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https://distygame.manus.space/assets/default.vertex-CkpADOqi.js

js distygame.manus.space collected 2026-10-03 05:01:38 UTC 15,463 bytes, 371 lines download raw bytes

1import{S as e}from"./index-B2RPBpOK.js";import{s as C,m as X,d as F,a as G,l as W}from"./logDepthDeclaration-7GnhX62X.js";import{h as H}from"./helperFunctions-Dn2IugJI.js";import{b,a as B,i as w,c as y,d as Y,e as $,f as z,g as j}from"./clipPlaneVertex-Bi9W2ZdP.js";import{f as k,a as Q,v as Z}from"./vertexColorMixing-DD-evSWG.js";import{m as K,a as q,b as J,c as ee}from"./morphTargetsVertex-CCaps0nY.js";const n="decalVertexDeclaration",_=`#ifdef DECAL
2uniform vec4 vDecalInfos;uniform mat4 decalMatrix;
3#endif
4`;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=_);const ie={name:n,shader:_},t="defaultVertexDeclaration",u=`uniform mat4 viewProjection;
5#ifdef MULTIVIEW
6mat4 viewProjectionR;
7#endif 
8uniform mat4 view;
9#ifdef DIFFUSE
10uniform mat4 diffuseMatrix;uniform vec2 vDiffuseInfos;
11#endif
12#ifdef AMBIENT
13uniform mat4 ambientMatrix;uniform vec2 vAmbientInfos;
14#endif
15#ifdef OPACITY
16uniform mat4 opacityMatrix;uniform vec2 vOpacityInfos;
17#endif
18#ifdef EMISSIVE
19uniform vec2 vEmissiveInfos;uniform mat4 emissiveMatrix;
20#endif
21#ifdef LIGHTMAP
22uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
23#endif
24#if defined(SPECULAR) && defined(SPECULARTERM)
25uniform vec2 vSpecularInfos;uniform mat4 specularMatrix;
26#endif
27#ifdef BUMP
28uniform vec3 vBumpInfos;uniform mat4 bumpMatrix;
29#endif
30#ifdef REFLECTION
31uniform mat4 reflectionMatrix;
32#endif
33#ifdef POINTSIZE
34uniform float pointSize;
35#endif
36#ifdef DETAIL
37uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
38#endif
39uniform vec4 cameraInfo;uniform vec4 vTextureRepetitionHexTilingParams;
40#include<decalVertexDeclaration>
41#define ADDITIONAL_VERTEX_DECLARATION
42`;e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=u);const ne={name:t,shader:u},a="uvAttributeDeclaration",S=`#ifdef UV{X}
43attribute vec2 uv{X};
44#endif
45`;e.IncludesShadersStore[a]||(e.IncludesShadersStore[a]=S);const te={name:a,shader:S},r="prePassVertexDeclaration",M=`#ifdef PREPASS
46#ifdef PREPASS_LOCAL_POSITION
47varying vec3 vPosition;
48#endif
49#ifdef PREPASS_DEPTH
50varying vec3 vViewPos;
51#endif
52#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
53varying float vNormViewDepth;
54#endif
55#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
56uniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;
57#endif
58#endif
59`;e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]=M);const ae={name:r,shader:M},d="samplerVertexDeclaration",V=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
60varying vec2 v_VARYINGNAME_UV;
61#endif
62`;e.IncludesShadersStore[d]||(e.IncludesShadersStore[d]=V);const re={name:d,shader:V},o="bumpVertexDeclaration",h=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
63#if defined(TANGENT) && defined(NORMAL) 
64varying mat3 vTBN;
65#endif
66#endif
67`;e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]=h);const de={name:o,shader:h},f="lightVxFragmentDeclaration",D=`#ifdef LIGHT{X}
68uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
69#ifdef SPECULARTERM
70uniform vec4 vLightSpecular{X};
71#else
72vec4 vLightSpecular{X}=vec4(0.);
73#endif
74#ifdef SHADOW{X}
75#ifdef SHADOWCSM{X}
76uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
77#elif defined(SHADOWCUBE{X})
78#else
79varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
80#endif
81uniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};
82#endif
83#ifdef SPOTLIGHT{X}
84uniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};
85#elif defined(POINTLIGHT{X})
86uniform vec4 vLightFalloff{X};
87#elif defined(HEMILIGHT{X})
88uniform vec3 vLightGround{X};
89#endif
90#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
91uniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};
92#endif
93#endif
94`;e.IncludesShadersStore[f]||(e.IncludesShadersStore[f]=D);const oe={name:f,shader:D},s="lightVxUboDeclaration",p=`#ifdef LIGHT{X}
95uniform Light{X}
96{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;
97#ifdef SPOTLIGHT{X}
98vec4 vLightDirection;vec4 vLightFalloff;
99#elif defined(POINTLIGHT{X})
100vec4 vLightFalloff;
101#elif defined(HEMILIGHT{X})
102vec3 vLightGround;
103#elif defined(CLUSTLIGHT{X})
104vec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];
105#endif
106#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
107vec4 vLightWidth;vec4 vLightHeight;
108#endif
109vec4 shadowsInfo;vec2 depthValues;} light{X};
110#ifdef SHADOW{X}
111#ifdef SHADOWCSM{X}
112uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
113#elif defined(SHADOWCUBE{X})
114#else
115varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
116#endif
117#endif
118#endif
119`;e.IncludesShadersStore[s]||(e.IncludesShadersStore[s]=p);const fe={name:s,shader:p},l="prePassVertex",P=`#ifdef PREPASS_DEPTH
120vViewPos=(view*worldPos).rgb;
121#endif
122#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
123vNormViewDepth=((view*worldPos).z-cameraInfo.x)/(cameraInfo.y-cameraInfo.x);
124#endif
125#ifdef PREPASS_LOCAL_POSITION
126vPosition=positionUpdated.xyz;
127#endif
128#if (defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)
129vCurrentPosition=viewProjection*worldPos;
130#if NUM_BONE_INFLUENCERS>0
131mat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];
132#if NUM_BONE_INFLUENCERS>1
133previousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];
134#endif 
135#if NUM_BONE_INFLUENCERS>2
136previousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];
137#endif 
138#if NUM_BONE_INFLUENCERS>3
139previousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];
140#endif
141#if NUM_BONE_INFLUENCERS>4
142previousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];
143#endif 
144#if NUM_BONE_INFLUENCERS>5
145previousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];
146#endif 
147#if NUM_BONE_INFLUENCERS>6
148previousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];
149#endif 
150#if NUM_BONE_INFLUENCERS>7
151previousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];
152#endif
153vPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);
154#else
155vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
156#endif
157#endif
158`;e.IncludesShadersStore[l]||(e.IncludesShadersStore[l]=P);const se={name:l,shader:P},c="uvVariableDeclaration",T=`#if !defined(UV{X}) && defined(MAINUV{X})
159vec2 uv{X}=vec2(0.,0.);
160#endif
161#ifdef MAINUV{X}
162vMainUV{X}=uv{X};
163#endif
164`;e.IncludesShadersStore[c]||(e.IncludesShadersStore[c]=T);const le={name:c,shader:T},E="samplerVertexImplementation",R=`#if defined(_DEFINENAME_) && _DEFINENAME_DIRECTUV==0
165if (v_INFONAME_==0.)
166{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uvUpdated,1.0,0.0));}
167#ifdef UV2
168else if (v_INFONAME_==1.)
169{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv2Updated,1.0,0.0));}
170#endif
171#ifdef UV3
172else if (v_INFONAME_==2.)
173{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv3,1.0,0.0));}
174#endif
175#ifdef UV4
176else if (v_INFONAME_==3.)
177{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv4,1.0,0.0));}
178#endif
179#ifdef UV5
180else if (v_INFONAME_==4.)
181{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv5,1.0,0.0));}
182#endif
183#ifdef UV6
184else if (v_INFONAME_==5.)
185{v_VARYINGNAME_UV=vec2(_MATRIXNAME_Matrix*vec4(uv6,1.0,0.0));}
186#endif
187#endif
188`;e.IncludesShadersStore[E]||(e.IncludesShadersStore[E]=R);const ce={name:E,shader:R},v="bumpVertex",g=`#if defined(BUMP) || defined(PARALLAX) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)
189#if defined(TANGENT) && defined(NORMAL)
190vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
191#endif
192#endif
193`;e.IncludesShadersStore[v]||(e.IncludesShadersStore[v]=g);const Ee={name:v,shader:g},m="shadowsVertex",U=`#ifdef SHADOWS
194#if defined(SHADOWCSM{X})
195vPositionFromCamera{X}=view*worldPos;for (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) {vPositionFromLight{X}[i]=lightMatrix{X}[i]*worldPos;
196#ifdef USE_REVERSE_DEPTHBUFFER
197vDepthMetric{X}[i]=(-vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
198#else
199vDepthMetric{X}[i]=(vPositionFromLight{X}[i].z+light{X}.depthValues.x)/light{X}.depthValues.y;
200#endif
201}
202#elif defined(SHADOW{X}) && !defined(SHADOWCUBE{X})
203vPositionFromLight{X}=lightMatrix{X}*worldPos;
204#ifdef USE_REVERSE_DEPTHBUFFER
205vDepthMetric{X}=(-vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
206#else
207vDepthMetric{X}=(vPositionFromLight{X}.z+light{X}.depthValues.x)/light{X}.depthValues.y;
208#endif
209#endif
210#endif
211`;e.IncludesShadersStore[m]||(e.IncludesShadersStore[m]=U);const ve={name:m,shader:U},I="pointCloudVertex",L=`#if defined(POINTSIZE) && !defined(WEBGPU)
212gl_PointSize=pointSize;
213#endif
214`;e.IncludesShadersStore[I]||(e.IncludesShadersStore[I]=L);const me={name:I,shader:L},A="logDepthVertex",x=`#ifdef LOGARITHMICDEPTH
215vFragmentDepth=1.0+gl_Position.w;gl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;
216#endif
217`;e.IncludesShadersStore[A]||(e.IncludesShadersStore[A]=x);const Ie={name:A,shader:x},N="defaultVertexShader",O=`#define CUSTOM_VERTEX_EXTENSION
218#include<__decl__defaultVertex>
219#define CUSTOM_VERTEX_BEGIN
220attribute vec3 position;
221#ifdef NORMAL
222attribute vec3 normal;
223#endif
224#ifdef TANGENT
225attribute vec4 tangent;
226#endif
227#ifdef UV1
228attribute vec2 uv;
229#endif
230#include<uvAttributeDeclaration>[2..7]
231#ifdef VERTEXCOLOR
232attribute vec4 color;
233#endif
234#include<helperFunctions>
235#include<bonesDeclaration>
236#include<bakedVertexAnimationDeclaration>
237#include<instancesDeclaration>
238#include<prePassVertexDeclaration>
239#include<mainUVVaryingDeclaration>
239[1..7]
240#include<samplerVertexDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse)
241#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
242#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
243#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
244#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
245#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
246#if defined(SPECULARTERM)
247#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular)
248#endif
249#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
250#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
251varying vec3 vPositionW;
252#ifdef NORMAL
253varying vec3 vNormalW;
254#endif
255#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
256varying vec4 vColor;
257#endif
258#include<bumpVertexDeclaration>
259#include<clipPlaneVertexDeclaration>
260#include<fogVertexDeclaration>
261#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
262#include<morphTargetsVertexGlobalDeclaration>
263#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
264#ifdef REFLECTIONMAP_SKYBOX
265varying vec3 vPositionUVW;
266#endif
267#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
268varying vec3 vDirectionW;
269#endif
270#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
271varying float vViewDepth;
272#endif
273#include<logDepthDeclaration>
274#define CUSTOM_VERTEX_DEFINITIONS
275void main(void) {
276#define CUSTOM_VERTEX_MAIN_BEGIN
277vec3 positionUpdated=position;
278#ifdef NORMAL
279vec3 normalUpdated=normal;
280#endif
281#ifdef TANGENT
282vec4 tangentUpdated=tangent;
283#endif
284#ifdef UV1
285vec2 uvUpdated=uv;
286#endif
287#ifdef UV2
288vec2 uv2Updated=uv2;
289#endif
290#ifdef VERTEXCOLOR
291vec4 colorUpdated=color;
292#endif
293#include<morphTargetsVertexGlobal>
294#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
295#ifdef REFLECTIONMAP_SKYBOX
296vPositionUVW=positionUpdated;
297#endif
298#define CUSTOM_VERTEX_UPDATE_POSITION
299#define CUSTOM_VERTEX_UPDATE_NORMAL
300#include<instancesVertex>
301#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
302vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
303#endif
304#include<bonesVertex>
305#include<bakedVertexAnimation>
306vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
307#ifdef NORMAL
308mat3 normalWorld=mat3(finalWorld);
309#if defined(INSTANCES) && defined(THIN_INSTANCES)
310vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
311#else
312#ifdef NONUNIFORMSCALING
313normalWorld=transposeMat3(inverseMat3(normalWorld));
314#endif
315vNormalW=normalize(normalWorld*normalUpdated);
316#endif
317#endif
318#define CUSTOM_VERTEX_UPDATE_WORLDPOS
319#ifdef MULTIVIEW
320if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
321#else
322gl_Position=viewProjection*worldPos;
323#endif
324vPositionW=vec3(worldPos);
325#ifdef PREPASS
326#include<prePassVertex>
327#endif
328#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
329vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
330#endif
331#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
332#ifdef RIGHT_HANDED
333vViewDepth=-(view*worldPos).z;
334#else
335vViewDepth=(view*worldPos).z;
336#endif
337#endif
338#ifndef UV1
339vec2 uvUpdated=vec2(0.,0.);
340#endif
341#ifndef UV2
342vec2 uv2Updated=vec2(0.,0.);
343#endif
344#ifdef MAINUV1
345vMainUV1=uvUpdated;
346#endif
347#ifdef MAINUV2
348vMainUV2=uv2Updated;
349#endif
350#include<uvVariableDeclaration>[3..7]
351#include<samplerVertexImplementation>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_MATRIXNAME_,diffuse,_INFONAME_,DiffuseInfos.x)
352#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
353#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
354#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
355#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
356#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
357#if defined(SPECULARTERM)
358#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_MATRIXNAME_,specular,_INFONAME_,SpecularInfos.x)
359#endif
360#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
361#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
362#include<bumpVertex>
363#include<clipPlaneVertex>
364#include<fogVertex>
365#include<shadowsVertex>[0..maxSimultaneousLights]
366#include<vertexColorMixing>
367#include<pointCloudVertex>
368#include<logDepthVertex>
369#define CUSTOM_VERTEX_MAIN_END
370}
371`;e.ShadersStore[N]||(e.ShadersStore[N]=O);const Ae=[ie,ne,C,X,F,te,H,b,B,w,ae,G,re,de,y,k,oe,fe,K,q,W,J,ee,Y,$,z,se,le,ce,Ee,j,Q,ve,Z,me,Ie];for(const i of Ae)e.IncludesShadersStore[i.name]||(e.IncludesShadersStore[i.name]=i.shader);const he={name:N,shader:O};export{he as defaultVertexShader};

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