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}}}]);
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.