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https://tropx.ai/_next/static/chunks/5210.1492ad1bb36d207a.js

js tropx.ai collected 2026-10-05 13:07:34 UTC 9,334 bytes, 185 lines download raw bytes

1"use strict";(self.webpackChunk_N_E=self.webpackChunk_N_E||[]).push([[5210],{94974:function(e,i,n){var t=n(68896);n(72141),n(51803);let r="defaultUboDeclaration",f=`uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
2#define ADDITIONAL_UBO_DECLARATION
3#include<sceneUboDeclaration>
4#include<meshUboDeclaration>
5`;t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f)},65210:function(e,i,n){n.r(i),n.d(i,{defaultVertexShaderWGSL:function(){return d}});var t=n(68896);n(94974),n(19391),n(85422),n(65393),n(70695),n(19695),n(9827),n(22304),n(17346),n(84445),n(76868),n(26855);let r="lightVxFragmentDeclaration",f=`#ifdef LIGHT{X}
6uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;
7#ifdef SPECULARTERM
8uniform vLightSpecular{X}: vec4f;
9#else
10var vLightSpecular{X}: vec4f= vec4f(0.);
11#endif
12#ifdef SHADOW{X}
13#ifdef SHADOWCSM{X}
14uniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;
15#elif defined(SHADOWCUBE{X})
16#else
17varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
18#endif
19uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;
20#endif
21#ifdef SPOTLIGHT{X}
22uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;
23#elif defined(POINTLIGHT{X})
24uniform vLightFalloff{X}: vec4f;
25#elif defined(HEMILIGHT{X})
26uniform vLightGround{X}: vec3f;
27#endif
28#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
29uniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;
30#endif
31#endif
32`;t.v.IncludesShadersStoreWGSL[r]||(t.v.IncludesShadersStoreWGSL[r]=f),n(7848),n(52892),n(44596),n(26319),n(22428),n(18545),n(49822),n(47328),n(53460),n(54365),n(58400),n(28501),n(73656),n(28611),n(46229),n(15667),n(62359),n(83124);let o="defaultVertexShader",a=`#include<defaultUboDeclaration>
33#define CUSTOM_VERTEX_BEGIN
34attribute position: vec3f;
35#ifdef NORMAL
36attribute normal: vec3f;
37#endif
38#ifdef TANGENT
39attribute tangent: vec4f;
40#endif
41#ifdef UV1
42attribute uv: vec2f;
43#endif
44#include<uvAttributeDeclaration>[2..7]
45#ifdef VERTEXCOLOR
46attribute color: vec4f;
47#endif
48#include<helperFunctions>
49#include<bonesDeclaration>
50#include<bakedVertexAnimationDeclaration>
51#include<instancesDeclaration>
52#include<prePassVertexDeclaration>
53#include<mainUVVaryingDeclaration>[1..7]
54#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
55#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
56#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
57#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
58#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
59#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
60#if defined(SPECULARTERM)
61#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
62#endif
63#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
64#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
65varying vPositionW: vec3f;
66#ifdef NORMAL
67varying vNormalW: vec3f;
68#endif
69#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
70varying vColor: vec4f;
71#endif
72#include<bumpVertexDeclaration>
73#include<clipPlaneVertexDeclaration>
74#include<fogVertexDeclaration>
75#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
76#include<morphTargetsVertexGlobalDeclaration>
77#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
78#ifdef REFLECTIONMAP_SKYBOX
79varying vPositionUVW: vec3f;
80#endif
81#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
82varying vDirectionW: vec3f;
83#endif
84#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
85varying vViewDepth: f32;
86#endif
87#include<logDepthDeclaration>
88#define CUSTOM_VERTEX_DEFINITIONS
89@vertex
90fn main(input : VertexInputs)->FragmentInputs {
91#define CUSTOM_VERTEX_MAIN_BEGIN
92var positionUpdated: vec3f=vertexInputs.position;
93#ifdef NORMAL
94var normalUpdated: vec3f=vertexInputs.normal;
95#endif
96#ifdef TANGENT
97var tangentUpdated: vec4f=vertexInputs.tangent;
98#endif
99#ifdef UV1
100var uvUpdated: vec2f=vertexInputs.uv;
101#endif
102#ifdef UV2
103var uv2Updated: vec2f=vertexInputs.uv2;
104#endif
105#ifdef VERTEXCOLOR
106var colorUpdated: vec4f=vertexInputs.color;
107#endif
108#include<morphTargetsVertexGlobal>
109#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
110#ifdef REFLECTIONMAP_SKYBOX
111vertexOutputs.vPositionUVW=positionUpdated;
112#endif
113#define CUSTOM_VERTEX_UPDATE_POSITION
114#define CUSTOM_VERTEX_UPDATE_NORMAL
115#include<instancesVertex>
116#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
117vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,
1171.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0);
118#endif
119#include<bonesVertex>
120#include<bakedVertexAnimation>
121var worldPos: vec4f=finalWorld*vec4f(positionUpdated,1.0);
122#ifdef NORMAL
123var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);
124#if defined(INSTANCES) && defined(THIN_INSTANCES)
125vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW);
126#else
127#ifdef NONUNIFORMSCALING
128normalWorld=transposeMat3(inverseMat3(normalWorld));
129#endif
130vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);
131#endif
132#endif
133#define CUSTOM_VERTEX_UPDATE_WORLDPOS
134#ifdef MULTIVIEW
135if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;}
136#else
137vertexOutputs.position=scene.viewProjection*worldPos;
138#endif
139vertexOutputs.vPositionW= worldPos.xyz;
140#ifdef PREPASS
141#include<prePassVertex>
142#endif
143#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
144vertexOutputs.vDirectionW=normalize((finalWorld* vec4f(positionUpdated,0.0)).xyz);
145#endif
146#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
147#ifdef RIGHT_HANDED
148vertexOutputs.vViewDepth=-(scene.view*worldPos).z;
149#else
150vertexOutputs.vViewDepth=(scene.view*worldPos).z;
151#endif
152#endif
153#ifndef UV1
154var uvUpdated: vec2f=vec2f(0.,0.);
155#endif
156#ifdef MAINUV1
157vertexOutputs.vMainUV1=uvUpdated;
158#endif
159#ifndef UV2
160var uv2Updated: vec2f=vec2f(0.,0.);
161#endif
162#ifdef MAINUV2
163vertexOutputs.vMainUV2=uv2Updated;
164#endif
165#include<uvVariableDeclaration>[3..7]
166#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
167#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
168#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
169#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
170#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
171#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
172#if defined(SPECULARTERM)
173#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
174#endif
175#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
176#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
177#include<bumpVertex>
178#include<clipPlaneVertex>
179#include<fogVertex>
180#include<shadowsVertex>[0..maxSimultaneousLights]
181#include<vertexColorMixing>
182#include<logDepthVertex>
183#define CUSTOM_VERTEX_MAIN_END
184}
185`;t.v.ShadersStoreWGSL[o]||(t.v.ShadersStoreWGSL[o]=a);let d={name:o,shader:a}}}]);

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