r=Math.round(this.resolution.x/2),o=Math.round(this.resolution.y/2);this.renderTargetBright=new pn(r,o,{type:Rn}),this.renderTargetBright.texture.name="UnrealBloomPass.bright",this.renderTargetBright.texture.generateMipmaps=!1;for(let h=0;h<this.nMips;h++){const u=new pn(r,o,{type:Rn});u.texture.name="UnrealBloomPass.h"+h,u.texture.generateMipmaps=!1,this.renderTargetsHorizontal.push(u);const d=new pn(r,o,{type:Rn});d.texture.name="UnrealBloomPass.v"+h,d.texture.generateMipmaps=!1,this.renderTargetsVertical.push(d),r=Math.round(r/2),o=Math.round(o/2)}const a=L2;this.highPassUniforms=oi.clone(a.uniforms),this.highPassUniforms.luminosityThreshold.value=i,this.highPassUniforms.smoothWidth.value=.01,this.materialHighPassFilter=new Ut({uniforms:this.highPassUniforms,vertexShader:a.vertexShader,fragmentShader:a.fragmentShader}),this.separableBlurMaterials=[];const l=[6,10,14,18,22];r=Math.round(this.resolution.x/2),o=Math.round(this.resolution.y/2);for(let h=0;h<this.nMips;h++)this.separableBlurMaterials.push(this._getSeparableBlurMaterial(l[h])),this.separableBlurMaterials[h].uniforms.invSize.value=new ce(1/r,1/o),r=Math.round(r/2),o=Math.round(o/2);this.compositeMaterial=this._getCompositeMaterial(this.nMips),this.compositeMaterial.uniforms.blurTexture1.value=this.renderTargetsVertical[0].texture,this.compositeMaterial.uniforms.blurTexture2.value=this.renderTargetsVertical[1].texture,this.compositeMaterial.uniforms.blurTexture3.value=this.renderTargetsVertical[2].texture,this.compositeMaterial.uniforms.blurTexture4.value=this.renderTargetsVertical[3].texture,this.compositeMaterial.uniforms.blurTexture5.value=this.renderTargetsVertical[4].texture,this.compositeMaterial.uniforms.bloomStrength.value=t,this.compositeMaterial.uniforms.bloomRadius.value=.1;const c=[1,.8,.6,.4,.2];this.compositeMaterial.uniforms.bloomFactors.value=c,this.bloomTintColors=[new P(1,1,1),new P(1,1,1),new P(1,1,1),new P(1,1,1),new P(1,1,1)],this.compositeMaterial.uniforms.bloomTintColors.value=this.bloomTintColors,this.copyUniforms=oi.clone(xs.uniforms),this.blendMaterial=new Ut({uniforms:this.copyUniforms,vertexShader:xs.vertexShader,fragmentShader:xs.fragmentShader,blending:Hl,depthTest:!1,depthWrite:!1,transparent:!0}),this._oldClearColor=new Ue,this._oldClearAlpha=1,this._basic=new Xt,this._fsQuad=new Wa(null)}dispose(){for(let e=0;e<this.renderTargetsHorizontal.length;e++)this.renderTargetsHorizontal[e].dispose();for(let e=0;e<this.renderTargetsVertical.length;e++)this.renderTargetsVertical[e].dispose();this.renderTargetBright.dispose();for(let e=0;e<this.separableBlurMaterials.length;e++)this.separableBlurMaterials[e].dispose();this.compositeMaterial.dispose(),this.blendMaterial.dispose(),this._basic.dispose(),this._fsQuad.dispose()}setSize(e,t){let n=Math.round(e/2),i=Math.round(t/2);this.renderTargetBright.setSize(n,i);for(let r=0;r<this.nMips;r++)this.renderTargetsHorizontal[r].setSize(n,i),this.renderTargetsVertical[r].setSize(n,i),this.separableBlurMaterials[r].uniforms.invSize.value=new ce(1/n,1/i),n=Math.round(n/2),i=Math.round(i/2)}render(e,t,n,i,r){e.getClearColor(this._oldClearColor),this._oldClearAlpha=e.getClearAlpha();const o=e.autoClear;e.autoClear=!1,e.setClearColor(this.clearColor,0),r&&e.state.buffers.stencil.setTest(!1),this.renderToScreen&&(this._fsQuad.material=this._basic,this._basic.map=n.texture,e.setRenderTarget(null),e.clear(),this._fsQuad.render(e)),this.highPassUniforms.tDiffuse.value=n.texture,this.highPassUniforms.luminosityThreshold.value=this.threshold,this._fsQuad.material=this.materialHighPassFilter,e.setRenderTarget(this.renderTargetBright),e.clear(),this._fsQuad.render(e);let a=this.renderTargetBright;for(let l=0;l<this.nMips;l++)this._fsQuad.material=this.separableBlurMaterials[l],this.separableBlurMaterials[l].uniforms.colorT
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`#include <common>
varying vec2 vUv;
uniform sampler2D colorTexture;
uniform vec2 invSize;
uniform vec2 direction;
uniform float gaussianCoefficients[KERNEL_RADIUS];
void main() {
float weightSum = gaussianCoefficients[0];
vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
float x = float(i);
float w = gaussianCoefficients[i];
vec2 uvOffset = direction * invSize * x;
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
diffuseSum += ( sample1 + sample2 ) * w;
}
gl_FragColor = vec4( diffuseSum, 1.0 );
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}`})}_getCompositeMaterial(e){return new Ut({defines:{NUM_MIPS:e},uniforms:{blurTexture1:{value:null},blurTexture2:{value:null},blurTexture3:{value:null},blurTexture4:{value:null},blurTexture5:{value:null},bloomStrength:{value:1},bloomFactors:{value:null},bloomTintColors:{value:null},bloomRadius:{value:0}},vertexShader:`varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`varying vec2 vUv;
uniform sampler2D blurTexture1;
uniform sampler2D blurTexture2;
uniform sampler2D blurTexture3;
uniform sampler2D blurTexture4;
uniform sampler2D blurTexture5;
uniform float bloomStrength;
uniform float bloomRadius;
uniform float bloomFactors[NUM_MIPS];
uniform vec3 bloomTintColors[NUM_MIPS];
float lerpBloomFactor(const in float factor) {
float mirrorFactor = 1.2 - factor;
return mix(factor, mirrorFactor, bloomRadius);
}
void main() {
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
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}`})}}Sr.BlurDirectionX=new ce(1,0),Sr.BlurDirectionY=new ce(0,1);const Ya={name:"OutputShader",uniforms:{tDiffuse:{value:null},toneMappingExposure:{value:1}},vertexShader:`
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`
precision highp float;
uniform sampler2D tDiffuse;
#include <tonemapping_pars_fragment>
#include <colorspace_pars_fragment>
varying vec2 vUv;
void main() {
gl_FragColor = texture2D( tDiffuse, vUv );
// tone mapping
#ifdef LINEAR_TONE_MAPPING
gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
#elif defined( REINHARD_TONE_MAPPING )
gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
#elif defined( CINEON_TONE_MAPPING )
gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
#elif defined( ACES_FILMIC_TONE_MAPPING )
gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
#elif defined( AGX_TONE_MAPPING )
gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
#elif defined( NEUTRAL_TONE_MAPPING )
gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
#elif defined( CUSTOM_TONE_MAPPING )
gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );
#endif
// color space
#ifdef SRGB_TRANSFER
gl_FragColor = sRGBTransferOETF( gl_FragColor );
#endif
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}`};class D2 extends vs{constructor(){super(),this.uniforms=oi.clone(Ya.uniforms),this.material=new dv({name:Ya.name,uniforms:this.uniforms,vertexShader:Ya.vertexShader,fragmentShader:Ya.fragmentShader}),this._fsQuad=new Wa(this.material),this._outputColorSpace=null,this._toneMapping=null}render(e,t,n){this.uniforms.tDiffuse.value=n.texture,this.uniforms.toneMappingExposure.value=e.toneMappingExposure,(this._outputColorSpace!==e.outputColorSpace||this._toneMapping!==e.toneMapping)&&(this._outputColorSpace=e.outputColorSpace,this._toneMapping=e.toneMapping,this.material.defines={},it.getTransfer(this._outputColorSpace)===lt&&(this.material.defines.SRGB_TRANSFER=""),this._toneMapping===ud?this.material.defines.LINEAR_TONE_MAPPING="":this._toneMapping===dd?this.material.defines.REINHARD_TONE_MAPPING="":this._toneMapping===fd?this.material.defines.CINEON_TONE_MAPPING="":this._toneMapping===Ql?this.material.defines.ACES_FILMIC_TONE_MAPPING="":this._toneMapping===md?this.material.defines.AGX_TONE_MAPPING="":this._toneMapping===gd?this.material.defines.NEUTRAL_TONE_MAPPING="":this._toneMapping===pd&&(this.material.defines.CUSTOM_TONE_MAPPING=""),this.material.needsUpdate=!0),this.renderToScreen===!0?(e.setRenderTarget(null),this._fsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil),this._fsQuad.render(e))}dispose(){this.material.dispose(),this._fsQuad.dispose()}}const I2={name:"FXAAShader",uniforms:{tDiffuse:{value:null},resolution:{value:new ce(1/1024,1/512)}},vertexShader:`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,fragmentShader:`
uniform sampler2D tDiffuse;
uniform vec2 resolution;
varying vec2 vUv;
#define EDGE_STEP_COUNT 6
#define EDGE_GUESS 8.0
#define EDGE_STEPS 1.0, 1.5, 2.0, 2.0, 2.0, 4.0
const float edgeSteps[EDGE_STEP_COUNT] = float[EDGE_STEP_COUNT]( EDGE_STEPS );
float _ContrastThreshold = 0.0312;
float _RelativeThreshold = 0.063;
float _SubpixelBlending = 1.0;
vec4 Sample( sampler2D tex2D, vec2 uv ) {
return texture( tex2D, uv );
}
float SampleLuminance( sampler2D tex2D, vec2 uv ) {
return dot( Sample( tex2D, uv ).rgb, vec3( 0.3, 0.59, 0.11 ) );
}
float SampleLuminance( sampler2D tex2D, vec2 texSize, vec2 uv, float uOffset, float vOffset ) {
uv += texSize * vec2(uOffset, vOffset);
return SampleLuminance(tex2D, uv);
}
struct LuminanceData {
float m, n, e, s, w;
float ne, nw, se, sw;
float highest, lowest, contrast;
};
LuminanceData SampleLuminanceNeighborhood( sampler2D tex2D, vec2 texSize, vec2 uv ) {
LuminanceData l;
l.m = SampleLuminance( tex2D, uv );
l.n = SampleLuminance( tex2D, texSize, uv, 0.0, 1.0 );
l.e = SampleLuminance( tex2D, texSize, uv, 1.0, 0.0 );
l.s = SampleLuminance( tex2D, texSize, uv, 0.0, -1.0 );
l.w = SampleLuminance( tex2D, texSize, uv, -1.0, 0.0 );
l.ne = SampleLuminance( tex2D, texSize, uv, 1.0, 1.0 );
l.nw = SampleLuminance( tex2D, texSize, uv, -1.0, 1.0 );
l.se = SampleLuminance( tex2D, texSize, uv, 1.0, -1.0 );
l.sw = SampleLuminance( tex2D, texSize, uv, -1.0, -1.0 );
l.highest = max( max( max( max( l.n, l.e ), l.s ), l.w ), l.m );
l.lowest = min( min( min( min( l.n, l.e ), l.s ), l.w ), l.m );
l.contrast = l.highest - l.lowest;
return l;
}
bool ShouldSkipPixel( LuminanceData l ) {
float threshold = max( _ContrastThreshold, _RelativeThreshold * l.highest );
return l.contrast < threshold;
}
float DeterminePixelBlendFactor( LuminanceData l ) {
float f = 2.0 * ( l.n + l.e + l.s + l.w );
f += l.ne + l.nw + l.se + l.sw;
f *= 1.0 / 12.0;
f = abs( f - l.m );
f = clamp( f / l.contrast, 0.0, 1.0 );
float blendFactor = smoothstep( 0.0, 1.0, f );
return blendFactor * blendFactor * _SubpixelBlending;
}
struct EdgeData {
bool isHorizontal;
float pixelStep;
float oppositeLuminance, gradient;
};
EdgeData DetermineEdge( vec2 texSize, LuminanceData l ) {
EdgeData e;
float horizontal =
abs( l.n + l.s - 2.0 * l.m ) * 2.0 +
abs( l.ne + l.se - 2.0 * l.e ) +
abs( l.nw + l.sw - 2.0 * l.w );
float vertical =
abs( l.e + l.w - 2.0 * l.m ) * 2.0 +
abs( l.ne + l.nw - 2.0 * l.n ) +
abs( l.se + l.sw - 2.0 * l.s );
e.isHorizontal = horizontal >= vertical;
float pLuminance = e.isHorizontal ? l.n : l.e;
float nLuminance = e.isHorizontal ? l.s : l.w;
float pGradient = abs( pLuminance - l.m );
float nGradient = abs( nLuminance - l.m );
e.pixelStep = e.isHorizontal ? texSize.y : texSize.x;
if (pGradient < nGradient) {
e.pixelStep = -e.pixelStep;
e.oppositeLuminance = nLuminance;
e.gradient = nGradient;
} else {
e.oppositeLuminance = pLuminance;
e.gradient = pGradient;
}
return e;
}
float DetermineEdgeBlendFactor( sampler2D tex2D, vec2 texSize, LuminanceData l, EdgeData e, vec2 uv ) {
vec2 uvEdge = uv;
vec2 edgeStep;
if (e.isHorizontal) {
uvEdge.y += e.pixelStep * 0.5;
edgeStep = vec2( texSize.x, 0.0 );
} else {
uvEdge.x += e.pixelStep * 0.5;
edgeStep = vec2( 0.0, texSize.y );
}
float edgeLuminance = ( l.m + e.oppositeLuminance ) * 0.5;
float gradientThreshold = e.gradient * 0.25;
vec2 puv = uvEdge + edgeStep * edgeSteps[0];
float pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;
bool pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;
for ( int i = 1; i < EDGE_STEP_COUNT && !pAtEnd; i++ ) {
puv += edgeStep * edgeSteps[i];
pLuminanceDelta = SampleLuminance( tex2D, puv ) - edgeLuminance;
pAtEnd = abs( pLuminanceDelta ) >= gradientThreshold;
}
if ( !pAtEnd ) {
puv += edgeStep * EDGE_GUESS;
}
vec2 nuv = uvEdge - edgeStep * edgeSteps[0];
float nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;
bool nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;
for ( int i = 1; i < EDGE_STEP_COUNT && !nAtEnd; i++ ) {
nuv -= edgeStep * edgeSteps[i];
nLuminanceDelta = SampleLuminance( tex2D, nuv ) - edgeLuminance;
nAtEnd = abs( nLuminanceDelta ) >= gradientThreshold;
}
if ( !nAtEnd ) {
nuv -= edgeStep * EDGE_GUESS;
}
float pDistance, nDistance;
if ( e.isHorizontal ) {
pDistance = puv.x - uv.x;
nDistance = uv.x - nuv.x;
} else {
pDistance = puv.y - uv.y;
nDistance = uv.y - nuv.y;
}
float shortestDistance;
bool deltaSign;
if ( pDistance <= nDistance ) {
shortestDistance = pDistance;
deltaSign = pLuminanceDelta >= 0.0;
} else {
shortestDistance = nDistance;
deltaSign = nLuminanceDelta >= 0.0;
}
if ( deltaSign == ( l.m - edgeLuminance >= 0.0 ) ) {
return 0.0;
}
return 0.5 - shortestDistance / ( pDistance + nDistance );
}
vec4 ApplyFXAA( sampler2D tex2D, vec2 texSize, vec2 uv ) {
LuminanceData luminance = SampleLuminanceNeighborhood( tex2D, texSize, uv );
if ( ShouldSkipPixel( luminance ) ) {
return Sample( tex2D, uv );
}
float pixelBlend = DeterminePixelBlendFactor( luminance );
EdgeData edge = DetermineEdge( texSize, luminance );
float edgeBlend = DetermineEdgeBlendFactor( tex2D, texSize, luminance, edge, uv );
float finalBlend = max( pixelBlend, edgeBlend );
if (edge.isHorizontal) {
uv.y += edge.pixelStep * finalBlend;
} else {
uv.x += edge.pixelStep * finalBlend;
}
return Sample( tex2D, uv );
}
void main() {
gl_FragColor = ApplyFXAA( tDiffuse, resolution.xy, vUv );
}`},B2={uniforms:{tDiffuse:{value:null},saturation:{value:1.2},contrast:{value:1.2}},vertexShader:`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,fragmentShader:`
uniform sampler2D tDiffuse;
uniform float saturation;
uniform float contrast;
varying vec2 vUv;
void main() {
vec4 color = texture2D(tDiffuse, vUv);
// 转换为灰度值用于饱和度调整
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
// 混合原始颜色和灰度值来调整饱和度
color.rgb = mix(vec3(gray), color.rgb, saturation);
// 调整对比度
color.rgb = (color.rgb - 0.5) * contrast + 0.5;
gl_FragColor = color;
}
2026-01-28 18:40:46 +08:00
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1. 网络连接
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2026-01-28 18:40:46 +08:00
`);l=u.pop()||"";for(const d of u){const f=d.trim();if(!f||!f.startsWith("data: "))continue;const g=f.slice(6);if(g!=="[DONE]")try{const p=JSON.parse(g).choices?.[0]?.delta?.content;p&&t(p,!1)}catch(p){console.warn("解析流式数据失败:",p)}}}}catch(r){throw clearTimeout(i),r.name==="AbortError"?new Error("请求超时,请重试"):r.message.includes("Failed to fetch")?new Error("网络请求失败,请检查网络连接"):r}}updateConfig(e){this.config={...this.config,...e}}getConfig(){return{...this.config}}}class DE{engine;steps=[];stepResults=new Map;conversationHistory=[];state="idle";llmApi=null;config=null;_callback_message;_callback_question;_callback_content;prompts={};constructor(e){this.engine=e}async init(e,t,n){this._callback_message=e,this._callback_question=t,this._callback_content=n,this.conversationHistory=[];let i={llmConfig:{baseURL:"https://open.bigmodel.cn/api/coding/paas/v4",apiKey:"4041336a72f14d8fa3800bd651a80fec.vZWUxssXOXB37vlV",model:"GLM-4.5-Air",temperature:.7,maxTokens:2e3},debug:!0,stepExecution:{maxRetries:5},prompts:{main:"",step:"",apiDoc:""}};try{this.config=i,this.llmApi=new LE(i.llmConfig);try{const r=await Promise.resolve().then(()=>xT);this.prompts.main=r.default;const o=await Promise.resolve().then(()=>vT);this.prompts.step=o.default;const a=await Promise.resolve().then(()=>bT);this.prompts.apiDoc=a.default}catch(r){throw console.error("[AI Manager] 提示词文件加载失败:",r),new Error(`提示词文件加载失败: ${r.message||"未知错误"}`)}}catch(r){throw console.error("[AI Manager] 初始化失败:",r),r}}async conversationV2(e){if(this.conversationHistory.length===0){const i={role:"system",content:`${this.prompts.main}`},r={role:"system",content:`## BIM引擎API文档
${this.prompts.apiDoc}`};this.conversationHistory.push(i),this.conversationHistory.push(r)}this.conversationHistory.push({role:"user",content:e});const t=await this.llmApi.chat(this.conversationHistory);this.conversationHistory.push({role:"assistant",content:t}),this.config?.debug&&console.log("[AI Manager] 大模型响应:",t);let n=await this.parseAnalysisResponse(t);n&&n.questions&&n.questions.length>0&&this._callback_question(n.questions)}async parseAnalysisResponse(e){try{if(e.includes("##question##")){const t=e.match(/##question##\s*([\s\S]*?)(?=##|$)/);if(t){let n=t[1].trim();n=n.replace(/^```json\n?/,"").replace(/^```\n?/,"").replace(/\n?```$/,"");const i=n.match(/(\[[\s\S]*\])/);i&&(n=i[1]);const r=JSON.parse(n);return this.state="waiting_answer",{state:"waiting_answer",questions:r}}}if(e.includes("##steps##")){const t=e.match(/##steps##\s*([\s\S]*?)(?=##|$)/);if(t){let n=t[1].trim();n=n.replace(/^```json\n?/,"").replace(/^```\n?/,"").replace(/\n?```$/,"");const i=n.match(/(\[[\s\S]*\])/);return i&&(n=i[1]),this.steps=JSON.parse(n),this.config?.debug&&console.log("[AI Manager] 步骤规划完成,共",this.steps.length,"个步骤"),this._callback_message(this.steps),await this.executeSteps()}}return{state:"completed",data:e}}catch(t){return console.error("[AI Manager] 解析响应失败:",t),{state:"error",error:"解析大模型响应失败: "+t.message}}}async executeSteps(){try{this.state="executing",this.stepResults.clear();for(const e of this.steps){this._callback_message(e),this.config?.debug&&console.log(`[AI Manager] 执行步骤 ${e.id}: ${e.content}`);const t=await this.getDependenciesOutput(e.dependencies),n=await this.executeStep(e,t);this.stepResults.set(e.id,n),this.config?.debug&&console.log(`[AI Manager] 步骤 ${e.id} 执行完成:`,n)}return this.state="completed",{state:"completed",steps:this.steps,result:Array.from(this.stepResults.values())}}catch(e){return console.error("[AI Manager] 步骤执行失败:",e),{state:"error",error:"步骤执行失败: "+e.message}}}async getDependenciesOutput(e){return e.length===0?null:e.length===1?this.stepResults.get(e[0]):e.map(t=>this.stepResults.get(t))}async executeStep(e,t){const n=this.config?.stepExecution?.maxRetries??1,i=[];let r=null,o=!1;for(let a=0;a<=n;a++)try{const l=i.length>0?i[i.length-1]:"",c=await(a===0?this.generateCode(e,t):o?this.regenerateCodeAfterFailure(e,t,l,r,a):this.generateCode(e,t));i.push(c),this.config?.debug&&console.log(`[AI Manager] 步骤 ${e.id}${a+1} 次生成的代码:
${c}`);try{const h=await this.executeCode(c,t);if(h instanceof Object&&h.success==!1||h instanceof String&&(h.includes("undefined")||h.includes("not"))){r=h,o=!0;debugger;throw h}debugger;return h}catch(h){debugger;throw r=h,o=!0,h}}catch(l){if(o||(r=l),a>=n)throw console.error(`[AI Manager] 执行步骤 ${e.id} 失败已达重试上限:`,l),new Error(`步骤 ${e.id} (${e.content}) 执行失败: ${l.message}`);console.warn(`[AI Manager] 步骤 ${e.id} ${a+1} 次执行失败将尝试让AI修复后重试剩余重试次数${n-a}:`,l)}throw new Error(`步骤 ${e.id} (${e.content}) 执行失败: 未知错误`)}extractCodeFromResponse(e){const t=e.match(/##code##\s*([\s\S]*?)(?=##|$)/);if(t){let o=t[1].trim();if(o=o.replace(/^```javascript\n?/,"").replace(/^```js\n?/,"").replace(/^```\n?/,"").replace(/\n?```$/,""),o.length>0)return o}const n=[/```javascript\s*([\s\S]*?)```/i,/```js\s*([\s\S]*?)```/i,/```\s*([\s\S]*?)```/];for(const o of n){const a=e.match(o);if(a&&a[1]){const l=a[1].trim();if(l.length>0)return this.config?.debug&&console.warn("[AI Manager] 未找到 ##code## 标记,从 markdown 代码块中提取代码"),l}}const i=/[请|说明|注意|需要|应该|可以|如果|但是|因为|所以|例如|比如]/i.test(e),r=/(function|const|let|var|return|async|await|=>|engine\.|previousStepOutput)/.test(e);if(!i&&r){const o=e.trim().replace(/^[,。:;!?\s]+/,"").replace(/[,。:;!?\s]+$/,"");if(o.length>10)return this.config?.debug&&console.warn("[AI Manager] 未找到 ##code## 标记和代码块,尝试使用整个响应作为代码"),o}throw new Error(`无法从大模型响应中提取代码响应内容${e.substring(0,200)}...`)}async generateCode(e,t){try{const n={role:"system",content:`${this.prompts.step}`},i={role:"system",content:`
## BIM引擎API文档
${this.prompts.apiDoc}`},r={role:"user",content:`请根据以下步骤描述生成可执行的JavaScript代码
步骤信息
${JSON.stringify(e,null,2)}
前序步骤输出数据
${t?JSON.stringify(t,null,2):"null"}
请严格按照##code##格式输出代码`},o=[n,i,r],a=await this.llmApi.chat(o);return this.extractCodeFromResponse(a)}catch(n){throw console.error("[AI Manager] 代码生成失败:",n),n}}async regenerateCodeAfterFailure(e,t,n,i,r){try{const o={role:"system",content:`${this.prompts.step}`},a={role:"system",content:`
## BIM引擎API文档
${this.prompts.apiDoc}`},l={message:i?.message||(i instanceof Object?JSON.stringify(i):String(i)),name:i?.name,stack:i?.stack},c={role:"user",content:`上一次生成的代码在执行时失败了请你修复后重新输出完整可执行的 JavaScript 代码仍然要严格按 ##code## 格式输出
当前步骤信息
${JSON.stringify(e,null,2)}
前序步骤输出数据
${t?JSON.stringify(t,null,2):"null"}
上一次生成的代码
${n?`
\`\`\`javascript
${n}
\`\`\`
`:`
()
`}
执行错误信息 ${r} 次重试前
${JSON.stringify(l,null,2)}
修复要求请务必遵守
1) 不要输出解释文字只输出 ##code## 段落里的代码
2) 如果是语法错误/引用未定义/缺少 await/返回值不一致请直接修复
3) 尽量保持与步骤目标一致避免引入与步骤无关的副作用
4) 代码需要能在浏览器环境运行不要使用 Node 专属 API`},h=await this.llmApi.chat([o,a,c]);try{return this.extractCodeFromResponse(h)}catch(u){throw new Error(`无法从大模型响应中提取代码修复重试阶段${u.message}`)}}catch(o){throw console.error("[AI Manager] 修复后代码生成失败:",o),o}}async executeCode(e,t){try{const n=this.engine;let i=e;i=i.replace(/\b(const|let|var)\s+previousStepOutput\s*=\s*[^;]*;/g,""),i=i.replace(/\b(const|let|var)\s+previousStepOutput\s*;/g,"");const r=new Function("engine","previousStepOutput",`
'use strict';
${i}
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`)(n,t);return r&&typeof r.then=="function"?await r:r}catch(n){return console.error("[AI Manager] 代码执行失败:",n),"error"+n.message}}reset(){this.conversationHistory=[],this.steps=[],this.stepResults.clear(),this.state="idle",this.config?.debug&&console.log("[AI Manager] 对话已重置")}getState(){return this.state}getHistory(){return[...this.conversationHistory]}getSteps(){return[...this.steps]}getStepResults(){return new Map(this.stepResults)}}class IE{options;DeviceType;animationId=null;isRenderingPaused=!1;controlsEnabledBeforePause=!0;animate;onWindowResize;scene;camera;renderer;sceneModule;cameraModule;deviceModule;renderModule;controlModule;composerModule;loaderModule;engineStatus;events;lightModule;interactionModule;modelToolModule;worldToScreen;handelBehaved;octreeBox;controls;stats;catchSvg;viewCube;rangeScale;setting;measure;clipping;modelTree;engineInfo;modelProperties;modelMapperBatch;modelEdge;ai;models=[];reactBoundingClientRect={left:0,top:0};container;constructor(e){if(this.options=e,this.container=document.getElementById(e.containerId),!this.container)throw new Error(`Container ${e.containerId} not found`);this.ai=new DE(this),this.deviceModule=new s2(this),this.DeviceType=this.deviceModule.getDeviceType(),this.cameraModule=new i2(this),this.sceneModule=new n2(this),this.scene=this.sceneModule.scene,this.renderModule=new r2(this),this.renderer=this.renderModule.createRenderer(),this.camera=this.cameraModule.orthographicCamera,this.scene.camera=this.camera,this.controlModule=new y2(this),this.controlModule.switchDefaultMode(),this.controls=this.controlModule.orbitControls,this.composerModule=new N2(this),this.composerModule.init(),this.events=new ow,this.engineStatus=new rw(this),this.engineStatus.init(),this.loaderModule=new sw(this),this.lightModule=new aw(this),this.lightModule.init(),this.viewCube=new bw(this),this.viewCube.init(),this.octreeBox=yw(this),this.rangeScale=new _w(this),this.rangeScale.init(),this.clipping=new EE(this),this.clipping.init(),this.setting=new Mw(this),this.setting.init(),this.handelBehaved=jh(this),this.modelMapperBatch=new PE(this),this.measure=new Lw(this),this.modelToolModule=new cw(this),this.modelProperties=new CE(this),this.interactionModule=new lw(this),this.interactionModule.init(),this.interactionModule.active(),this.modelEdge=new RE(this),this.modelTree=new TE(this),this.engineInfo=new AE(this),this.worldToScreen=new Un(this.camera,this.renderer,this.scene),this.stats=new fw,this.stats.showPanel(0),this.stats.dom.style.position="absolute",this.stats.dom.style.top="0px",this.stats.dom.style.left="0px",this.stats.dom.style.zIndex="1000",this.container.appendChild(this.stats.dom);let t=document.createElementNS("http://www.w3.org/2000/svg","svg");t.style.position="absolute",t.style.width="100%",t.style.height="100%",t.style.zIndex="1000",t.style.left="0px",t.style.top="0px",t.style.pointerEvents="none";const n=this.renderer?.domElement.width||1920,i=this.renderer?.domElement.height||1080;t.setAttribute("viewBox",`0 0 ${n} ${i}`),t.setAttribute("preserveAspectRatio","none"),this.container.appendChild(t),this.catchSvg=t,this.onWindowResize=()=>{this.handleWindowResize()},window.addEventListener("resize",this.onWindowResize),this.animate=()=>{if(!this.isRenderingPaused)this.animationId=requestAnimationFrame(this.animate);else{this.animationId=null;return}this.stats&&this.stats.begin(),this.composerModule&&this.composerModule.composer.render(),this.viewCube.cubeTool.RenderScene(),this.measure.update(),this.controlModule.update(),this.stats&&this.stats.end()},this.animate()}pauseRendering(){if(this.isRenderingPaused){console.warn("[BimEngine] Rendering is already paused");return}this.isRenderingPaused=!0,this.controls&&(this.controlsEnabledBeforePause=this.controls.enabled,this.controls.enabled=!1)}resumeRendering(){if(!this.isRenderingPaused){console.warn("[BimEngine] Rendering is not paused");return}this.isRenderingPaused=!1,this.controls&&(this.controls.enabled=this.controlsEnabledBeforePause),this.animationId===null&&this.animate()}isRenderingPau
<svg viewBox="0 0 24 24" aria-hidden="true">
<circle cx="12" cy="12" r="9"></circle>
</svg>
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`;for(let p=0;p<i.length;p++){const x=i[p],m=document.createElement("button");m.type="button",m.className="bim-measure-tool-btn",m.dataset.mode=x;const b=document.createElement("span");b.className="bim-measure-tool-icon",b.innerHTML=VE[x]||r,m.appendChild(b),m.addEventListener("click",()=>{this.setActiveMode(x)}),this.toolButtons.set(x,m),n.appendChild(m)}t.appendChild(n);const o=document.createElement("div");o.className="bim-measure-toggle",this.toggleBtn=document.createElement("button"),this.toggleBtn.type="button",this.toggleBtn.className="bim-measure-toggle-btn",this.toggleTextEl=document.createElement("span"),this.toggleTextEl.className="bim-measure-toggle-text";const a=document.createElement("span");a.className="bim-measure-toggle-icon",a.innerHTML=`
<svg viewBox="0 0 24 24" aria-hidden="true">
<path d="M7 10l5 5 5-5z"></path>
</svg>
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`,this.toggleBtn.appendChild(this.toggleTextEl),this.toggleBtn.appendChild(a),this.toggleBtn.addEventListener("click",()=>{this.isExpanded=!this.isExpanded,this.applyExpandedState(),this.setLocales(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded)}),o.appendChild(this.toggleBtn),t.appendChild(o),this.mainViewEl.appendChild(t);const l=document.createElement("div");l.className="bim-measure-result";const c=document.createElement("div");c.className="bim-measure-row";const h=document.createElement("span");h.className="label",this.mainValueLabelEl=h;const u=document.createElement("span");u.className="value",this.mainValueValueEl=u,this.mainNumberEl=document.createElement("span"),this.mainNumberEl.className="bim-measure-main-number",this.mainUnitEl=document.createElement("span"),this.mainUnitEl.className="bim-measure-main-unit",this.mainValueValueEl.appendChild(this.mainNumberEl),this.mainValueValueEl.appendChild(document.createTextNode(" ")),this.mainValueValueEl.appendChild(this.mainUnitEl),c.appendChild(h),c.appendChild(u),l.appendChild(c);const d=document.createElement("div");d.className="bim-measure-xyz",this.xyzBoxEl=d;const f=(p,x,m)=>{const b=document.createElement("div");b.className="bim-measure-row";const v=document.createElement("span");v.className="label",v.dataset.i18nKey=p;const y=document.createElement("span");return y.className=`value ${x}`,m(y),b.appendChild(v),b.appendChild(y),b};d.appendChild(f("measure.labels.x","bim-measure-xyz-x",p=>this.xyzXEl=p)),d.appendChild(f("measure.labels.y","bim-measure-xyz-y",p=>this.xyzYEl=p)),d.appendChild(f("measure.labels.z","bim-measure-xyz-z",p=>this.xyzZEl=p)),l.appendChild(d),this.mainViewEl.appendChild(l);const g=document.createElement("div");return g.className="bim-measure-footer",this.clearBtn=document.createElement("button"),this.clearBtn.type="button",this.clearBtn.className="bim-measure-clear-btn",this.clearBtn.addEventListener("click",()=>{this.clearAll()}),this.settingsBtn=document.createElement("button"),this.settingsBtn.type="button",this.settingsBtn.className="bim-measure-settings-btn",this.settingsBtn.innerHTML=`
<svg viewBox="0 0 24 24" aria-hidden="true">
<path d="M19.14 12.94c.04-.31.06-.63.06-.94s-.02-.63-.06-.94l2.03-1.58a.5.5 0 0 0 .12-.64l-1.92-3.32a.5.5 0 0 0-.6-.22l-2.39.96a7.27 7.27 0 0 0-1.63-.94l-.36-2.54A.5.5 0 0 0 13.9 1h-3.8a.5.5 0 0 0-.49.42l-.36 2.54c-.58.23-1.12.54-1.63.94l-2.39-.96a.5.5 0 0 0-.6.22L2.71 7.48a.5.5 0 0 0 .12.64l2.03 1.58c-.04.31-.06.63-.06.94s.02.63.06.94L2.83 14.52a.5.5 0 0 0-.12.64l1.92 3.32c.13.22.39.3.6.22l2.39-.96c.5.4 1.05.71 1.63.94l.36 2.54c.04.24.25.42.49.42h3.8c.24 0 .45-.18.49-.42l.36-2.54c.58-.23 1.12-.54 1.63-.94l2.39.96c.22.09.47 0 .6-.22l1.92-3.32a.5.5 0 0 0-.12-.64l-2.03-1.58zM12 15.5A3.5 3.5 0 1 1 12 8a3.5 3.5 0 0 1 0 7.5z"></path>
</svg>
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`,this.settingsBtn.addEventListener("click",()=>{this.openSettings()}),g.appendChild(this.clearBtn),g.appendChild(this.settingsBtn),this.mainViewEl.appendChild(g),this.settingsViewEl=this.createSettingsDom(),e.appendChild(this.mainViewEl),e.appendChild(this.settingsViewEl),e}createSettingsDom(){const e=document.createElement("div");e.className="bim-measure-settings";const t=document.createElement("div");t.className="bim-measure-settings-title",t.dataset.i18nKey="measure.settings.title",e.appendChild(t);const n=document.createElement("div");n.className="bim-measure-settings-row";const i=document.createElement("div");i.className="label",i.dataset.i18nKey="measure.settings.unit",this.unitSelectEl=document.createElement("select"),this.unitSelectEl.className="bim-measure-settings-select",this.unitSelectEl.appendChild(this.makeOption("m")),this.unitSelectEl.appendChild(this.makeOption("cm")),this.unitSelectEl.appendChild(this.makeOption("mm")),this.unitSelectEl.appendChild(this.makeOption("km")),n.appendChild(i),n.appendChild(this.unitSelectEl),e.appendChild(n);const r=document.createElement("div");r.className="bim-measure-settings-hint",r.dataset.i18nKey="measure.settings.hint",e.appendChild(r);const o=document.createElement("div");o.className="bim-measure-settings-row";const a=document.createElement("div");a.className="label",a.dataset.i18nKey="measure.settings.precision",this.precisionSelectEl=document.createElement("select"),this.precisionSelectEl.className="bim-measure-settings-select",this.precisionSelectEl.appendChild(this.makePrecisionOption(0)),this.precisionSelectEl.appendChild(this.makePrecisionOption(1)),this.precisionSelectEl.appendChild(this.makePrecisionOption(2)),this.precisionSelectEl.appendChild(this.makePrecisionOption(3)),o.appendChild(a),o.appendChild(this.precisionSelectEl),e.appendChild(o);const l=document.createElement("div");return l.className="bim-measure-settings-actions",this.saveSettingsBtn=document.createElement("button"),this.saveSettingsBtn.type="button",this.saveSettingsBtn.className="bim-measure-settings-save",this.saveSettingsBtn.addEventListener("click",()=>{this.saveSettings()}),this.cancelSettingsBtn=document.createElement("button"),this.cancelSettingsBtn.type="button",this.cancelSettingsBtn.className="bim-measure-settings-cancel",this.cancelSettingsBtn.addEventListener("click",()=>{this.cancelSettings()}),l.appendChild(this.saveSettingsBtn),l.appendChild(this.cancelSettingsBtn),e.appendChild(l),this.syncSettingsFormFromConfig(this.config),e}makeOption(e){const t=document.createElement("option");return t.value=e,t.textContent=e,t}makePrecisionOption(e){const t=document.createElement("option");return t.value=String(e),t.textContent=e===0?"0":`0.${"0".repeat(e)}`,t}enterSettingsView(){this.draftConfig={...this.config},this.view="settings",this.syncSettingsFormFromConfig(this.config),this.applyViewState()}saveSettings(){const e=this.unitSelectEl.value||this.config.unit,t=Number(this.precisionSelectEl.value),n={unit:e,precision:this.isValidPrecision(t)?t:this.config.precision};this.config=n,this.saveConfigToCache(n),this.draftConfig=null,this.view="main",this.applyViewState(),this.renderResult(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded)}cancelSettings(){this.draftConfig&&(this.config={...this.draftConfig}),this.draftConfig=null,this.view="main",this.applyViewState(),this.renderResult(),this.options.onExpandedChange&&this.options.onExpandedChange(this.isExpanded)}syncSettingsFormFromConfig(e){this.unitSelectEl.value=e.unit,this.precisionSelectEl.value=String(e.precision)}applyViewState(){this.view==="settings"?(this.mainViewEl.style.display="none",this.settingsViewEl.style.display="block"):(this.mainViewEl.style.display="block",this.settingsViewEl.style.display="none")}loadConfigFromCache(){try{const e=localStorage.getItem(Vo.CONFIG_CACHE_KEY);if(!e)return null;const t=JSON.parse(e);if(!t||typeof t!="object")return null;const n=t.unit,i=t.precision;return!this.isValidUnit(n)||!this.isValidPrecision(i)?null:{unit:n,precision:i}}catch{return null}}saveConf
#${this.dialogId} .bim-collapse-header {
background-color: var(--bim-component-bg-hover) !important;
}
#${this.dialogId} .bim-collapse-header:hover {
background-color: var(--bim-component-bg-active) !important;
}
`,e.appendChild(i),e}createMaterialsPanel(){const e=document.createElement("div");e.style.cssText="height:100%;overflow-y:auto;";const t=this.propertiesData?.materials||[];if(t.length===0)return e.innerHTML='<div style="padding:20px;text-align:center;color:var(--bim-text-secondary,#999);">无材质数据</div>',e;const n=t.map((r,o)=>({id:`material-${o}`,title:r.name||`材质 ${o+1}`,content:this.createCategoryContent(r.children||r.properties||[])}));new z0({container:e,accordion:!1,ghost:!0,activeIds:n.length>0?[n[0].id]:[],items:n});const i=document.createElement("style");return i.textContent=`
#${this.dialogId} .bim-collapse-header {
background-color: var(--bim-component-bg-hover) !important;
}
#${this.dialogId} .bim-collapse-header:hover {
background-color: var(--bim-component-bg-active) !important;
}
`,e.appendChild(i),e}createCategoryContent(e){const t=document.createElement("div");return e.forEach((n,i)=>{const r=document.createElement("div");r.style.cssText=`
display: flex;
border-bottom: 1px solid var(--bim-border-default, rgba(255,255,255,0.15));
`,i===e.length-1&&(r.style.borderBottom="none");const o=document.createElement("div");o.style.cssText=`
width: 120px;
flex-shrink: 0;
color: var(--bim-text-secondary, #999);
font-size: 13px;
padding: 8px 12px;
border-right: 1px solid var(--bim-border-default, rgba(255,255,255,0.15));
`,o.textContent=n.name||"-";const a=document.createElement("div");a.style.cssText=`
flex: 1;
color: var(--bim-text-primary, #fff);
font-size: 13px;
padding: 8px 12px;
word-break: break-all;
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`,a.textContent=String(n.value??"-"),r.appendChild(o),r.appendChild(a),t.appendChild(r)}),t}isOpen(){return this.dialog!==null}hide(){this.tabInstance&&(this.tabInstance.destroy(),this.tabInstance=null),this.dialog&&(this.dialog.destroy(),this.dialog=null)}destroy(){this.unsubscribeSelected&&(this.unsubscribeSelected(),this.unsubscribeSelected=null),this.unsubscribeDeselected&&(this.unsubscribeDeselected(),this.unsubscribeDeselected=null),this.hide(),super.destroy()}}class sT{container;wrapper=null;registry;toolbar=null;constructTreeBtn=null;buttonGroup=null;dialog=null;engine=null;rightKey=null;measure=null;sectionPlane=null;sectionAxis=null;sectionBox=null;walkControl=null;map=null;componentDetail=null;constructor(e,t){const n=typeof e=="string"?document.getElementById(e):e;if(!n)throw new Error("Container not found");this.container=n,this.registry=St.getInstance(),t?.locale&&Yt.setLocale(t.locale),t?.theme&&(t.theme==="custom"?console.warn("Custom theme should be set via setCustomTheme()."):rt.setTheme(t.theme)),this.init()}emit(e,t){this.registry.emit(e,t)}on(e,t){return this.registry.on(e,t)}setLocale(e){Yt.setLocale(e)}getLocale(){return Yt.getLocale()}setTheme(e){rt.setTheme(e)}setCustomTheme(e){rt.setCustomTheme(e)}init(){this.container.innerHTML="",this.wrapper=document.createElement("div"),this.wrapper.className="bim-engine-wrapper",this.container.appendChild(this.wrapper),this.registry.container=this.container,this.registry.wrapper=this.wrapper,this.engine=new OE(this.wrapper),this.dialog=new sg(this.wrapper),this.toolbar=new tg(this.wrapper),this.buttonGroup=new ng(this.wrapper),this.rightKey=new U0(this.wrapper),this.constructTreeBtn=new HE(this.wrapper),this.measure=new GE,this.sectionPlane=new XE,this.sectionAxis=new ZE,this.sectionBox=new YE,this.walkControl=new QE,this.walkControl.init(),this.map=new tT,this.map.init(),this.registry.engine3d=this.engine,this.registry.dialog=this.dialog,this.registry.toolbar=this.toolbar,this.registry.buttonGroup=this.buttonGroup,this.registry.rightKey=this.rightKey,this.registry.constructTree=this.constructTreeBtn,this.registry.measure=this.measure,this.registry.sectionPlane=this.sectionPlane,this.registry.sectionAxis=this.sectionAxis,this.registry.sectionBox=this.sectionBox,this.registry.walkControl=this.walkControl,this.registry.map=this.map,this.componentDetail=new iT,this.registry.componentDetail=this.componentDetail,this.componentDetail.init(),this.updateTheme(rt.getTheme()),rt.subscribe(e=>{this.updateTheme(e)})}updateTheme(e){this.wrapper&&(this.wrapper.style.color=e.textPrimary)}destroy(){this.toolbar?.destroy(),this.buttonGroup?.destroy(),this.engine?.destroy(),this.dialog?.destroy(),this.rightKey?.destroy(),this.measure?.destroy(),this.sectionPlane?.destroy(),this.sectionAxis?.destroy(),this.sectionBox?.destroy(),this.walkControl?.destroy(),this.container.innerHTML="",St.reset()}}const rT=Object.freeze(Object.defineProperty({__proto__:null,createHomeButton:()=>({id:"home",groupId:"group-1",type:"button",label:"toolbar.home",icon:It("主视角"),keepActive:!1,onClick:s=>{console.log("首页按钮被点击:",s.id),St.getInstance().engine3d?.CameraGoHome()}})},Symbol.toStringTag,{value:"Module"})),oT=Object.freeze(Object.defineProperty({__proto__:null,createZoomBoxButton:()=>({id:"zoom-box",groupId:"group-1",keepActive:!1,type:"button",label:"toolbar.zoomBox",icon:It("框选放大"),onClick:()=>{St.getInstance().engine3d?.activateZoomBox()}})},Symbol.toStringTag,{value:"Module"})),aT=Object.freeze(Object.defineProperty({__proto__:null,createWalkMenuButton:()=>({id:"walk",groupId:"group-1",type:"button",label:"toolbar.walk",align:"vertical",icon:It("漫游"),onClick:()=>{console.log("漫游按钮被点击"),St.getInstance().walkControl?.show()}})},Symbol.toStringTag,{value:"Module"})),lT=Object.freeze(Object.defineProperty({__proto__:null,createPropertyButton:()=>({id:"property",groupId:"group-1",type:"button",label:"toolbar.property",align:"vertical",icon:It("文档"),onClick:()=>{console.log("构件详情按钮被点击"),St.getInstance().componentDe
## 角色定位
你是一位资深的**AI+BIM轻量化引擎架构专家**具备以下核心能力
1. **深度理解BIM引擎架构**精通BIM引擎的模块化设计API体系数据结构和交互模式
2. **需求分析能力**能够准确理解用户意图识别模糊需求提出精准的澄清问题
3. **任务分解能力**将复杂需求拆解为可执行的原子化的操作步骤
4. **技术决策能力**根据需求特点选择最优的API组合和实现路径
你的职责是通过分析用户需求生成结构化的执行步骤指导代码生成模块完成BIM引擎的功能实现
## 工作流程
如果存在疑问你就不能输出最终的步骤只有当你把所有的疑问清楚后你才可以输出步骤如果存在疑问你要以bim模型为载体不能问一下和bim模型不想干的问题尽量没有或减少问题
### 阶段一需求理解与分析
当接收到用户需求时你需要
1. **深度分析需求**
- 理解用户的核心目标
- 识别涉及到的BIM引擎模块场景相机模型测量剖切等
- 分析数据流向和依赖关系
- 评估需求的复杂度和可行性
2. **识别模糊点**
- 检查需求中是否存在歧义缺失信息或边界条件不明确的情况
- 判断是否需要用户澄清才能继续
3. **决策是否需要提问**
- **仅在必要时提问**如果需求足够清晰直接进入步骤规划阶段
- **避免过度提问**不要为了提问而提问不要询问可以从上下文推断的信息
- **精准提问**每个问题都应该针对关键决策点影响后续实现路径
### 阶段二需求澄清如需要
如果需要用户澄清请按照以下格式输出
**输出格式**
\`\`\`
##question##
json内容
\`\`\`
**JSON格式规范**
\`\`\`json
[
{
"id": 0,
"question": "您是否需要设置所有的构件?",
"answers": [
"A. 是的,设置所有构件",
"B. 只设置1F层的构件",
"C. 根据特定条件筛选构件"
]
},
{
"id": 1,
"question": "颜色设置的优先级是什么?",
"answers": [
"A. 按构件类型设置",
"B. 按楼层设置",
"C. 按自定义属性设置"
]
}
]
\`\`\`
**提问原则**
- 每个问题必须针对一个明确的决策点
- 答案选项应该互斥且覆盖主要场景
- 问题数量控制在3个以内优先询问最关键的问题
- 问题描述清晰具体避免模糊表述
- 不要强行提问尽量减少或不提问题
### 阶段三步骤规划
当需求清晰后你需要将用户意图拆解为一系列可执行的步骤
**输出格式**
\`\`\`
##steps##
json内容
\`\`\`
**JSON格式规范**
\`\`\`json
[
{
"id": 0,
"content": "获取所有桩基模型",
"description": "通过modelTree模块遍历模型树筛选出类型为'桩基'的所有构件返回构件ID数组和构件对象数组",
"output": "{\\"modelIds\\": [\\"id1\\", \\"id2\\", ...], \\"models\\": [modelObject1, modelObject2, ...]}",
"dependencies": [],
"apiModules": ["modelTree", "dataModule"]
},
{
"id": 1,
"content": "设置桩基模型颜色为红色",
"description": "使用modelMapperBatch模块的批量设置方法将上一步获取的所有桩基模型的颜色属性设置为红色RGB: 255, 0, 0",
"output": "{\\"success\\": true, \\"count\\": 10, \\"failedIds\\": []}",
"dependencies": [0],
"apiModules": ["modelMapperBatch"]
}
]
\`\`\`
**字段说明**
- \`id\`: 步骤唯一标识符从0开始递增
- \`content\`: 步骤的简短描述(一句话概括)
- \`description\`: 步骤的详细功能说明,包括:
- 具体要做什么
- 使用哪些API模块
- 如何处理数据
- 可能的边界情况
- \`output\`: 步骤输出的数据格式说明JSON Schema格式用于
- 指导代码生成模块返回正确的数据结构
- 确保步骤间的数据传递正确
- \`dependencies\`: 依赖的步骤ID数组表示此步骤需要等待哪些步骤完成
- \`apiModules\`: 此步骤涉及到的BIM引擎模块名称数组modelTree, cameraModule, measure等
**步骤规划原则**
1. **原子化**每个步骤应该只完成一个明确的功能点
2. **可执行**每个步骤都应该能够独立生成可执行的代码
3. **依赖清晰**明确标注步骤间的依赖关系确保执行顺序正确
4. **数据流转**每个步骤的输出格式要明确便于后续步骤使用
5. **模块化**合理利用BIM引擎的模块化设计选择最合适的API
6. **错误处理**在关键步骤中考虑异常情况的处理
## 硬性要求
### 1. 输出格式规范
- **必须严格遵循**上述JSON格式字段名称和类型不能改变
- JSON必须是有效的可解析的格式
- 步骤ID必须连续且从0开始
- 依赖关系必须正确不能出现循环依赖
### 2. 需求理解要求
- **深度理解**不能停留在表面理解要理解用户的真实意图和业务场景
- **上下文感知**结合BIM引擎的特性理解每个需求在BIM场景下的实际意义
- **技术可行性**确保规划的步骤在BIM引擎API能力范围内
### 3. 步骤质量要求
- **完整性**步骤应该覆盖用户需求的所有方面不能遗漏关键环节
- **准确性**步骤描述要准确不能有歧义或错误
- **可执行性**每个步骤都应该能够生成可执行的代码
- **效率性**优先选择高效的API组合避免不必要的中间步骤
### 4. 错误预防
- 检查步骤间的数据格式是否匹配
- 确保依赖关系正确避免执行顺序错误
- 验证API模块名称是否正确
- 考虑边界情况和异常处理
### 5. 代码生成友好
- 步骤描述要足够详细让代码生成模块能够准确理解意图
- 输出格式说明要具体使用JSON Schema或示例数据
- 明确标注使用的API模块便于代码生成时快速定位
## 最佳实践
1. **先理解后规划**充分理解需求后再开始规划步骤避免返工
2. **模块优先**优先使用BIM引擎提供的功能模块而不是底层API
3. **数据驱动**明确每个步骤的输入输出确保数据流清晰
4. **可扩展性**考虑未来可能的扩展需求设计灵活的步骤结构
5. **用户友好**步骤描述要清晰易懂便于用户理解整个执行流程
2026-01-28 18:40:46 +08:00
''`},Symbol.toStringTag,{value:"Module"})),vT=Object.freeze(Object.defineProperty({__proto__:null,default:`# BIM引擎AI助手 - 代码生成专家
## 角色定位
你是一位资深的**BIM引擎代码生成专家**具备以下核心能力
1. **BIM引擎API精通**深度掌握BIM引擎的所有模块API方法签名参数类型和返回值
2. **代码生成能力**能够根据步骤描述生成高质量可执行符合规范的JavaScript代码
3. **上下文理解**能够理解步骤间的数据流转正确处理前序步骤的输出结果
4. **错误处理能力**具备完善的异常处理和边界情况处理能力
5. **代码质量意识**生成的代码应该具备良好的可读性可维护性和性能
你的职责是根据步骤规划模块提供的步骤描述生成可直接在BIM引擎环境中执行的JavaScript代码片段
## 工作流程
### 阶段一理解步骤要求
当接收到步骤执行请求时你需要
1. **解析步骤信息**
- 理解步骤的\`content\`(简短描述)和\`description\`(详细说明)
- 识别步骤涉及到的BIM引擎模块\`apiModules\`字段)
- 理解步骤的依赖关系\`dependencies\`字段)
- 明确步骤的预期输出格式\`output\`字段)
2. **分析上下文数据**
- 如果有前序步骤的输出结果分析其数据结构
- 理解当前步骤需要使用的输入数据
- 验证数据格式是否匹配步骤要求
3. **确定实现方案**
- 根据步骤描述选择最合适的BIM引擎API
- 设计数据转换和处理逻辑
- 规划错误处理策略
### 阶段二生成代码
根据步骤要求生成可执行的JavaScript代码
**输出格式**
\`\`\`
##code##
[可执行的JavaScript代码]
\`\`\`
**代码生成规范**
1. **代码结构**
- 代码必须是一个完整的可执行的JavaScript代码片段
- 可以是函数立即执行函数IIFE或代码块
- 代码应该能够直接运行不需要额外的包装
2. **引擎实例访问**
- 假设BIM引擎实例通过变量\`engine\`访问(全局作用域)
- 通过\`engine.moduleName\`访问各个功能模块
- 例如\`engine.modelTree\`\`engine.cameraModule\`\`engine.measure\`
3. **数据输入处理**
- 如果步骤有依赖使用前序步骤的输出数据
- 假设前序步骤的输出数据存储在变量\`previousStepOutput\`中(如果是第一步,则为\`null\`
- 需要根据\`output\`字段的格式说明,正确解析和使用输入数据
4. **API调用规范**
- 严格按照BIM引擎API文档使用API
- 参数类型和数量必须正确
- 处理API的返回值和可能的异常
5. **数据输出规范**
- 代码执行后必须返回符合步骤\`output\`字段要求的数据格式
- 使用\`return\`语句返回结果
- 返回的数据必须是可序列化的JSON格式
6. **错误处理**
- 必须包含完善的错误处理逻辑
- 使用try-catch捕获可能的异常
- 对于关键操作添加参数验证
- 错误信息要清晰便于调试
7. **代码质量要求**
- 代码要有清晰的注释说明关键逻辑
- 变量命名要有意义符合JavaScript命名规范
- 避免使用过于复杂的嵌套结构
- 优先使用可读性高的写法而不是过于"高级"的技巧
## 硬性要求
### 1. 代码格式要求
- **单一代码块**输出必须且只能包含一个JavaScript代码片段
- **可执行性**代码必须能够直接执行不需要额外的依赖或配置
- **完整性**代码必须完整不能有语法错误或未定义的变量
### 2. 数据格式要求
- **输入解析**正确解析和使用前序步骤的输出数据
- **输出格式**严格按照步骤\`output\`字段的格式要求返回数据
- **类型安全**确保数据类型正确必要时进行类型转换
### 3. API使用要求
- **准确性**API调用必须准确参数必须正确
- **模块识别**正确识别和使用BIM引擎的各个模块
- **方法调用**使用正确的方法名和参数签名
### 4. 错误处理要求
- **异常捕获**所有可能抛出异常的操作都要有try-catch保护
- **参数验证**对关键参数进行验证避免无效输入
- **错误信息**错误信息要清晰包含足够的上下文信息
- **优雅降级**在可能的情况下提供降级方案
### 5. 代码质量要求
- **可读性**代码结构清晰逻辑易懂
- **注释完整**关键逻辑要有注释说明
- **命名规范**变量和函数命名要有意义
- **性能考虑**避免不必要的循环和计算
## 代码生成示例
### 示例1获取模型数据
**步骤描述**
\`\`\`json
{
"id": 0,
"content": "获取所有桩基模型",
"description": "通过modelTree模块遍历模型树筛选出类型为'桩基'的所有构件",
"output": "{\\"modelIds\\": [\\"id1\\", \\"id2\\"], \\"models\\": [modelObject1, modelObject2]}",
"dependencies": [],
"apiModules": ["modelTree"]
}
\`\`\`
**生成代码**
\`\`\`javascript
// 获取所有桩基模型
try {
// 获取模型树模块
const modelTree = engine.modelTree;
if (!modelTree) {
throw new Error('模型树模块未初始化');
}
// 获取所有模型
const allModels = modelTree.getAllModels();
if (!allModels || allModels.length === 0) {
return {
modelIds: [],
models: []
};
}
// 筛选桩基模型
const pileModels = [];
const pileModelIds = [];
for (let i = 0; i < allModels.length; i++) {
const model = allModels[i];
// 根据模型属性判断是否为桩基
const modelType = model.getProperty('类型') || model.getProperty('category');
if (modelType && (modelType.includes('桩基') || modelType.includes('Pile'))) {
pileModels.push(model);
pileModelIds.push(model.id || model.uuid);
}
}
// 返回结果
return {
modelIds: pileModelIds,
models: pileModels
};
} catch (error) {
console.error('获取桩基模型失败:', error);
return {
modelIds: [],
models: [],
error: error.message
};
}
\`\`\`
### 示例2使用前序步骤的输出
**步骤描述**
\`\`\`json
{
"id": 1,
"content": "设置桩基模型颜色为红色",
"description": "使用modelMapperBatch模块批量设置上一步获取的桩基模型颜色",
"output": "{\\"success\\": true, \\"count\\": 10}",
"dependencies": [0],
"apiModules": ["modelMapperBatch"]
}
\`\`\`
**生成代码**
\`\`\`javascript
// 设置桩基模型颜色为红色
try {
// 获取前序步骤的输出数据
if (!previousStepOutput || !previousStepOutput.modelIds) {
throw new Error('前序步骤输出数据无效缺少modelIds字段');
}
const modelIds = previousStepOutput.modelIds;
if (modelIds.length === 0) {
return {
success: true,
count: 0,
message: '没有需要设置的模型'
};
}
// 获取批量映射模块
const modelMapperBatch = engine.modelMapperBatch;
if (!modelMapperBatch) {
throw new Error('批量映射模块未初始化');
}
// 设置颜色为红色 (RGB: 255, 0, 0)
const redColor = { r: 255, g: 0, b: 0 };
// 批量设置模型颜色
const result = modelMapperBatch.setModelColor(modelIds, redColor);
return {
success: result.success !== false,
count: result.count || modelIds.length,
failedIds: result.failedIds || []
};
} catch (error) {
console.error('设置模型颜色失败:', error);
return {
success: false,
count: 0,
error: error.message
};
}
\`\`\`
## 最佳实践
1. **充分理解步骤**仔细阅读步骤描述确保理解每个细节
2. **查阅API文档**不确定的API用法参考BIM引擎API文档
3. **数据验证优先**在处理数据前先验证数据的有效性
4. **错误处理完善**考虑各种可能的异常情况
5. **代码可读性**优先保证代码的可读性而不是追求"高级"写法
6. **注释清晰**关键逻辑要有注释但不要过度注释
7. **性能考虑**对于大量数据的处理考虑性能优化
2026-01-28 18:40:46 +08:00
8. **测试友好**生成的代码应该便于测试和调试 `},Symbol.toStringTag,{value:"Module"})),bT=Object.freeze(Object.defineProperty({__proto__:null,default:`# BIM Engine SDK API 文档
本文档为 BIM Engine SDK 的完整 API 参考适合大模型阅读和理解引擎的功能结构
## 目录
1. [核心引擎类](#1-核心引擎类)
2. [基础模块](#2-基础模块)
3. [功能管理器](#3-功能管理器)
4. [状态管理](#4-状态管理)
---
## 1. 核心引擎类
### EngineKernelV2
引擎核心组件负责整合和管理所有模块
**文件路径**: \`src/core/v2/EngineKernel.ts\`
#### 构造函数
\`\`\`typescript
constructor(options: any)
\`\`\`
**参数**:
- \`options.containerId\`: string - 容器元素的 ID
**功能**:
- 初始化所有基础模块场景相机渲染器控制器等
- 初始化所有功能管理器测量剖切模型树等
- 设置渲染循环
- 添加性能监视器
#### 公共属性
\`\`\`typescript
// 基础对象
public scene: THREE.Scene | null // 三维场景
public camera: THREE.Camera | null // 当前使用的相机
public renderer: THREE.WebGLRenderer | null // 渲染器
public controls: any // 控制器(轨道控制或第一人称)
// 基础模块
public sceneModule: SceneModule // 场景模块
public cameraModule: CameraModule // 相机模块
public deviceModule: DeviceModule // 设备模块
public renderModule: RenderModule // 渲染模块
public controlModule: ControlModule // 控制模块
public composerModule: ComposerModule // 合成器模块
public loaderModule: LoaderModule // 加载器模块
public lightModule: LightModule // 光照模块
public interactionModule: InteractionModule // 交互模块
public modelToolModule: ModelToolModule // 模型工具模块
// 功能管理器
public viewCube: ViewCube // 视图立方体
public rangeScale: RangeScale // 范围缩放
public setting: Setting // 设置
public measure: Measure // 测量
public clipping: Clipping // 剖切
public modelTree: ModelTree // 模型树
public engineInfo: EngineInfo // 引擎信息统计
public modelProperties: ModelProperties // 模型属性
public modelMapperBatch: ModelMapperBatch // 模型批量映射
public modelEdge: ModelEdge // 模型边线
// 状态管理
public engineStatus: EngineStatus // 引擎状态
public events: EventModule // 事件模块
// 业务数据
public models: any[] // 已加载的模型数组
public reactBoundingClientRect: { left: number; top: number } // 容器的边界矩形
\`\`\`
#### 公共方法
##### pauseRendering()
\`\`\`typescript
public pauseRendering(): void
\`\`\`
**功能**: 暂停渲染循环
- 停止动画帧请求
- 禁用控制器
- 用于性能优化或后台运行
##### resumeRendering()
\`\`\`typescript
public resumeRendering(): void
\`\`\`
**功能**: 恢复渲染循环
- 重新启动动画帧请求
- 恢复控制器状态
##### isRenderingPausedState()
\`\`\`typescript
public isRenderingPausedState(): boolean
\`\`\`
**功能**: 检查渲染是否暂停
**返回值**: boolean - true 表示已暂停
##### dispose()
\`\`\`typescript
public dispose(): void
\`\`\`
**功能**: 销毁引擎释放所有资源
- 停止渲染循环
- 清理所有模块
- 释放几何体材质纹理
- 移除 DOM 元素
- 清理事件监听器
**注意**: 调用此方法后引擎不可再使用
---
## 2. 基础模块
### 2.1 SceneModule - 场景模块
**文件路径**: \`src/core/v2/modules/sceneModule.ts\`
#### 公共属性
\`\`\`typescript
public scene: THREE.Scene | null // 三维场景对象
\`\`\`
**功能**:
- 创建并管理 THREE.Scene
- 初始化边线组groupEdge用于存储模型边线
---
### 2.2 CameraModule - 相机模块
**文件路径**: \`src/core/v2/modules/cameraModule.ts\`
#### 公共属性
\`\`\`typescript
public perspectiveCamera: THREE.PerspectiveCamera // 透视相机
public orthographicCamera: THREE.OrthographicCamera // 正交相机
\`\`\`
#### 公共方法
##### switchCurrentCamera()
\`\`\`typescript
public switchCurrentCamera(): void
\`\`\`
**功能**: 切换当前相机类型透视 正交
##### switchToPerspectiveCamera()
\`\`\`typescript
public switchToPerspectiveCamera(): void
\`\`\`
**功能**: 切换到透视相机
- 保持当前位置和目标点
- 更新控制器
- 重新初始化合成器
##### switchToOrthographicCamera()
\`\`\`typescript
public switchToOrthographicCamera(): void
\`\`\`
**功能**: 切换到正交相机
- 保持当前位置和目标点
- 更新控制器
- 重新初始化合成器
##### getCameraType()
\`\`\`typescript
public getCameraType(): CameraType
\`\`\`
**功能**: 获取当前相机类型
**返回值**:
- \`CameraType.PERSPECTIVE\` - 透视相机
- \`CameraType.ORTHOGRAPHIC\` - 正交相机
##### getCameraPose()
\`\`\`typescript
public getCameraPose(): ICameraPose
\`\`\`
**功能**: 获取当前相机姿态位置旋转目标点缩放等
**返回值**: ICameraPose 对象
\`\`\`typescript
interface ICameraPose {
type: CameraType;
position: { x: number; y: number; z: number };
rotation: { x: number; y: number; z: number };
quaternion: { x: number; y: number; z: number; w: number };
target?: { x: number; y: number; z: number };
zoom?: number;
}
\`\`\`
##### restoreCameraPose()
\`\`\`typescript
public restoreCameraPose(pose: ICameraPose): void
\`\`\`
**功能**: 通过相机姿态还原相机位置
- 自动切换相机类型
- 恢复位置旋转目标点
- 恢复正交相机的缩放值
**参数**:
- \`pose\`: ICameraPose - 相机姿态对象
---
### 2.3 DeviceModule - 设备模块
**文件路径**: \`src/core/v2/modules/deviceModule.ts\`
#### 公共属性
\`\`\`typescript
public deviceType: string // 设备类型(默认 'PC'
\`\`\`
#### 公共方法
##### getDeviceType()
\`\`\`typescript
public getDeviceType(): string
\`\`\`
**功能**: 获取设备类型
**返回值**: 'PC' 或其他设备标识
##### getContainerSize()
\`\`\`typescript
public getContainerSize(): { width: number; height: number }
\`\`\`
**功能**: 获取容器尺寸
**返回值**: 容器的宽度和高度
---
### 2.4 RenderModule - 渲染模块
**文件路径**: \`src/core/v2/modules/renderModule.ts\`
#### 公共属性
\`\`\`typescript
public renderer: THREE.WebGLRenderer | null // WebGL 渲染器
\`\`\`
#### 公共方法
##### createRenderer()
\`\`\`typescript
public createRenderer(): THREE.WebGLRenderer
\`\`\`
**功能**: 创建并配置 WebGL 渲染器
- 启用抗锯齿
- 启用阴影映射PCFSoftShadowMap
- 启用本地裁剪用于剖切平面
- 配置色彩空间和色调映射
**返回值**: 配置好的渲染器实例
##### disposeRenderer()
\`\`\`typescript
public disposeRenderer(): void
\`\`\`
**功能**: 释放渲染器资源
---
### 2.5 ControlModule - 控制模块
**文件路径**: \`src/core/v2/modules/controlModule.ts\`
#### 公共属性
\`\`\`typescript
public orbitControls: any // 轨道控制器
public firstPersonControls: any // 第一人称控制器
public isActive: boolean // 控制器是否激活
\`\`\`
#### 公共方法
##### init()
\`\`\`typescript
public init(): void
\`\`\`
**功能**: 初始化控制器
- 创建轨道控制器和第一人称控制器
- 创建旋转中心指示器 UI
##### active()
\`\`\`typescript
public active(): void
\`\`\`
**功能**: 激活控制器
##### disActive()
\`\`\`typescript
public disActive(): void
\`\`\`
**功能**: 禁用控制器
##### switchFirstPersonMode()
\`\`\`typescript
public switchFirstPersonMode(): void
\`\`\`
**功能**: 切换到第一人称漫游模式
- 禁用轨道控制器
- 启用第一人称控制器
##### switchDefaultMode()
\`\`\`typescript
public switchDefaultMode(): void
\`\`\`
**功能**: 切换到默认模式轨道控制
- 禁用第一人称控制器
- 启用轨道控制器
##### update()
\`\`\`typescript
public update(): void
\`\`\`
**功能**: 更新控制器状态
- 更新旋转中心指示器位置
- 在渲染循环中调用
---
### 2.6 ComposerModule - 合成器模块
**文件路径**: \`src/core/v2/modules/composerModule.ts\`
#### 公共属性
\`\`\`typescript
public composer: any // 效果合成器
\`\`\`
#### 公共方法
##### init()
\`\`\`typescript
public init(): void
\`\`\`
**功能**: 初始化后处理管线
- RenderPass - 基础渲染
- GTAOPass - 环境光遮蔽默认禁用
- UnrealBloomPass - 辉光效果默认禁用
- SaturationPass - 饱和度和对比度调整
- OutputPass - 色调映射和颜色校正
- FXAAPass - 抗锯齿
##### resize()
\`\`\`typescript
public resize(): void
\`\`\`
**功能**: 调整合成器大小
- 更新所有 pass 的分辨率
- 更新 FXAA 的分辨率参数
---
### 2.7 LoaderModule - 加载器模块
**文件路径**: \`src/core/v2/modules/loaderModule.ts\`
#### 公共方法
##### loadModels()
\`\`\`typescript
async loadModels(urls: string[], options?: LoadModelOptions): Promise<void>
\`\`\`
**功能**: 加载多个模型
- 支持轻量化模型格式
- 支持 GLTF/GLB 格式
- 异步加载
**参数**:
- \`urls\`: string[] - 模型 URL 数组
- \`options\`: LoadModelOptions - 加载选项(可选)
---
### 2.8 EventModule - 事件模块
**文件路径**: \`src/core/v2/modules/eventModule.ts\`
#### 公共方法
##### on()
\`\`\`typescript
on<T = any>(event: EventType, callback: (data: T) => void): void
\`\`\`
**功能**: 注册事件监听器
**参数**:
- \`event\`: EventType - 事件类型
- \`callback\`: 回调函数
##### off()
\`\`\`typescript
off<T = any>(event: EventType, callback: (data: T) => void): void
\`\`\`
**功能**: 移除事件监听器
**参数**:
- \`event\`: EventType - 事件类型
- \`callback\`: 要移除的回调函数
##### trigger()
\`\`\`typescript
trigger(event: EventType, data?: any): void
\`\`\`
**功能**: 触发事件
**参数**:
- \`event\`: EventType - 事件类型
- \`data\`: 传递给监听器的数据
**常用事件类型**:
- \`EventType.Click\` - 点击事件
- \`EventType.ViewportResize\` - 视口大小改变
- \`EventType.EngineFree\` - 引擎空闲
- \`EventType.EngineBusy\` - 引擎繁忙
---
### 2.9 LightModule - 光照模块
**文件路径**: \`src/core/v2/modules/lightModule.ts\`
#### 公共方法
##### init()
\`\`\`typescript
public init(): void
\`\`\`
**功能**: 初始化场景基本光照
- 添加定向光DirectionalLight
- 强度: 2
- 位置: (10, 20, 10)
- 阴影贴图: 4096x4096高质量
- 添加环境光AmbientLight
- 强度: 1
---
### 2.10 InteractionModule - 交互模块
**文件路径**: \`src/core/v2/modules/interactionModule.ts\`
#### 公共方法
##### init()
\`\`\`typescript
public init(): void
\`\`\`
**功能**: 初始化交互行为处理器
##### active()
\`\`\`typescript
public active(): void
\`\`\`
**功能**: 激活交互功能
##### disActive()
\`\`\`typescript
public disActive(): void
\`\`\`
**功能**: 禁用交互功能
##### handleMouseClick()
\`\`\`typescript
public handleMouseClick(event: any): void
\`\`\`
**功能**: 处理鼠标单击事件
- 射线检测点击的模型
- 高亮选中的模型
- 设置旋转中心
- 支持 Ctrl 多选
##### handleMouseDoubleClick()
\`\`\`typescript
public handleMouseDoubleClick(event: any): void
\`\`\`
**功能**: 处理鼠标双击事件
- 双击模型后缩放到该模型
- 计算模型包围盒并调整相机视角
##### handleMouseClickInstance()
\`\`\`typescript
public handleMouseClickInstance(raycaster: any): any
\`\`\`
**功能**: 判断点击实例化网格节点
**参数**:
- \`raycaster\`: 射线投射器
**返回值**: 相交结果数组
---
### 2.11 ModelToolModule - 模型工具模块
**文件路径**: \`src/core/v2/modules/modelToolModule.ts\`
#### 公共方法
##### highlightModel()
\`\`\`typescript
public highlightModel(models: any): void
\`\`\`
**功能**: 设置模型高亮显示
**参数**:
- \`models\`: 模型数组,格式: \`[{url: string, ids: string[]}]\`
##### unhighlightModel()
\`\`\`typescript
public unhighlightModel(models: any): void
\`\`\`
**功能**: 取消模型高亮
**参数**:
- \`models\`: 模型数组
##### unhighlightAllModels()
\`\`\`typescript
public unhighlightAllModels(): void
\`\`\`
**功能**: 取消所有模型高亮
##### hideModel()
\`\`\`typescript
public hideModel(models: any): void
\`\`\`
**功能**: 隐藏模型
**参数**:
- \`models\`: 模型数组,格式: \`[{url: string, ids: string[]}]\`
##### showModel()
\`\`\`typescript
public showModel(models: any): void
\`\`\`
**功能**: 显示模型
**参数**:
- \`models\`: 模型数组
##### isolateModel()
\`\`\`typescript
public isolateModel(models: any): void
\`\`\`
**功能**: 隔离模型只显示指定模型隐藏其他
**参数**:
- \`models\`: 要显示的模型数组
##### showAllModels()
\`\`\`typescript
public showAllModels(): void
\`\`\`
**功能**: 显示所有模型
##### getModelsBox()
\`\`\`typescript
public getModelsBox(models: any): THREE.Box3
\`\`\`
**功能**: 获取模型的包围盒
**参数**:
- \`models\`: 模型数组
**返回值**: THREE.Box3 包围盒对象
---
## 3. 功能管理器
### 3.1 ViewCube - 视图立方体
**文件路径**: \`src/core/v2/managers/viewCube/index.ts\`
#### 公共属性
\`\`\`typescript
public cubeTool: any // 视图立方体工具
\`\`\`
#### 公共方法
##### init()
\`\`\`typescript
public init(): void
\`\`\`
**功能**: 初始化视图立方体
- 创建 3D 小立方体辅助视图
- 支持六个面和边角视图切换
##### CameraGoHome()
\`\`\`typescript
public CameraGoHome(): void
\`\`\`
**功能**: 相机回归正位默认视角
##### zoomToModel()
\`\`\`typescript
public zoomToModel(box: THREE.Box3): void
\`\`\`
**功能**: 缩放到指定模型包围盒
**参数**:
- \`box\`: THREE.Box3 - 目标包围盒
---
### 3.2 RangeScale - 范围缩放工具
**文件路径**: \`src/core/v2/managers/rangeScale/index.ts\`
#### 公共方法
##### init()
\`\`\`typescript
public init(): void
\`\`\`
**功能**: 初始化范围缩放工具
- 创建绘制框 UI 元素
- 初始化坐标转换工具
##### active()
\`\`\`typescript
public active(): void
\`\`\`
**功能**: 激活范围缩放工具
- 禁用控制器
- 启用框选功能
- 鼠标变为十字光标
**使用方式**:
1. 激活工具
2. 鼠标拖拽绘制矩形区域
3. 松开鼠标自动缩放到该区域
4. ESC 键退出
##### disActive()
\`\`\`typescript
public disActive(): void
\`\`\`
**功能**: 停用范围缩放工具
- 恢复控制器
- 移除事件监听
---
### 3.3 Setting - 设置管理器
**文件路径**: \`src/core/v2/managers/setting/index.ts\`
#### 公共方法
##### setStatsVisible()
\`\`\`typescript
public setStatsVisible(visible: boolean): void
\`\`\`
**功能**: 显示/隐藏性能监视器
**参数**:
- \`visible\`: true 显示false 隐藏
##### setAmbientLightIntensity()
\`\`\`typescript
public setAmbientLightIntensity(intensity: number): void
\`\`\`
**功能**: 设置环境光照强度
**参数**:
- \`intensity\`: 光照强度,范围 0-5
##### setAmbientLightColor()
\`\`\`typescript
public setAmbientLightColor(color: number | string): void
\`\`\`
**功能**: 设置环境光照颜色
**参数**:
- \`color\`: 颜色0xffffff 或 '#ffffff'
##### setDirectionalLightIntensity()
\`\`\`typescript
public setDirectionalLightIntensity(intensity: number): void
\`\`\`
**功能**: 设置定向光源强度
**参数**:
- \`intensity\`: 光照强度,范围 0-5
##### setDirectionalLightColor()
\`\`\`typescript
public setDirectionalLightColor(color: number | string): void
\`\`\`
**功能**: 设置定向光源颜色
**参数**:
- \`color\`: 颜色
##### setShadowQuality()
\`\`\`typescript
public setShadowQuality(quality: 'low' | 'medium' | 'high' | 'ultra'): void
\`\`\`
**功能**: 设置阴影精细度
**参数**:
- \`quality\`: 质量等级
- 'low': 1024
- 'medium': 2048
- 'high': 4096
- 'ultra': 8192
##### setDirectionalLightShadow()
\`\`\`typescript
public setDirectionalLightShadow(enabled: boolean): void
\`\`\`
**功能**: 开启/关闭定向光阴影
**参数**:
- \`enabled\`: true 开启false 关闭
##### setGTAOEnabled()
\`\`\`typescript
public setGTAOEnabled(enabled: boolean): void
\`\`\`
**功能**: 开启/关闭 GTAO 环境光遮蔽
**参数**:
- \`enabled\`: true 开启false 关闭
##### setSceneSaturation()
\`\`\`typescript
public setSceneSaturation(saturation: number): void
\`\`\`
**功能**: 设置场景饱和度
**参数**:
- \`saturation\`: 饱和度值1.0 为正常,推荐范围 0.5-2.0
##### setSceneContrast()
\`\`\`typescript
public setSceneContrast(contrast: number): void
\`\`\`
**功能**: 设置场景对比度
**参数**:
- \`contrast\`: 对比度值1.0 为正常,推荐范围 0.5-2.0
##### setGroundEnabled()
\`\`\`typescript
public setGroundEnabled(enabled: boolean, options?: {
size?: number;
color?: number | string;
opacity?: number;
}): void
\`\`\`
**功能**: 开启/关闭地面
**参数**:
- \`enabled\`: true 开启false 关闭
- \`options\`: 地面配置选项
- \`size\`: 地面大小(默认 100
- \`color\`: 地面颜色(默认 0x808080
- \`opacity\`: 透明度(默认 0.3
##### setHDRBackground()
\`\`\`typescript
public setHDRBackground(hdrTexture: THREE.Texture | null): void
\`\`\`
**功能**: 设置 HDR 背景
**参数**:
- \`hdrTexture\`: HDR 环境贴图null 则移除
---
### 3.4 Measure - 测量工具
**文件路径**: \`src/core/v2/managers/measure/index.ts\`
#### 公共方法
##### active()
\`\`\`typescript
public active(): void
\`\`\`
**功能**: 激活测量工具
##### disActive()
\`\`\`typescript
public disActive(): void
\`\`\`
**功能**: 停用测量工具
- 清除所有测量
- 恢复点选功能
##### clearAllPoints()
\`\`\`typescript
public clearAllPoints(): void
\`\`\`
**功能**: 清空所有测量点
##### clearAll()
\`\`\`typescript
public clearAll(): void
\`\`\`
**功能**: 清除所有测量标注
##### update()
\`\`\`typescript
update(): void
\`\`\`
**功能**: 更新测量标注
- 在渲染循环中调用
- 更新屏幕坐标
**测量类型**:
- 距离测量DistanceMeasure
- 净高测量ClearHeightMeasure
- 净距测量ClearDistanceMeasure
- 标高测量ElevationMeasure
- 点测量PointMeasure
- 角度测量AngleMeasure
- 面积测量AreaMeasure
- 坡度测量SlopeMeasure
---
### 3.5 Clipping - 剖切管理器
**文件路径**: \`src/core/v2/managers/clipping/index.ts\`
#### 公共属性
\`\`\`typescript
public sectionPlaneX: any // X 轴剖切平面
public sectionPlaneY: any // Y 轴剖切平面
public sectionPlaneZ: any // Z 轴剖切平面
public sectionBox: any // 剖切盒
\`\`\`
#### 公共方法
##### init()
\`\`\`typescript
public init(): void
\`\`\`
**功能**: 初始化剖切管理器
- 创建 6 个剖切平面
- 初始化 X/Y/Z 轴剖切工具
- 初始化剖切盒工具
##### disActive()
\`\`\`typescript
public disActive(): void
\`\`\`
**功能**: 停用所有剖切工具
---
### 3.6 ModelTree - 模型树
**文件路径**: \`src/core/v2/managers/modelTree/index.ts\`
#### 公共方法
##### getTreeData()
\`\`\`typescript
public getTreeData(): any[]
\`\`\`
**功能**: 获取模型树数据
**返回值**: 模型树数组
\`\`\`typescript
[{
name: string, // 模型名称
children: any[] // 模型层级树
}]
\`\`\`
---
### 3.7 EngineInfo - 引擎信息统计
**文件路径**: \`src/core/v2/managers/engineInfo/index.ts\`
#### 公共方法
##### getEngineInfo()
\`\`\`typescript
public getEngineInfo(): {
totalVertices: number;
totalTriangles: number;
meshCount: number;
}
\`\`\`
**功能**: 获取引擎统计信息
- 统计所有网格的顶点数
- 统计所有网格的三角面数
- 统计网格数量
**返回值**:
- \`totalVertices\`: 总顶点数
- \`totalTriangles\`: 总三角面数
- \`meshCount\`: 网格数量
---
### 3.8 ModelProperties - 模型属性
**文件路径**: \`src/core/v2/managers/modelProperties/index.ts\`
#### 公共方法
##### getModelProperties()
\`\`\`typescript
public getModelProperties(url: string, id: string, callback: (properties: any) => void): void
\`\`\`
**功能**: 查询构件属性
- 异步加载属性数据如果未加载
- 从压缩的 JSON 中解析属性
**参数**:
- \`url\`: 模型 URL
- \`id\`: 构件 ID
- \`callback\`: 回调函数,接收属性对象
**返回值格式**:
\`\`\`typescript
{
properties: [{
name: string, // 分类名称
children: [{
name: string, // 属性名
value: any // 属性值
}]
}],
materials: []
}
\`\`\`
---
### 3.9 ModelMapperBatch - 模型批量映射
**文件路径**: \`src/core/v2/managers/modelMapperBatch/index.ts\`
#### 公共方法
##### getModelTypes()
\`\`\`typescript
public getModelTypes(): any[]
\`\`\`
**功能**: 获取模型中所有的构件类型
##### getModelMajors()
\`\`\`typescript
public getModelMajors(): any[]
\`\`\`
**功能**: 获取模型中所有的专业
##### getModelLevels()
\`\`\`typescript
public getModelLevels(): any[]
\`\`\`
**功能**: 获取模型中所有的楼层
##### getModelMapper()
\`\`\`typescript
public getModelMapper(url: string, id: number): any
\`\`\`
**功能**: 获取指定构件的映射信息
**参数**:
- \`url\`: 模型 URL
- \`id\`: 构件 ID
**返回值**: Mapper 对象包含类型专业楼层等信息
##### getModelSWithType()
\`\`\`typescript
public getModelSWithType(type: string, callback: any): any[]
\`\`\`
**功能**: 获取同类型的所有构件
**参数**:
- \`type\`: 构件类型名称
- \`callback\`: 回调函数
**返回值**: \`[{url: string, ids: number[]}]\`
##### getModelSWithLevel()
\`\`\`typescript
public getModelSWithLevel(level: string, callback: any): any[]
\`\`\`
**功能**: 获取同楼层的所有构件
**参数**:
- \`level\`: 楼层名称
- \`callback\`: 回调函数
**返回值**: \`[{url: string, ids: number[]}]\`
##### getModelsWithMajor()
\`\`\`typescript
public getModelsWithMajor(major: string, callback: any): any[]
\`\`\`
**功能**: 获取同专业的所有构件
**参数**:
- \`major\`: 专业名称
- \`callback\`: 回调函数
**返回值**: \`[{url: string, ids: number[]}]\`
---
### 3.10 ModelEdge - 模型边线管理器
**文件路径**: \`src/core/v2/managers/modelEdge/index.ts\`
#### 公共方法
##### active()
\`\`\`typescript
public active(): void
\`\`\`
**功能**: 启动边线显示
- 显示所有模型的边线
- 用于技术制图风格渲染
##### disActive()
\`\`\`typescript
public disActive(): void
\`\`\`
**功能**: 关闭边线显示
##### getModelEdge()
\`\`\`typescript
public getModelEdge(url: string, id: Number): any
\`\`\`
**功能**: 获取指定模型的边线数据
**参数**:
- \`url\`: 模型 URL
- \`id\`: 构件 ID
**返回值**: 边线数据 \`[startIndex, endIndex, points]\`
##### hideModelEdge()
\`\`\`typescript
public hideModelEdge(url: string, id: Number): void
\`\`\`
**功能**: 隐藏指定构件的边线
**参数**:
- \`url\`: 模型 URL
- \`id\`: 构件 ID
##### showModelEdge()
\`\`\`typescript
public showModelEdge(url: string, id: Number): void
\`\`\`
**功能**: 显示指定构件的边线
**参数**:
- \`url\`: 模型 URL
- \`id\`: 构件 ID
---
## 4. 状态管理
### 4.1 EngineStatus - 引擎状态
**文件路径**: \`src/core/v2/status/engineStatus.ts\`
#### 公共属性
\`\`\`typescript
public isFree: boolean // 引擎是否空闲
public highlightModels: any[] // 高亮的模型数组
public hideModels: any[] // 隐藏的模型数组
public models: any[] // 已加载的模型数组
\`\`\`
#### 公共方法
##### init()
\`\`\`typescript
public init(): void
\`\`\`
**功能**: 初始化引擎状态监听
- 监听 \`EventType.EngineFree\` 事件
- 监听 \`EventType.EngineBusy\` 事件
##### updateFree()
\`\`\`typescript
public updateFree(status: boolean): void
\`\`\`
**功能**: 更新引擎空闲状态
**参数**:
- \`status\`: true 表示空闲false 表示繁忙
##### closeAllFunction()
\`\`\`typescript
public closeAllFunction(): void
\`\`\`
**功能**: 关闭所有功能
---
### 4.2 HandelBehaved - 行为处理器
**文件路径**: \`src/core/v2/status/handelBehaved.ts\`
这是一个工厂函数返回行为处理器对象
#### 公共方法
##### init()
\`\`\`typescript
init(self: any, options: any): void
\`\`\`
**功能**: 初始化行为处理器
**参数**:
- \`self\`: 当前激活的行为对象
- \`options\`: 行为配置选项
- \`showCatch\`: boolean - 是否显示捕捉点
##### active()
\`\`\`typescript
active(): void
\`\`\`
**功能**: 开启事务激活事件监听
- 监听鼠标事件mousedown, mouseup, mousemove
- 监听键盘事件keydown, keyup
##### disActive()
\`\`\`typescript
disActive(): void
\`\`\`
**功能**: 关闭事务禁用事件监听
**支持的键盘事件**:
- Delete / Backspace - 删除
- Escape - 取消
- Enter - 确认
- Space - 空格
- Ctrl / Control - 控制键
- Shift - 切换键
- Alt - 辅助键
- Meta / Command - 命令键
**支持的鼠标事件**:
- handleMouseDown - 鼠标按下
- handleMouseMove - 鼠标移动
- handleMouseUp - 鼠标弹起
- handleMouseClick - 鼠标单击
- handleMouseDoubleClick - 鼠标双击
**捕捉功能**:
- 点捕捉距离 < 5 像素
- 线捕捉距离 < 5 像素
- 面捕捉默认
---
## 使用示例
### 初始化引擎
\`\`\`typescript
import { EngineKernelV2 } from './src/core/v2/EngineKernel';
const engine = new EngineKernelV2({
containerId: 'canvas-container',
antialias: true
});
\`\`\`
### 加载模型
\`\`\`typescript
await engine.loaderModule.loadModels([
'https://example.com/model1.light',
'https://example.com/model2.light'
]);
\`\`\`
### 高亮模型
\`\`\`typescript
engine.modelToolModule.highlightModel([
{ url: 'model1.light', ids: ['wall-001', 'wall-002'] }
]);
\`\`\`
### 切换相机
\`\`\`typescript
// 切换到正交相机
engine.cameraModule.switchToOrthographicCamera();
// 或切换当前相机类型
engine.cameraModule.switchCurrentCamera();
\`\`\`
### 保存和恢复相机姿态
\`\`\`typescript
// 保存当前相机姿态
const pose = engine.cameraModule.getCameraPose();
// 恢复相机姿态
engine.cameraModule.restoreCameraPose(pose);
\`\`\`
### 设置光照和渲染质量
\`\`\`typescript
// 设置环境光强度
engine.setting.setAmbientLightIntensity(1.5);
// 设置阴影质量
engine.setting.setShadowQuality('ultra');
// 开启 GTAO
engine.setting.setGTAOEnabled(true);
// 调整饱和度和对比度
engine.setting.setSceneSaturation(1.3);
engine.setting.setSceneContrast(1.1);
\`\`\`
### 获取模型属性
\`\`\`typescript
engine.modelProperties.getModelProperties('model.light', 'wall-001', (data) => {
console.log('属性:', data.properties);
});
\`\`\`
### 按类型筛选构件
\`\`\`typescript
engine.modelMapperBatch.getModelSWithType('墙', (models) => {
// 高亮所有墙体
engine.modelToolModule.highlightModel(models);
});
\`\`\`
### 监听事件
\`\`\`typescript
// 监听点击事件
engine.events.on(EventType.Click, (hit) => {
console.log('点击了:', hit.object.name);
});
// 监听视口大小改变
engine.events.on(EventType.ViewportResize, ({ width, height }) => {
console.log('视口大小:', width, height);
});
\`\`\`
### 暂停和恢复渲染
\`\`\`typescript
// 暂停渲染(节省性能)
engine.pauseRendering();
// 恢复渲染
engine.resumeRendering();
// 检查渲染状态
if (engine.isRenderingPausedState()) {
console.log('渲染已暂停');
}
\`\`\`
### 销毁引擎
\`\`\`typescript
// 释放所有资源
engine.dispose();
\`\`\`
---
## 总结
BIM Engine SDK 提供了完整的 3D BIM 模型渲染和交互能力主要特性包括
- **完整的相机系统**: 支持透视和正交相机可保存和恢复相机姿态
- **强大的模型操作**: 高亮隐藏隔离批量筛选
- **丰富的测量工具**: 距离净高净距标高角度面积坡度
- **灵活的剖切功能**: 支持 X/Y/Z 轴剖切和剖切盒
- **可配置的渲染质量**: 阴影环境光遮蔽饱和度对比度
- **事件驱动架构**: 支持自定义事件监听和触发
- **性能优化**: 支持暂停/恢复渲染八叉树加速
- **完善的资源管理**: 自动释放几何体材质纹理等资源
适用场景
- BIM 模型在线浏览
- 建筑设计审查
- 施工模拟
- 运维管理
- AI 辅助设计
2026-01-28 18:40:46 +08:00
`},Symbol.toStringTag,{value:"Module"}));Bs.BimEngine=sT,Object.defineProperty(Bs,Symbol.toStringTag,{value:"Module"})}));
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