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Posted to notifications@skywalking.apache.org by gi...@apache.org on 2026/06/01 16:02:27 UTC
(skywalking-website) branch asf-site updated: deploy: 0e19af2811471ca3be835cb6333955c473fc4ca0
This is an automated email from the ASF dual-hosted git repository.
github-actions[bot] pushed a commit to branch asf-site
in repository https://gitbox.apache.org/repos/asf/skywalking-website.git
The following commit(s) were added to refs/heads/asf-site by this push:
new b916113b0bf deploy: 0e19af2811471ca3be835cb6333955c473fc4ca0
b916113b0bf is described below
commit b916113b0bff9d6668a26c68f655500f52cf4431
Author: wu-sheng <wu...@users.noreply.github.com>
AuthorDate: Mon Jun 1 16:01:58 2026 +0000
deploy: 0e19af2811471ca3be835cb6333955c473fc4ca0
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4548 files changed, 34256 insertions(+), 11214 deletions(-)
diff --git a/.htaccess b/.htaccess
index 3b82e19c428..d2a45d194e3 100644
--- a/.htaccess
+++ b/.htaccess
@@ -2,4 +2,10 @@ ErrorDocument 404 /404.html
<IfModule mod_headers.c>
Header set Content-Security-Policy "frame-src 'self' https://www.google.com https://app.netlify.com"
+
+ # The 3D-map SPA assets are content-hashed by Vite (e.g. index-CZkrbiDB.js),
+ # so they are immutable and safe to cache forever.
+ <If "%{REQUEST_URI} =~ m#^/3d-map-app/assets/#">
+ Header set Cache-Control "public, max-age=31536000, immutable"
+ </If>
</IfModule>
\ No newline at end of file
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diff --git a/3d-map-app/assets/Infra3DView-CWYNuTl-.js b/3d-map-app/assets/Infra3DView-CWYNuTl-.js
new file mode 100644
index 00000000000..f71ed0ae92e
--- /dev/null
+++ b/3d-map-app/assets/Infra3DView-CWYNuTl-.js
@@ -0,0 +1,4250 @@
+var nx=Object.defineProperty;var ix=(i,e,t)=>e in i?nx(i,e,{enumerable:!0,configurable:!0,writable:!0,value:t}):i[e]=t;var ot=(i,e,t)=>ix(i,typeof e!="symbol"?e+"":e,t);import{w as Xt,M as Wh,aM as Xs,aN as Wl,aC as V0,aD as rx,aO as sx,a1 as ox,S as Vs,a2 as Hh,aP as Nt,a0 as Ct,i as Et,L as io,j as pt,P as Kn,G as $n,f as at,d as Fi,c as Be,m as $r,q as Yi,a7 as G0,aQ as W0,b as Vt,h as Jc,n as Uo,a6 as H0,O as mi,aR as ax,aS as dp,F as Rt,o as Fe,aT as lx,ax as Z0,aU as cx,a as J,p as [...]
+ * @license
+ * Copyright 2010-2026 Three.js Authors
+ * SPDX-License-Identifier: MIT
+ */const ro="184",Ii={LEFT:0,MIDDLE:1,RIGHT:2,ROTATE:0,DOLLY:1,PAN:2},Hi={ROTATE:0,PAN:1,DOLLY_PAN:2,DOLLY_ROTATE:3},q0=0,eh=1,j0=2,Mx=3,Sx=0,zo=1,Xh=2,Ds=3,ji=0,Fn=1,_n=2,Ni=0,Kr=1,Jl=2,th=3,nh=4,$0=5,wx=6,hr=100,K0=101,J0=102,Q0=103,e_=104,t_=200,n_=201,i_=202,r_=203,Ql=204,ec=205,s_=206,o_=207,a_=208,l_=209,c_=210,u_=211,d_=212,h_=213,f_=214,tc=0,nc=1,ic=2,ts=3,rc=4,sc=5,oc=6,ac=7,Ta=0,p_=1,m_=2,ni=0,Yh=1,qh=2,jh=3,Qc=4,$h=5,Kh=6,Jh=7,ih="attached",g_="detached",eu=300,Di=301,_r=302,k [...]
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+}`,Qb=`void main() {
+ gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );
+}`;class Dn extends yn{constructor(e){super(),this.isShaderMaterial=!0,this.type="ShaderMaterial",this.defines={},this.uniforms={},this.uniformsGroups=[],this.vertexShader=Jb,this.fragmentShader=Qb,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.uniformsNeedUp [...]
+ * @license
+ * Copyright 2010-2026 Three.js Authors
+ * SPDX-License-Identifier: MIT
+ */function Iv(){let i=null,e=!1,t=null,n=null;function r(s,o){t(s,o),n=i.requestAnimationFrame(r)}return{start:function(){e!==!0&&t!==null&&i!==null&&(n=i.requestAnimationFrame(r),e=!0)},stop:function(){i!==null&&i.cancelAnimationFrame(n),e=!1},setAnimationLoop:function(s){t=s},setContext:function(s){i=s}}}function fS(i){const e=new WeakMap;function t(a,l){const c=a.array,u=a.usage,d=c.byteLength,h=i.createBuffer();i.bindBuffer(l,h),i.bufferData(l,c,u),a.onUploadCallback();let p;if(c in [...]
+ if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;
+#endif`,mS=`#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`,gS=`#ifdef USE_ALPHAMAP
+ diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;
+#endif`,_S=`#ifdef USE_ALPHAMAP
+ uniform sampler2D alphaMap;
+#endif`,vS=`#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`,yS=`#ifdef USE_ALPHATEST
+ uniform float alphaTest;
+#endif`,xS=`#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`,bS=`#ifdef USE_AOMAP
+ uniform sampler2D aoMap;
+ uniform float aoMapIntensity;
+#endif`,MS=`#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;
+ vec4 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 );
+ }
+#endif`,SS=`#ifdef USE_BATCHING
+ mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );
+#endif`,wS=`vec3 transformed = vec3( position );
+#ifdef USE_ALPHAHASH
+ vPosition = vec3( position );
+#endif`,ES=`vec3 objectNormal = vec3( normal );
+#ifdef USE_TANGENT
+ vec3 objectTangent = vec3( tangent.xyz );
+#endif`,TS=`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`,AS=`#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`,CS=`#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`,IS=`#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`,RS=`#if NUM_CLIPPING_PLANES > 0
+ varying vec3 vClipPosition;
+ uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];
+#endif`,PS=`#if NUM_CLIPPING_PLANES > 0
+ varying vec3 vClipPosition;
+#endif`,LS=`#if NUM_CLIPPING_PLANES > 0
+ vClipPosition = - mvPosition.xyz;
+#endif`,NS=`#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )
+ diffuseColor *= vColor;
+#endif`,FS=`#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )
+ varying vec4 vColor;
+#endif`,DS=`#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )
+ varying vec4 vColor;
+#endif`,OS=`#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )
+ vColor = vec4( 1.0 );
+#endif
+#ifdef USE_COLOR_ALPHA
+ vColor *= color;
+#elif defined( USE_COLOR )
+ vColor.rgb *= color;
+#endif
+#ifdef USE_INSTANCING_COLOR
+ vColor.rgb *= instanceColor.rgb;
+#endif
+#ifdef USE_BATCHING_COLOR
+ vColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );
+#endif`,US=`#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`,zS=`#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`,kS=`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`,BS=`#ifdef USE_DISPLACEMENTMAP
+ uniform sampler2D displacementMap;
+ uniform float displacementScale;
+ uniform float displacementBias;
+#endif`,VS=`#ifdef USE_DISPLACEMENTMAP
+ transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );
+#endif`,GS=`#ifdef USE_EMISSIVEMAP
+ vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );
+ #ifdef DECODE_VIDEO_TEXTURE_EMISSIVE
+ emissiveColor = sRGBTransferEOTF( emissiveColor );
+ #endif
+ totalEmissiveRadiance *= emissiveColor.rgb;
+#endif`,WS=`#ifdef USE_EMISSIVEMAP
+ uniform sampler2D emissiveMap;
+#endif`,HS="gl_FragColor = linearToOutputTexel( gl_FragColor );",ZS=`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 );
+}`,XS=`#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 * reflectVec );
+ #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
+#endif`,YS=`#ifdef USE_ENVMAP
+ uniform float envMapIntensity;
+ uniform mat3 envMapRotation;
+ #ifdef ENVMAP_TYPE_CUBE
+ uniform samplerCube envMap;
+ #else
+ uniform sampler2D envMap;
+ #endif
+#endif`,qS=`#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`,jS=`#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`,$S=`#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`,KS=`#ifdef USE_FOG
+ vFogDepth = - mvPosition.z;
+#endif`,JS=`#ifdef USE_FOG
+ varying float vFogDepth;
+#endif`,QS=`#ifdef USE_FOG
+ #ifdef FOG_EXP2
+ float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );
+ #else
+ float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );
+ #endif
+ gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
+#endif`,ew=`#ifdef USE_FOG
+ uniform vec3 fogColor;
+ varying float vFogDepth;
+ #ifdef FOG_EXP2
+ uniform float fogDensity;
+ #else
+ uniform float fogNear;
+ uniform float fogFar;
+ #endif
+#endif`,tw=`#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
+}`,nw=`#ifdef USE_LIGHTMAP
+ uniform sampler2D lightMap;
+ uniform float lightMapIntensity;
+#endif`,iw=`LambertMaterial material;
+material.diffuseColor = diffuseColor.rgb;
+material.specularStrength = specularStrength;`,rw=`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`,sw=`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
+#include <lightprobes_pars_fragment>`,ow=`#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`,aw=`ToonMaterial material;
+material.diffuseColor = diffuseColor.rgb;`,lw=`varying vec3 vViewPosition;
+struct ToonMaterial {
+ vec3 diffuseColor;
+};
+void RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
+ vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
+}
+void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
+ reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
+}
+#define RE_Direct RE_Direct_Toon
+#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon`,cw=`BlinnPhongMaterial material;
+material.diffuseColor = diffuseColor.rgb;
+material.specularColor = specular;
+material.specularShininess = shininess;
+material.specularStrength = specularStrength;`,uw=`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`,dw=`PhysicalMaterial material;
+material.diffuseColor = diffuseColor.rgb;
+material.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );
+material.metalness = 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 = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;
+ material.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );
+#else
+ material.specularColor = vec3( 0.04 );
+ material.specularColorBlended = mix( material.specularColor, 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, 0.0001, 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`,hw=`uniform sampler2D dfgLUT;
+struct PhysicalMaterial {
+ vec3 diffuseColor;
+ vec3 diffuseContribution;
+ vec3 specularColor;
+ vec3 specularColorBlended;
+ float roughness;
+ float metalness;
+ 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;
+ vec3 iridescenceFresnelDielectric;
+ vec3 iridescenceFresnelMetallic;
+ #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 ) );
+ return 0.5 / max( gv + gl, EPSILON );
+ }
+ 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.specularColorBlended;
+ 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 rInv = 1.0 / ( roughness + 0.1 );
+ float a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;
+ float b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;
+ float DG = exp( a * dotNV + b );
+ return saturate( DG );
+}
+vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {
+ float dotNV = saturate( dot( normal, viewDir ) );
+ vec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;
+ 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
+ float dotNV = saturate( dot( normal, viewDir ) );
+ vec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;
+ #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 = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;
+ vec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;
+ vec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;
+ vec3 FssEss_L = material.specularColorBlended * 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.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;
+ vec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * 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.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );
+ reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );
+ reflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );
+ #ifdef USE_CLEARCOAT
+ vec3 Ncc = geometryClearcoatNormal;
+ vec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );
+ vec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );
+ vec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );
+ mat3 mInvClearcoat = mat3(
+ vec3( t1Clearcoat.x, 0, t1Clearcoat.y ),
+ vec3( 0, 1, 0 ),
+ vec3( t1Clearcoat.z, 0, t1Clearcoat.w )
+ );
+ vec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;
+ clearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );
+ #endif
+ }
+#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 );
+
+ float sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
+ float sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );
+
+ float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );
+
+ irradiance *= sheenEnergyComp;
+
+ #endif
+ reflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );
+}
+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 ) {
+ vec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );
+ #ifdef USE_SHEEN
+ float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
+ float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;
+ diffuse *= sheenEnergyComp;
+ #endif
+ reflectedLight.indirectDiffuse += diffuse;
+}
+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 ) * RECIPROCAL_PI;
+ #endif
+ vec3 singleScatteringDielectric = vec3( 0.0 );
+ vec3 multiScatteringDielectric = vec3( 0.0 );
+ vec3 singleScatteringMetallic = vec3( 0.0 );
+ vec3 multiScatteringMetallic = vec3( 0.0 );
+ #ifdef USE_IRIDESCENCE
+ computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );
+ computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );
+ #else
+ computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );
+ computeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );
+ #endif
+ vec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );
+ vec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );
+ vec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;
+ vec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );
+ vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
+ vec3 indirectSpecular = radiance * singleScattering;
+ indirectSpecular += multiScattering * cosineWeightedIrradiance;
+ vec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;
+ #ifdef USE_SHEEN
+ float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
+ float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;
+ indirectSpecular *= sheenEnergyComp;
+ indirectDiffuse *= sheenEnergyComp;
+ #endif
+ reflectedLight.indirectSpecular += indirectSpecular;
+ reflectedLight.indirectDiffuse += indirectDiffuse;
+}
+#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 );
+}`,fw=`
+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.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );
+ material.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );
+ material.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );
+ 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 ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )
+ 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
+ #ifdef USE_LIGHT_PROBES_GRID
+ vec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;
+ vec3 probeWorldNormal = inverseTransformDirection( geometryNormal, viewMatrix );
+ irradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );
+ #endif
+#endif
+#if defined( RE_IndirectSpecular )
+ vec3 radiance = vec3( 0.0 );
+ vec3 clearcoatRadiance = vec3( 0.0 );
+#endif`,pw=`#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( ENVMAP_TYPE_CUBE_UV )
+ #if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )
+ iblIrradiance += getIBLIrradiance( geometryNormal );
+ #endif
+ #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`,mw=`#if defined( RE_IndirectDiffuse )
+ #if defined( LAMBERT ) || defined( PHONG )
+ irradiance += iblIrradiance;
+ #endif
+ 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`,gw=`#ifdef USE_LIGHT_PROBES_GRID
+uniform highp sampler3D probesSH;
+uniform vec3 probesMin;
+uniform vec3 probesMax;
+uniform vec3 probesResolution;
+vec3 getLightProbeGridIrradiance( vec3 worldPos, vec3 worldNormal ) {
+ vec3 res = probesResolution;
+ vec3 gridRange = probesMax - probesMin;
+ vec3 resMinusOne = res - 1.0;
+ vec3 probeSpacing = gridRange / resMinusOne;
+ vec3 samplePos = worldPos + worldNormal * probeSpacing * 0.5;
+ vec3 uvw = clamp( ( samplePos - probesMin ) / gridRange, 0.0, 1.0 );
+ uvw = uvw * resMinusOne / res + 0.5 / res;
+ float nz = res.z;
+ float paddedSlices = nz + 2.0;
+ float atlasDepth = 7.0 * paddedSlices;
+ float uvZBase = uvw.z * nz + 1.0;
+ vec4 s0 = texture( probesSH, vec3( uvw.xy, ( uvZBase ) / atlasDepth ) );
+ vec4 s1 = texture( probesSH, vec3( uvw.xy, ( uvZBase + paddedSlices ) / atlasDepth ) );
+ vec4 s2 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 2.0 * paddedSlices ) / atlasDepth ) );
+ vec4 s3 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 3.0 * paddedSlices ) / atlasDepth ) );
+ vec4 s4 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 4.0 * paddedSlices ) / atlasDepth ) );
+ vec4 s5 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 5.0 * paddedSlices ) / atlasDepth ) );
+ vec4 s6 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 6.0 * paddedSlices ) / atlasDepth ) );
+ vec3 c0 = s0.xyz;
+ vec3 c1 = vec3( s0.w, s1.xy );
+ vec3 c2 = vec3( s1.zw, s2.x );
+ vec3 c3 = s2.yzw;
+ vec3 c4 = s3.xyz;
+ vec3 c5 = vec3( s3.w, s4.xy );
+ vec3 c6 = vec3( s4.zw, s5.x );
+ vec3 c7 = s5.yzw;
+ vec3 c8 = s6.xyz;
+ float x = worldNormal.x, y = worldNormal.y, z = worldNormal.z;
+ vec3 result = c0 * 0.886227;
+ result += c1 * 2.0 * 0.511664 * y;
+ result += c2 * 2.0 * 0.511664 * z;
+ result += c3 * 2.0 * 0.511664 * x;
+ result += c4 * 2.0 * 0.429043 * x * y;
+ result += c5 * 2.0 * 0.429043 * y * z;
+ result += c6 * ( 0.743125 * z * z - 0.247708 );
+ result += c7 * 2.0 * 0.429043 * x * z;
+ result += c8 * 0.429043 * ( x * x - y * y );
+ return max( result, vec3( 0.0 ) );
+}
+#endif`,_w=`#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
+ gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;
+#endif`,vw=`#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
+ uniform float logDepthBufFC;
+ varying float vFragDepth;
+ varying float vIsPerspective;
+#endif`,yw=`#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
+ varying float vFragDepth;
+ varying float vIsPerspective;
+#endif`,xw=`#ifdef USE_LOGARITHMIC_DEPTH_BUFFER
+ vFragDepth = 1.0 + gl_Position.w;
+ vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
+#endif`,bw=`#ifdef USE_MAP
+ vec4 sampledDiffuseColor = texture2D( map, vMapUv );
+ #ifdef DECODE_VIDEO_TEXTURE
+ sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );
+ #endif
+ diffuseColor *= sampledDiffuseColor;
+#endif`,Mw=`#ifdef USE_MAP
+ uniform sampler2D map;
+#endif`,Sw=`#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`,ww=`#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`,Ew=`float metalnessFactor = metalness;
+#ifdef USE_METALNESSMAP
+ vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );
+ metalnessFactor *= texelMetalness.b;
+#endif`,Tw=`#ifdef USE_METALNESSMAP
+ uniform sampler2D metalnessMap;
+#endif`,Aw=`#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`,Cw=`#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`,Iw=`#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`,Rw=`#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`,Pw=`#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`,Lw=`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;`,Nw=`#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;
+ #if defined( USE_PACKED_NORMALMAP )
+ mapN = vec3( mapN.xy, sqrt( saturate( 1.0 - dot( mapN.xy, mapN.xy ) ) ) );
+ #endif
+ mapN.xy *= normalScale;
+ normal = normalize( tbn * mapN );
+#elif defined( USE_BUMPMAP )
+ normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );
+#endif`,Fw=`#ifndef FLAT_SHADED
+ varying vec3 vNormal;
+ #ifdef USE_TANGENT
+ varying vec3 vTangent;
+ varying vec3 vBitangent;
+ #endif
+#endif`,Dw=`#ifndef FLAT_SHADED
+ varying vec3 vNormal;
+ #ifdef USE_TANGENT
+ varying vec3 vTangent;
+ varying vec3 vBitangent;
+ #endif
+#endif`,Ow=`#ifndef FLAT_SHADED
+ vNormal = normalize( transformedNormal );
+ #ifdef USE_TANGENT
+ vTangent = normalize( transformedTangent );
+ vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
+ #endif
+#endif`,Uw=`#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`,zw=`#ifdef USE_CLEARCOAT
+ vec3 clearcoatNormal = nonPerturbedNormal;
+#endif`,kw=`#ifdef USE_CLEARCOAT_NORMALMAP
+ vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;
+ clearcoatMapN.xy *= clearcoatNormalScale;
+ clearcoatNormal = normalize( tbn2 * clearcoatMapN );
+#endif`,Bw=`#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`,Vw=`#ifdef USE_IRIDESCENCEMAP
+ uniform sampler2D iridescenceMap;
+#endif
+#ifdef USE_IRIDESCENCE_THICKNESSMAP
+ uniform sampler2D iridescenceThicknessMap;
+#endif`,Gw=`#ifdef OPAQUE
+diffuseColor.a = 1.0;
+#endif
+#ifdef USE_TRANSMISSION
+diffuseColor.a *= material.transmissionAlpha;
+#endif
+gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,Ww=`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 ) {
+ #ifdef USE_REVERSED_DEPTH_BUFFER
+
+ return depth * ( far - near ) - far;
+ #else
+ return depth * ( near - far ) - near;
+ #endif
+}
+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 ) {
+
+ #ifdef USE_REVERSED_DEPTH_BUFFER
+ return ( near * far ) / ( ( near - far ) * depth - near );
+ #else
+ return ( near * far ) / ( ( far - near ) * depth - far );
+ #endif
+}`,Hw=`#ifdef PREMULTIPLIED_ALPHA
+ gl_FragColor.rgb *= gl_FragColor.a;
+#endif`,Zw=`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;`,Xw=`#ifdef DITHERING
+ gl_FragColor.rgb = dithering( gl_FragColor.rgb );
+#endif`,Yw=`#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`,qw=`float roughnessFactor = roughness;
+#ifdef USE_ROUGHNESSMAP
+ vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );
+ roughnessFactor *= texelRoughness.g;
+#endif`,jw=`#ifdef USE_ROUGHNESSMAP
+ uniform sampler2D roughnessMap;
+#endif`,$w=`#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
+ #if defined( SHADOWMAP_TYPE_PCF )
+ uniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
+ #else
+ uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
+ #endif
+ 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
+ #if defined( SHADOWMAP_TYPE_PCF )
+ uniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
+ #else
+ uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
+ #endif
+ 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
+ #if defined( SHADOWMAP_TYPE_PCF )
+ uniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
+ #elif defined( SHADOWMAP_TYPE_BASIC )
+ uniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
+ #endif
+ 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
+ #if defined( SHADOWMAP_TYPE_PCF )
+ float interleavedGradientNoise( vec2 position ) {
+ return fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );
+ }
+ vec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {
+ const float goldenAngle = 2.399963229728653;
+ float r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );
+ float theta = float( sampleIndex ) * goldenAngle + phi;
+ return vec2( cos( theta ), sin( theta ) ) * r;
+ }
+ #endif
+ #if defined( SHADOWMAP_TYPE_PCF )
+ float getShadow( sampler2DShadow 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 ) {
+ vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
+ float radius = shadowRadius * texelSize.x;
+ float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;
+ shadow = (
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +
+ texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )
+ ) * 0.2;
+ }
+ return mix( 1.0, shadow, shadowIntensity );
+ }
+ #elif defined( SHADOWMAP_TYPE_VSM )
+ float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
+ float shadow = 1.0;
+ shadowCoord.xyz /= shadowCoord.w;
+ #ifdef USE_REVERSED_DEPTH_BUFFER
+ shadowCoord.z -= shadowBias;
+ #else
+ shadowCoord.z += shadowBias;
+ #endif
+ 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 ) {
+ vec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;
+ float mean = distribution.x;
+ float variance = distribution.y * distribution.y;
+ #ifdef USE_REVERSED_DEPTH_BUFFER
+ float hard_shadow = step( mean, shadowCoord.z );
+ #else
+ float hard_shadow = step( shadowCoord.z, mean );
+ #endif
+
+ if ( hard_shadow == 1.0 ) {
+ shadow = 1.0;
+ } else {
+ variance = max( variance, 0.0000001 );
+ float d = shadowCoord.z - mean;
+ float p_max = variance / ( variance + d * d );
+ p_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );
+ shadow = max( hard_shadow, p_max );
+ }
+ }
+ return mix( 1.0, shadow, shadowIntensity );
+ }
+ #else
+ float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
+ float shadow = 1.0;
+ shadowCoord.xyz /= shadowCoord.w;
+ #ifdef USE_REVERSED_DEPTH_BUFFER
+ shadowCoord.z -= shadowBias;
+ #else
+ shadowCoord.z += shadowBias;
+ #endif
+ 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 ) {
+ float depth = texture2D( shadowMap, shadowCoord.xy ).r;
+ #ifdef USE_REVERSED_DEPTH_BUFFER
+ shadow = step( depth, shadowCoord.z );
+ #else
+ shadow = step( shadowCoord.z, depth );
+ #endif
+ }
+ return mix( 1.0, shadow, shadowIntensity );
+ }
+ #endif
+ #if NUM_POINT_LIGHT_SHADOWS > 0
+ #if defined( SHADOWMAP_TYPE_PCF )
+ float getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
+ float shadow = 1.0;
+ vec3 lightToPosition = shadowCoord.xyz;
+ vec3 bd3D = normalize( lightToPosition );
+ vec3 absVec = abs( lightToPosition );
+ float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );
+ if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {
+ #ifdef USE_REVERSED_DEPTH_BUFFER
+ float dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
+ dp -= shadowBias;
+ #else
+ float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
+ dp += shadowBias;
+ #endif
+ float texelSize = shadowRadius / shadowMapSize.x;
+ vec3 absDir = abs( bd3D );
+ vec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );
+ tangent = normalize( cross( bd3D, tangent ) );
+ vec3 bitangent = cross( bd3D, tangent );
+ float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;
+ vec2 sample0 = vogelDiskSample( 0, 5, phi );
+ vec2 sample1 = vogelDiskSample( 1, 5, phi );
+ vec2 sample2 = vogelDiskSample( 2, 5, phi );
+ vec2 sample3 = vogelDiskSample( 3, 5, phi );
+ vec2 sample4 = vogelDiskSample( 4, 5, phi );
+ shadow = (
+ texture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +
+ texture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +
+ texture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +
+ texture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +
+ texture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )
+ ) * 0.2;
+ }
+ return mix( 1.0, shadow, shadowIntensity );
+ }
+ #elif defined( SHADOWMAP_TYPE_BASIC )
+ float getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
+ float shadow = 1.0;
+ vec3 lightToPosition = shadowCoord.xyz;
+ vec3 absVec = abs( lightToPosition );
+ float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );
+ if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {
+ float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );
+ dp += shadowBias;
+ vec3 bd3D = normalize( lightToPosition );
+ float depth = textureCube( shadowMap, bd3D ).r;
+ #ifdef USE_REVERSED_DEPTH_BUFFER
+ depth = 1.0 - depth;
+ #endif
+ shadow = step( dp, depth );
+ }
+ return mix( 1.0, shadow, shadowIntensity );
+ }
+ #endif
+ #endif
+#endif`,Kw=`#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`,Jw=`#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )
+ #ifdef HAS_NORMAL
+ vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
+ #else
+ vec3 shadowWorldNormal = vec3( 0.0 );
+ #endif
+ vec4 shadowWorldPosition;
+#endif
+#if defined( USE_SHADOWMAP )
+ #if NUM_DIR_LIGHT_SHADOWS > 0
+ #pragma unroll_loop_start
+ for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
+ shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );
+ vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;
+ }
+ #pragma unroll_loop_end
+ #endif
+ #if NUM_POINT_LIGHT_SHADOWS > 0
+ #pragma unroll_loop_start
+ for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
+ shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );
+ vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;
+ }
+ #pragma unroll_loop_end
+ #endif
+#endif
+#if NUM_SPOT_LIGHT_COORDS > 0
+ #pragma unroll_loop_start
+ for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {
+ shadowWorldPosition = worldPosition;
+ #if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
+ shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;
+ #endif
+ vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;
+ }
+ #pragma unroll_loop_end
+#endif`,Qw=`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 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )
+ 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;
+}`,e2=`#ifdef USE_SKINNING
+ mat4 boneMatX = getBoneMatrix( skinIndex.x );
+ mat4 boneMatY = getBoneMatrix( skinIndex.y );
+ mat4 boneMatZ = getBoneMatrix( skinIndex.z );
+ mat4 boneMatW = getBoneMatrix( skinIndex.w );
+#endif`,t2=`#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`,n2=`#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`,i2=`#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`,r2=`float specularStrength;
+#ifdef USE_SPECULARMAP
+ vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );
+ specularStrength = texelSpecular.r;
+#else
+ specularStrength = 1.0;
+#endif`,s2=`#ifdef USE_SPECULARMAP
+ uniform sampler2D specularMap;
+#endif`,o2=`#if defined( TONE_MAPPING )
+ gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
+#endif`,a2=`#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; }`,l2=`#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.diffuseContribution, material.specularColorBlended, 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`,c2=`#ifdef USE_TRANSMISSION
+ uniform float transmission;
+ uniform float thickness;
+ uniform float attenuationDistance;
+ uniform vec3 attenuationColor;
+ #ifdef USE_TRANSMISSIONMAP
+ uniform sampler2D transmissionMap;
+ #endif
+ #ifdef USE_THICKNESSMAP
+ uniform sampler2D thicknessMap;
+ #endif
+ uniform vec2 transmissionSamplerSize;
+ uniform sampler2D transmissionSamplerMap;
+ uniform mat4 modelMatrix;
+ uniform mat4 projectionMatrix;
+ varying vec3 vWorldPosition;
+ float w0( float a ) {
+ return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );
+ }
+ float w1( float a ) {
+ return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );
+ }
+ float w2( float a ){
+ return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );
+ }
+ float w3( float a ) {
+ return ( 1.0 / 6.0 ) * ( a * a * a );
+ }
+ float g0( float a ) {
+ return w0( a ) + w1( a );
+ }
+ float g1( float a ) {
+ return w2( a ) + w3( a );
+ }
+ float h0( float a ) {
+ return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );
+ }
+ float h1( float a ) {
+ return 1.0 + w3( a ) / ( w2( a ) + w3( a ) );
+ }
+ vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {
+ uv = uv * texelSize.zw + 0.5;
+ vec2 iuv = floor( uv );
+ vec2 fuv = fract( uv );
+ float g0x = g0( fuv.x );
+ float g1x = g1( fuv.x );
+ float h0x = h0( fuv.x );
+ float h1x = h1( fuv.x );
+ float h0y = h0( fuv.y );
+ float h1y = h1( fuv.y );
+ vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
+ vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
+ vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
+ vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
+ return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +
+ g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );
+ }
+ vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {
+ vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );
+ vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );
+ vec2 fLodSizeInv = 1.0 / fLodSize;
+ vec2 cLodSizeInv = 1.0 / cLodSize;
+ vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );
+ vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );
+ return mix( fSample, cSample, fract( lod ) );
+ }
+ vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {
+ vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
+ vec3 modelScale;
+ modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
+ modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
+ modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );
+ return normalize( refractionVector ) * thickness * modelScale;
+ }
+ float applyIorToRoughness( const in float roughness, const in float ior ) {
+ return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );
+ }
+ vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {
+ float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );
+ return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );
+ }
+ vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
+ if ( isinf( attenuationDistance ) ) {
+ return vec3( 1.0 );
+ } else {
+ vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
+ vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance;
+ }
+ }
+ vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
+ const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
+ const in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,
+ const in vec3 attenuationColor, const in float attenuationDistance ) {
+ vec4 transmittedLight;
+ vec3 transmittance;
+ #ifdef USE_DISPERSION
+ float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;
+ vec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );
+ for ( int i = 0; i < 3; i ++ ) {
+ vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );
+ vec3 refractedRayExit = position + transmissionRay;
+ vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
+ vec2 refractionCoords = ndcPos.xy / ndcPos.w;
+ refractionCoords += 1.0;
+ refractionCoords /= 2.0;
+ vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );
+ transmittedLight[ i ] = transmissionSample[ i ];
+ transmittedLight.a += transmissionSample.a;
+ transmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];
+ }
+ transmittedLight.a /= 3.0;
+ #else
+ vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
+ vec3 refractedRayExit = position + transmissionRay;
+ vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
+ vec2 refractionCoords = ndcPos.xy / ndcPos.w;
+ refractionCoords += 1.0;
+ refractionCoords /= 2.0;
+ transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
+ transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );
+ #endif
+ vec3 attenuatedColor = transmittance * transmittedLight.rgb;
+ vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
+ float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;
+ return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );
+ }
+#endif`,u2=`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
+ varying vec2 vUv;
+#endif
+#ifdef USE_MAP
+ varying vec2 vMapUv;
+#endif
+#ifdef USE_ALPHAMAP
+ varying vec2 vAlphaMapUv;
+#endif
+#ifdef USE_LIGHTMAP
+ varying vec2 vLightMapUv;
+#endif
+#ifdef USE_AOMAP
+ varying vec2 vAoMapUv;
+#endif
+#ifdef USE_BUMPMAP
+ varying vec2 vBumpMapUv;
+#endif
+#ifdef USE_NORMALMAP
+ varying vec2 vNormalMapUv;
+#endif
+#ifdef USE_EMISSIVEMAP
+ varying vec2 vEmissiveMapUv;
+#endif
+#ifdef USE_METALNESSMAP
+ varying vec2 vMetalnessMapUv;
+#endif
+#ifdef USE_ROUGHNESSMAP
+ varying vec2 vRoughnessMapUv;
+#endif
+#ifdef USE_ANISOTROPYMAP
+ varying vec2 vAnisotropyMapUv;
+#endif
+#ifdef USE_CLEARCOATMAP
+ varying vec2 vClearcoatMapUv;
+#endif
+#ifdef USE_CLEARCOAT_NORMALMAP
+ varying vec2 vClearcoatNormalMapUv;
+#endif
+#ifdef USE_CLEARCOAT_ROUGHNESSMAP
+ varying vec2 vClearcoatRoughnessMapUv;
+#endif
+#ifdef USE_IRIDESCENCEMAP
+ varying vec2 vIridescenceMapUv;
+#endif
+#ifdef USE_IRIDESCENCE_THICKNESSMAP
+ varying vec2 vIridescenceThicknessMapUv;
+#endif
+#ifdef USE_SHEEN_COLORMAP
+ varying vec2 vSheenColorMapUv;
+#endif
+#ifdef USE_SHEEN_ROUGHNESSMAP
+ varying vec2 vSheenRoughnessMapUv;
+#endif
+#ifdef USE_SPECULARMAP
+ varying vec2 vSpecularMapUv;
+#endif
+#ifdef USE_SPECULAR_COLORMAP
+ varying vec2 vSpecularColorMapUv;
+#endif
+#ifdef USE_SPECULAR_INTENSITYMAP
+ varying vec2 vSpecularIntensityMapUv;
+#endif
+#ifdef USE_TRANSMISSIONMAP
+ uniform mat3 transmissionMapTransform;
+ varying vec2 vTransmissionMapUv;
+#endif
+#ifdef USE_THICKNESSMAP
+ uniform mat3 thicknessMapTransform;
+ varying vec2 vThicknessMapUv;
+#endif`,d2=`#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`,h2=`#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`,f2=`#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0
+ vec4 worldPosition = vec4( transformed, 1.0 );
+ #ifdef USE_BATCHING
+ worldPosition = batchingMatrix * worldPosition;
+ #endif
+ #ifdef USE_INSTANCING
+ worldPosition = instanceMatrix * worldPosition;
+ #endif
+ worldPosition = modelMatrix * worldPosition;
+#endif`;const p2=`varying vec2 vUv;
+uniform mat3 uvTransform;
+void main() {
+ vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
+ gl_Position = vec4( position.xy, 1.0, 1.0 );
+}`,m2=`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>
+}`,g2=`varying vec3 vWorldDirection;
+#include <common>
+void main() {
+ vWorldDirection = transformDirection( position, modelMatrix );
+ #include <begin_vertex>
+ #include <project_vertex>
+ gl_Position.z = gl_Position.w;
+}`,_2=`#ifdef ENVMAP_TYPE_CUBE
+ uniform samplerCube envMap;
+#elif defined( ENVMAP_TYPE_CUBE_UV )
+ uniform sampler2D envMap;
+#endif
+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 * vWorldDirection );
+ #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>
+}`,v2=`varying vec3 vWorldDirection;
+#include <common>
+void main() {
+ vWorldDirection = transformDirection( position, modelMatrix );
+ #include <begin_vertex>
+ #include <project_vertex>
+ gl_Position.z = gl_Position.w;
+}`,y2=`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>
+}`,x2=`#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;
+}`,b2=`#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
+}`,M2=`#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;
+}`,S2=`#define DISTANCE
+uniform vec3 referencePosition;
+uniform float nearDistance;
+uniform float farDistance;
+varying vec3 vWorldPosition;
+#include <common>
+#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 = vec4( dist, 0.0, 0.0, 1.0 );
+}`,w2=`varying vec3 vWorldDirection;
+#include <common>
+void main() {
+ vWorldDirection = transformDirection( position, modelMatrix );
+ #include <begin_vertex>
+ #include <project_vertex>
+}`,E2=`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>
+}`,T2=`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>
+}`,A2=`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>
+}`,C2=`#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>
+}`,I2=`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>
+}`,R2=`#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>
+}`,P2=`#define LAMBERT
+uniform vec3 diffuse;
+uniform vec3 emissive;
+uniform float opacity;
+#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 <emissivemap_pars_fragment>
+#include <cube_uv_reflection_fragment>
+#include <envmap_common_pars_fragment>
+#include <envmap_pars_fragment>
+#include <envmap_physical_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>
+}`,L2=`#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;
+}`,N2=`#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>
+}`,F2=`#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
+}`,D2=`#define NORMAL
+uniform float opacity;
+#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
+ varying vec3 vViewPosition;
+#endif
+#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( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );
+ #ifdef OPAQUE
+ gl_FragColor.a = 1.0;
+ #endif
+}`,O2=`#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>
+}`,U2=`#define PHONG
+uniform vec3 diffuse;
+uniform vec3 emissive;
+uniform vec3 specular;
+uniform float shininess;
+uniform float opacity;
+#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 <emissivemap_pars_fragment>
+#include <cube_uv_reflection_fragment>
+#include <envmap_common_pars_fragment>
+#include <envmap_pars_fragment>
+#include <envmap_physical_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>
+}`,z2=`#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
+}`,k2=`#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 <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
+
+ outgoingLight = outgoingLight + 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>
+}`,B2=`#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>
+}`,V2=`#define TOON
+uniform vec3 diffuse;
+uniform vec3 emissive;
+uniform float opacity;
+#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 <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>
+}`,G2=`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>
+}`,W2=`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>
+}`,H2=`#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>
+}`,Z2=`uniform vec3 color;
+uniform float opacity;
+#include <common>
+#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>
+ #include <premultiplied_alpha_fragment>
+}`,X2=`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>
+}`,Y2=`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>
+}`,Mt={alphahash_fragment:pS,alphahash_pars_fragment:mS,alphamap_fragment:gS,alphamap_pars_fragment:_S,alphatest_fragment:vS,alphatest_pars_fragment:yS,aomap_fragment:xS,aomap_pars_fragment:bS,batching_pars_vertex:MS,batching_vertex:SS,begin_vertex:wS,beginnormal_vertex:ES,bsdfs:TS,iridescence_fragment:AS,bumpmap_pars_fragment:CS,clipping_planes_fragment:IS,clipping_planes_pars_fragment:RS,clipping_planes_pars_vertex:PS,clipping_planes_vertex:LS,color_fragment:NS,color_pars_fragment:FS,c [...]
+
+ 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 4.1: Orthonormal basis
+ vec3 T1 = vec3(1.0, 0.0, 0.0);
+ vec3 T2 = cross(V, 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 + V.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)) * V;
+
+ // Section 3.4: Transform back to ellipsoid configuration
+ return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));
+ }
+
+ void main() {
+ vec3 N = normalize(vOutputDirection);
+ vec3 V = N; // Assume view direction equals normal for pre-filtering
+
+ vec3 prefilteredColor = vec3(0.0);
+ float totalWeight = 0.0;
+
+ // For very low roughness, just sample the environment directly
+ if (roughness < 0.001) {
+ gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0);
+ return;
+ }
+
+ // Tangent space basis for VNDF sampling
+ vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 tangent = normalize(cross(up, N));
+ vec3 bitangent = cross(N, tangent);
+
+ for(uint i = 0u; i < uint(GGX_SAMPLES); i++) {
+ vec2 Xi = hammersley(i, uint(GGX_SAMPLES));
+
+ // For PMREM, V = N, so in tangent space V is always (0, 0, 1)
+ vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness);
+
+ // Transform H back to world space
+ vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);
+ vec3 L = normalize(2.0 * dot(V, H) * H - V);
+
+ float NdotL = max(dot(N, L), 0.0);
+
+ if(NdotL > 0.0) {
+ // Sample environment at fixed mip level
+ // VNDF importance sampling handles the distribution filtering
+ vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt);
+
+ // Weight by NdotL for the split-sum approximation
+ // VNDF PDF naturally accounts for the visible microfacet distribution
+ prefilteredColor += sampleColor * NdotL;
+ totalWeight += NdotL;
+ }
+ }
+
+ if (totalWeight > 0.0) {
+ prefilteredColor = prefilteredColor / totalWeight;
+ }
+
+ gl_FragColor = vec4(prefilteredColor, 1.0);
+ }
+ `,blending:Ni,depthTest:!1,depthWrite:!1})}function rE(i,e,t){const n=new Float32Array(Hr),r=new L(0,1,0);return new Dn({name:"SphericalGaussianBlur",defines:{n:Hr,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/t,CUBEUV_MAX_MIP:`${i}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:n},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:Nu(),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 );
+
+ }
+
+ }
+ `,blending:Ni,depthTest:!1,depthWrite:!1})}function wm(){return new Dn({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:Nu(),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 );
+
+ }
+ `,blending:Ni,depthTest:!1,depthWrite:!1})}function Em(){return new Dn({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:Nu(),fragmentShader:`
+
+ precision mediump float;
+ precision mediump int;
+
+ uniform float flipEnvMap;
+
+ varying vec3 vOutputDirection;
+
+ uniform samplerCube envMap;
+
+ void main() {
+
+ gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
+
+ }
+ `,blending:Ni,depthTest:!1,depthWrite:!1})}function Nu(){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 );
+
+ }
+ `}class Uf extends Hn{constructor(e=1,t={}){super(e,e,t),this.isWebGLCubeRenderTarget=!0;const n={width:e,height:e,depth:1},r=[n,n,n,n,n,n];this.texture=new Pa(r),this._setTextureOptions(t),this.texture.isRenderTargetTexture=!0}fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.colorSpace=t.colorSpace,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:`
+
+ varying vec3 vWorldDirection;
+
+ vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
+
+ return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
+
+ }
+
+ void main() {
+
+ vWorldDirection = transformDirection( position, modelMatrix );
+
+ #include <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 );
+
+ }
+ `},r=new Qi(5,5,5),s=new Dn({name:"CubemapFromEquirect",uniforms:Js(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:Fn,blending:Ni});s.uniforms.tEquirect.value=t;const o=new Yt(r,s),a=t.minFilter;return t.minFilter===Pi&&(t.minFilter=kt),new Mv(1,10,this).update(e,o),t.minFilter=a,o.geometry.dispose(),o.material.dispose(),this}clear(e,t=!0,n=!0,r=!0){const s=e.getRenderTarget();for(let o=0;o<6;o++)e.setRenderTarget(this,o),e.clear(t,n,r);e.setRenderTarget( [...]
+ 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;
+
+ varying vec2 vUv;
+
+ #include <tonemapping_pars_fragment>
+ #include <colorspace_pars_fragment>
+
+ void main() {
+ gl_FragColor = texture2D( tDiffuse, vUv );
+
+ #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
+
+ #ifdef SRGB_TRANSFER
+ gl_FragColor = sRGBTransferOETF( gl_FragColor );
+ #endif
+ }`,depthTest:!1,depthWrite:!1}),c=new Yt(a,l),u=new ei(-1,1,1,-1,0,1);let d=null,h=null,p=!1,f,v=null,g=[],m=!1;this.setSize=function(y,M){s.setSize(y,M),o.setSize(y,M);for(let S=0;S<g.length;S++){const T=g[S];T.setSize&&T.setSize(y,M)}},this.setEffects=function(y){g=y,m=g.length>0&&g[0].isRenderPass===!0;const M=s.width,S=s.height;for(let T=0;T<g.length;T++){const b=g[T];b.setSize&&b.setSize(M,S)}},this.begin=function(y,M){if(p||y.toneMapping===ni&&g.length===0)return!1;if(v=M,M!==nu [...]
+`),n=[],r=Math.max(e-6,0),s=Math.min(e+6,t.length);for(let o=r;o<s;o++){const a=o+1;n.push(`${a===e?">":" "} ${a}: ${t[o]}`)}return n.join(`
+`)}const Nm=new vt;function aT(i){At._getMatrix(Nm,At.workingColorSpace,i);const e=`mat3( ${Nm.elements.map(t=>t.toFixed(4))} )`;switch(At.getTransfer(i)){case oa:return[e,"LinearTransferOETF"];case Ot:return[e,"sRGBTransferOETF"];default:return Ge("WebGLProgram: Unsupported color space: ",i),[e,"LinearTransferOETF"]}}function Fm(i,e,t){const n=i.getShaderParameter(e,i.COMPILE_STATUS),s=(i.getShaderInfoLog(e)||"").trim();if(n&&s==="")return"";const o=/ERROR: 0:(\d+)/.exec(s);if(o){const [...]
+
+`+s+`
+
+`+oT(i.getShaderSource(e),a)}else return s}function lT(i,e){const t=aT(e);return[`vec4 ${i}( vec4 value ) {`,` return ${t[1]}( vec4( value.rgb * ${t[0]}, value.a ) );`,"}"].join(`
+`)}const cT={[Yh]:"Linear",[qh]:"Reinhard",[jh]:"Cineon",[Qc]:"ACESFilmic",[Kh]:"AgX",[Jh]:"Neutral",[$h]:"Custom"};function uT(i,e){const t=cT[e];return t===void 0?(Ge("WebGLProgram: Unsupported toneMapping:",e),"vec3 "+i+"( vec3 color ) { return LinearToneMapping( color ); }"):"vec3 "+i+"( vec3 color ) { return "+t+"ToneMapping( color ); }"}const Dl=new L;function dT(){At.getLuminanceCoefficients(Dl);const i=Dl.x.toFixed(4),e=Dl.y.toFixed(4),t=Dl.z.toFixed(4);return["float luminance( c [...]
+`)}function hT(i){return[i.extensionClipCullDistance?"#extension GL_ANGLE_clip_cull_distance : require":"",i.extensionMultiDraw?"#extension GL_ANGLE_multi_draw : require":""].filter(Do).join(`
+`)}function fT(i){const e=[];for(const t in i){const n=i[t];n!==!1&&e.push("#define "+t+" "+n)}return e.join(`
+`)}function pT(i,e){const t={},n=i.getProgramParameter(e,i.ACTIVE_ATTRIBUTES);for(let r=0;r<n;r++){const s=i.getActiveAttrib(e,r),o=s.name;let a=1;s.type===i.FLOAT_MAT2&&(a=2),s.type===i.FLOAT_MAT3&&(a=3),s.type===i.FLOAT_MAT4&&(a=4),t[o]={type:s.type,location:i.getAttribLocation(e,o),locationSize:a}}return t}function Do(i){return i!==""}function Dm(i,e){const t=e.numSpotLightShadows+e.numSpotLightMaps-e.numSpotLightShadowsWithMaps;return i.replace(/NUM_DIR_LIGHTS/g,e.numDirLights).repla [...]
+ precision ${i.precision} int;
+ precision ${i.precision} sampler2D;
+ precision ${i.precision} samplerCube;
+ precision ${i.precision} sampler3D;
+ precision ${i.precision} sampler2DArray;
+ precision ${i.precision} sampler2DShadow;
+ precision ${i.precision} samplerCubeShadow;
+ precision ${i.precision} sampler2DArrayShadow;
+ precision ${i.precision} isampler2D;
+ precision ${i.precision} isampler3D;
+ precision ${i.precision} isamplerCube;
+ precision ${i.precision} isampler2DArray;
+ precision ${i.precision} usampler2D;
+ precision ${i.precision} usampler3D;
+ precision ${i.precision} usamplerCube;
+ precision ${i.precision} usampler2DArray;
+ `;return i.precision==="highp"?e+=`
+#define HIGH_PRECISION`:i.precision==="mediump"?e+=`
+#define MEDIUM_PRECISION`:i.precision==="lowp"&&(e+=`
+#define LOW_PRECISION`),e}const xT={[zo]:"SHADOWMAP_TYPE_PCF",[Ds]:"SHADOWMAP_TYPE_VSM"};function bT(i){return xT[i.shadowMapType]||"SHADOWMAP_TYPE_BASIC"}const MT={[Di]:"ENVMAP_TYPE_CUBE",[_r]:"ENVMAP_TYPE_CUBE",[so]:"ENVMAP_TYPE_CUBE_UV"};function ST(i){return i.envMap===!1?"ENVMAP_TYPE_CUBE":MT[i.envMapMode]||"ENVMAP_TYPE_CUBE"}const wT={[_r]:"ENVMAP_MODE_REFRACTION"};function ET(i){return i.envMap===!1?"ENVMAP_MODE_REFLECTION":wT[i.envMapMode]||"ENVMAP_MODE_REFLECTION"}const TT={[Ta] [...]
+`:"";t.isRawShaderMaterial?(g=["#define SHADER_TYPE "+t.shaderType,"#define SHADER_NAME "+t.shaderName,f].filter(Do).join(`
+`),g.length>0&&(g+=`
+`),m=["#define SHADER_TYPE "+t.shaderType,"#define SHADER_NAME "+t.shaderName,f].filter(Do).join(`
+`),m.length>0&&(m+=`
+`)):(g=[zm(t),"#define SHADER_TYPE "+t.shaderType,"#define SHADER_NAME "+t.shaderName,f,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? [...]
+`].filter(Do).join(`
+`),m=[zm(t),"#define SHADER_TYPE "+t.shaderType,"#define SHADER_NAME "+t.shaderName,f,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 "+u:"",t.envMap?"#define "+d:"",h?"#define CUBEUV_TEXEL_WIDTH "+h.texelWidth:"",h?"#define CUBEUV_TEXEL_HEIGHT "+h.texelHeight:"",h?"#define C [...]
+`].filter(Do).join(`
+`)),o=yh(o),o=Dm(o,t),o=Om(o,t),a=yh(a),a=Dm(a,t),a=Om(a,t),o=Um(o),a=Um(a),t.isRawShaderMaterial!==!0&&(y=`#version 300 es
+`,g=[p,"#define attribute in","#define varying out","#define texture2D texture"].join(`
+`)+`
+`+g,m=["#define varying in",t.glslVersion===oh?"":"layout(location = 0) out highp vec4 pc_fragColor;",t.glslVersion===oh?"":"#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 texturePr [...]
+`)+`
+`+m);const M=y+g+o,S=y+m+a,T=Lm(r,r.VERTEX_SHADER,M),b=Lm(r,r.FRAGMENT_SHADER,S);r.attachShader(v,T),r.attachShader(v,b),t.index0AttributeName!==void 0?r.bindAttribLocation(v,0,t.index0AttributeName):t.morphTargets===!0&&r.bindAttribLocation(v,0,"position"),r.linkProgram(v);function A(E){if(i.debug.checkShaderErrors){const R=r.getProgramInfoLog(v)||"",V=r.getShaderInfoLog(T)||"",q=r.getShaderInfoLog(b)||"",O=R.trim(),k=V.trim(),H=q.trim();let oe=!0,ae=!0;if(r.getProgramParameter(v,r.LINK [...]
+
+Material Name: `+E.name+`
+Material Type: `+E.type+`
+
+Program Info Log: `+O+`
+`+he+`
+`+Te)}else O!==""?Ge("WebGLProgram: Program Info Log:",O):(k===""||H==="")&&(ae=!1);ae&&(E.diagnostics={runnable:oe,programLog:O,vertexShader:{log:k,prefix:g},fragmentShader:{log:H,prefix:m}})}r.deleteShader(T),r.deleteShader(b),_=new Xl(r,v),x=pT(r,v)}let _;this.getUniforms=function(){return _===void 0&&A(this),_};let x;this.getAttributes=function(){return x===void 0&&A(this),x};let w=t.rendererExtensionParallelShaderCompile===!1;return this.isReady=function(){return w===!1&&(w=r.getPro [...]
+ gl_Position = vec4( position, 1.0 );
+}`,ZT=`uniform sampler2D shadow_pass;
+uniform vec2 resolution;
+uniform float radius;
+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 = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ).rg;
+ mean += distribution.x;
+ squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;
+ #else
+ float depth = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ).r;
+ mean += depth;
+ squared_mean += depth * depth;
+ #endif
+ }
+ mean = mean / samples;
+ squared_mean = squared_mean / samples;
+ float std_dev = sqrt( max( 0.0, squared_mean - mean * mean ) );
+ gl_FragColor = vec4( mean, std_dev, 0.0, 1.0 );
+}`,XT=[new L(1,0,0),new L(-1,0,0),new L(0,1,0),new L(0,-1,0),new L(0,0,1),new L(0,0,-1)],YT=[new L(0,-1,0),new L(0,-1,0),new L(0,0,1),new L(0,0,-1),new L(0,-1,0),new L(0,-1,0)],Gm=new lt,Ao=new L,Nd=new L;function qT(i,e,t){let n=new oo;const r=new ye,s=new ye,o=new Ft,a=new Sf,l=new wf,c={},u=t.maxTextureSize,d={[ji]:Fn,[Fn]:ji,[_n]:_n},h=new Dn({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new ye},radius:{value:4}},vertexShader:HT,fragmentShader:ZT}),p=h [...]
+void main() {
+
+ gl_Position = vec4( position, 1.0 );
+
+}`,JT=`
+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;
+
+ }
+
+}`;class QT{constructor(){this.texture=null,this.mesh=null,this.depthNear=0,this.depthFar=0}init(e,t){if(this.texture===null){const n=new pf(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 Dn({vertexShader:KT,fragmentShader:JT,uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}} [...]
+ - WebGPU is not supported by your browser
+ - GPU is not available or lacks required features
+ - GPU drivers are outdated
+Error details: ${q.message}`,q),y.trigger(q)}},A=Ws(),_=()=>{l.value=v.value?1:Math.max(0,l.value-1),A.trigger(a)};let x=V=>{s.activeCamera.value&&(a.render(i.value,s.activeCamera.value),V())};const w=V=>{x=V},E=RI(()=>{l.value&&x(_)},{fpsLimit:n});m.on(()=>{S.value&&E.start()}),Xt([r.width,r.height,S],()=>{S.value&&(a.setSize(r.width.value,r.height.value),!M&&a.domElement.width&&a.domElement.height&&(M=!0,Wh(()=>{m.trigger(a)})),f())},{immediate:!0}),$n(()=>{S.value&&TI(a,r.pixelRatio.v [...]
+ You probably tried to use it above or on the same level as a TresCanvas component.
+ It should be used in child components of a TresCanvas instance.`);return i};function zu(){const{scene:i,renderer:e,camera:t,sizes:n,controls:r,extend:s,events:o}=np();return{scene:i,renderer:e.instance,camera:t.activeCamera,sizes:n,controls:r,extend:s,events:o,invalidate:e.invalidate,advance:e.advance}}const ky=()=>{const i=zu(),{renderer:e}=np(),t=l0(),n=l0();e.loop.onBeforeLoop(s=>{t.trigger({...i,...s})}),e.loop.onLoop(s=>{n.trigger({...i,...s})});const r=e.replaceRenderFunction;retu [...]
+ uniform mat4 textureMatrix;
+ varying vec4 vUv;
+
+ #include <common>
+ #include <logdepthbuf_pars_vertex>
+
+ void main() {
+
+ vUv = textureMatrix * vec4( position, 1.0 );
+
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+
+ #include <logdepthbuf_vertex>
+
+ }`,fragmentShader:`
+ uniform vec3 color;
+ uniform sampler2D tDiffuse;
+ varying vec4 vUv;
+
+ #include <logdepthbuf_pars_fragment>
+
+ float blendOverlay( float base, float blend ) {
+
+ return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
+
+ }
+
+ vec3 blendOverlay( vec3 base, vec3 blend ) {
+
+ return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
+
+ }
+
+ void main() {
+
+ #include <logdepthbuf_fragment>
+
+ vec4 base = texture2DProj( tDiffuse, vUv );
+ gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
+
+ #include <tonemapping_fragment>
+ #include <${aR>=154?"colorspace_fragment":"encodings_fragment"}>
+
+ }`}),e})();var dR=Object.defineProperty,hR=(i,e,t)=>e in i?dR(i,e,{enumerable:!0,configurable:!0,writable:!0,value:t}):i[e]=t,fR=(i,e,t)=>(hR(i,e+"",t),t);class pR{constructor(){fR(this,"_listeners")}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){if(this._listeners===void 0)return!1;const n=this._listeners;return n[e]!==void 0&&n[e].indexOf(t)!==-1}removeEvent [...]
+ * camera-controls
+ * https://github.com/yomotsu/camera-controls
+ * (c) 2017 @yomotsu
+ * Released under the MIT License.
+ */var Gd;/Mac/.test((Gd=globalThis==null?void 0:globalThis.navigator)===null||Gd===void 0?void 0:Gd.platform);function kl(i){throw new Error('Could not dynamically require "'+i+'". Please configure the dynamicRequireTargets or/and ignoreDynamicRequires option of @rollup/plugin-commonjs appropriately for this require call to work.')}var Wd={exports:{}},v0;function yR(){return v0||(v0=1,(function(i,e){(function(t){i.exports=t()})(function(){return(function t(n,r,s){function o(c,u){if(!r[c [...]
+(see https://github.com/puleos/object-hash/issues/26)
+Use "options.replacer" or "options.ignoreUnknown"
+`)},_domwindow:function(){return x("domwindow")},_bigint:function(w){return x("bigint:"+w.toString())},_process:function(){return x("process")},_timer:function(){return x("timer")},_pipe:function(){return x("pipe")},_tcp:function(){return x("tcp")},_udp:function(){return x("udp")},_tty:function(){return x("tty")},_statwatcher:function(){return x("statwatcher")},_securecontext:function(){return x("securecontext")},_connection:function(){return x("connection")},_zlib:function(){return x("z [...]
+list should be an Array.`),I.length===0)return new g(0);if(I.length===1)return I[0];if(typeof z!="number")for(ne=z=0;ne<I.length;ne++)z+=I[ne].length;for(var X=new g(z),fe=0,ne=0;ne<I.length;ne++){var j=I[ne];j.copy(X,fe),fe+=j.length}return X},g.prototype.write=function(I,z,X,fe){isFinite(z)?isFinite(X)||(fe=X,X=void 0):(Se=fe,fe=z,z=X,X=Se),z=Number(z)||0;var ne,j,ie,de,Se=this.length-z;switch((!X||Se<(X=Number(X)))&&(X=Se),fe=String(fe||"utf8").toLowerCase()){case"hex":ne=(function(me [...]
+`))}S.fill(0),r.createHash=function(w){return T(w)},r.createHmac=T,r.randomBytes=function(w,E){if(!E||!E.call)return new f(m(w));try{E.call(this,void 0,new f(m(w)))}catch(R){E(R)}};var A,_=["createCredentials","createCipher","createCipheriv","createDecipher","createDecipheriv","createSign","createVerify","createDiffieHellman","pbkdf2"],x=function(w){r[w]=function(){b("sorry,",w,"is not implemented yet")}};for(A in _)x(_[A])}).call(this,t("lYpoI2"),typeof self<"u"?self:typeof window<"u"?w [...]
+`),ae=oe.length;for(var He;x=oe[b],b<ae;){switch(He=b,_){case a:b=X();break;case l:b=z();break;case c:b=I();break;case u:b=fe();break;case d:b=ie();break;case y:b=j();break;case h:b=de();break;case o:b=Se();break;case g:b=te();break;case s:b=Oe();break}if(He!==b)switch(oe[He]){case`
+`:q=0,++V;break;default:++q;break}}return A+=b,oe=oe.slice(b),R}function pe(me){return E.length&&je(E.join("")),_=m,je("(eof)"),R}function Oe(){return E=E.length?[]:E,w==="/"&&x==="*"?(O=A+b-1,_=a,w=x,b+1):w==="/"&&x==="/"?(O=A+b-1,_=l,w=x,b+1):x==="#"?(_=c,O=A+b,b):/\s/.test(x)?(_=g,O=A+b,b):(k=/\d/.test(x),H=/[^\w_]/.test(x),O=A+b,_=k?d:H?u:o,b)}function te(){return/[^\s]/g.test(x)?(je(E.join("")),_=s,b):(E.push(x),w=x,b+1)}function I(){return(x==="\r"||x===`
+`)&&w!=="\\"?(je(E.join("")),_=s,b):(E.push(x),w=x,b+1)}function z(){return I()}function X(){return x==="/"&&w==="*"?(E.push(x),je(E.join("")),_=s,b+1):(E.push(x),w=x,b+1)}function fe(){if(w==="."&&/\d/.test(x))return _=h,b;if(w==="/"&&x==="*")return _=a,b;if(w==="/"&&x==="/")return _=l,b;if(x==="."&&E.length){for(;ne(E););return _=h,b}if(x===";"||x===")"||x==="("){if(E.length)for(;ne(E););return je(x),_=s,b+1}var me=E.length===2&&x!=="=";if(/[\w_\d\s]/.test(x)||me){for(;ne(E););return _ [...]
+ vec3 objectNormal = `.concat(gt.normal,`;
+ #ifdef USE_TANGENT
+ vec3 objectTangent = vec3( tangent.xyz );
+ #endif
+ `)}),Bt(zn,"".concat(gt.position),{"#include <begin_vertex>":`
+ vec3 transformed = `.concat(gt.position,`;
+ `)}),Bt(zn,"".concat(gt.positionRaw),{"#include <begin_vertex>":`
+ vec4 csm_internal_positionUnprojected = `.concat(gt.positionRaw,`;
+ mat4x4 csm_internal_unprojectMatrix = projectionMatrix * modelViewMatrix;
+ #ifdef USE_INSTANCING
+ csm_internal_unprojectMatrix = csm_internal_unprojectMatrix * instanceMatrix;
+ #endif
+ csm_internal_positionUnprojected = inverse(csm_internal_unprojectMatrix) * csm_internal_positionUnprojected;
+ vec3 transformed = csm_internal_positionUnprojected.xyz;
+ `)}),Bt(zn,"".concat(gt.pointSize),{"gl_PointSize = size;":`
+ gl_PointSize = `.concat(gt.pointSize,`;
+ `)}),Bt(zn,"".concat(gt.diffuseColor),{"#include <color_fragment>":`
+ #include <color_fragment>
+ diffuseColor = `.concat(gt.diffuseColor,`;
+ `)}),Bt(zn,"".concat(gt.fragColor),{"#include <dithering_fragment>":`
+ #include <dithering_fragment>
+ gl_FragColor = `.concat(gt.fragColor,`;
+ `)}),Bt(zn,"".concat(gt.emissive),{"vec3 totalEmissiveRadiance = emissive;":`
+ vec3 totalEmissiveRadiance = `.concat(gt.emissive,`;
+ `)}),Bt(zn,"".concat(gt.roughness),{"#include <roughnessmap_fragment>":`
+ #include <roughnessmap_fragment>
+ roughnessFactor = `.concat(gt.roughness,`;
+ `)}),Bt(zn,"".concat(gt.metalness),{"#include <metalnessmap_fragment>":`
+ #include <metalnessmap_fragment>
+ metalnessFactor = `.concat(gt.metalness,`;
+ `)}),Bt(zn,"".concat(gt.ao),{"#include <aomap_fragment>":`
+ #include <aomap_fragment>
+ reflectedLight.indirectDiffuse *= 1. - `.concat(gt.ao,`;
+ `)}),Bt(zn,"".concat(gt.bump),{"#include <normal_fragment_maps>":`
+ #include <normal_fragment_maps>
+
+ vec3 csm_internal_orthogonal = `.concat(gt.bump," - (dot(").concat(gt.bump,`, normal) * normal);
+ vec3 csm_internal_projectedbump = mat3(csm_internal_vModelViewMatrix) * csm_internal_orthogonal;
+ normal = normalize(normal - csm_internal_projectedbump);
+ `)}),Bt(zn,"".concat(gt.depthAlpha),{"gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );":`
+ gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity * `.concat(gt.depthAlpha,` );
+ `),"gl_FragColor = packDepthToRGBA( fragCoordZ );":`
+ gl_FragColor = packDepthToRGBA( fragCoordZ );
+ gl_FragColor.a *= `.concat(gt.depthAlpha,`;
+ `)});Fs={},Bt(Fs,"".concat(gt.position),{"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );":`
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( `.concat(gt.position,`, 1.0 );
+ `)}),Bt(Fs,"".concat(gt.positionRaw),{"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );":`
+ gl_Position = `.concat(gt.position,`;
+ `)}),Bt(Fs,"".concat(gt.diffuseColor),{"gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );":`
+ gl_FragColor = `.concat(gt.diffuseColor,`;
+ `)}),Bt(Fs,"".concat(gt.fragColor),{"gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );":`
+ gl_FragColor = `.concat(gt.fragColor,`;
+ `)});var kn;kn={},Bt(kn,"".concat(gt.position),"*"),Bt(kn,"".concat(gt.positionRaw),"*"),Bt(kn,"".concat(gt.normal),"*"),Bt(kn,"".concat(gt.pointSize),["PointsMaterial"]),Bt(kn,"".concat(gt.diffuseColor),"*"),Bt(kn,"".concat(gt.fragColor),"*"),Bt(kn,"".concat(gt.emissive),["MeshStandardMaterial","MeshPhysicalMaterial"]),Bt(kn,"".concat(gt.roughness),["MeshStandardMaterial","MeshPhysicalMaterial"]),Bt(kn,"".concat(gt.metalness),["MeshStandardMaterial","MeshPhysicalMaterial"]),Bt(kn,"".c [...]
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+}`,A0=`#include <common>
+
+uniform float uWidth;
+uniform float uHeight;
+
+void main() {
+
+ vec4 mvPosition = modelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
+
+ vec2 quad = position.xy;
+
+ vec2 alignedPosition = quad * vec2(uWidth, uHeight);
+
+ mvPosition.xy += alignedPosition;
+
+ gl_Position = projectionMatrix * mvPosition;
+}`,OR=`#include <common>
+
+void main() {
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
+}`;const fo=new L(0,0,0),ku=new L(0,0,0),UR=new L(0,0,0);function zR(i,e,t){const n=fo.setFromMatrixPosition(i.matrixWorld);n.project(e);const r=t.width/2,s=t.height/2;return[(Number.isNaN(n.x)?0:n.x)*r+r,-(n.y*s)+s,n.z]}function kR(i,e){const t=fo.setFromMatrixPosition(i.matrixWorld),n=ku.setFromMatrixPosition(e.matrixWorld),r=t.sub(n),s=e.getWorldDirection(UR);return r.angleTo(s)>Math.PI/2}function BR(i,e,t,n){const r=fo.setFromMatrixPosition(i.matrixWorld),s=r.clone();s.project(e),t.s [...]
diff --git a/3d-map-app/assets/Infra3DView-DmsdWF4_.css b/3d-map-app/assets/Infra3DView-DmsdWF4_.css
new file mode 100644
index 00000000000..4ccf5c75548
--- /dev/null
+++ b/3d-map-app/assets/Infra3DView-DmsdWF4_.css
@@ -0,0 +1 @@
+.canvas-host[data-v-cfa3b1bf]{position:relative;width:100%;height:100%;background:#0a0d12}.traffic-chip{display:inline-flex;align-items:baseline;gap:3px;padding:1px 5px;background:#0b0e13e0;border:1px solid;border-radius:8px;font-size:9.5px;font-weight:600;letter-spacing:.02em;color:var(--sw-fg-0);white-space:nowrap;-webkit-user-select:none;user-select:none;pointer-events:none;transform:translate(-50%,36px);position:relative;left:50%;animation:chip-fade .45s ease-out}.traffic-chip .val{f [...]
diff --git a/3d-map-app/assets/JERSEY-DqQhuwXv.png b/3d-map-app/assets/JERSEY-DqQhuwXv.png
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index 00000000000..02e001c9fc2
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diff --git a/3d-map-app/assets/MICROMETER-lCco6PHb.png b/3d-map-app/assets/MICROMETER-lCco6PHb.png
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diff --git a/3d-map-app/assets/MONGOOSE-CqK2N6I1.png b/3d-map-app/assets/MONGOOSE-CqK2N6I1.png
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diff --git a/3d-map-app/assets/NETTYHTTP-BKZJ7y1o.png b/3d-map-app/assets/NETTYHTTP-BKZJ7y1o.png
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index 00000000000..739aaacdd68
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diff --git a/3d-map-app/assets/NGINX-btfazTMq.png b/3d-map-app/assets/NGINX-btfazTMq.png
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diff --git a/3d-map-app/assets/OPENFUNCTION-7rKJFUXm.png b/3d-map-app/assets/OPENFUNCTION-7rKJFUXm.png
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index 00000000000..04b151fe1d6
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diff --git a/3d-map-app/assets/PHP-C_abSpo7.png b/3d-map-app/assets/PHP-C_abSpo7.png
new file mode 100644
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diff --git a/3d-map-app/assets/PYRAMID-CEsoH1JU.png b/3d-map-app/assets/PYRAMID-CEsoH1JU.png
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diff --git a/3d-map-app/assets/PYTHON-CKQoL7bO.png b/3d-map-app/assets/PYTHON-CKQoL7bO.png
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diff --git a/3d-map-app/assets/SERVICECOMBMESHER-BmOHXtM-.png b/3d-map-app/assets/SERVICECOMBMESHER-BmOHXtM-.png
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diff --git a/3d-map-app/assets/VERTX-Cmy1vpRT.png b/3d-map-app/assets/VERTX-Cmy1vpRT.png
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diff --git a/3d-map-app/assets/WEBSOCKETS-CXdzvb6U.png b/3d-map-app/assets/WEBSOCKETS-CXdzvb6U.png
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diff --git a/3d-map-app/assets/ZOOKEEPER-B4NZURm2.png b/3d-map-app/assets/ZOOKEEPER-B4NZURm2.png
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diff --git a/3d-map-app/assets/_plugin-vue_export-helper-DlAUqK2U.js b/3d-map-app/assets/_plugin-vue_export-helper-DlAUqK2U.js
new file mode 100644
index 00000000000..718edd33904
--- /dev/null
+++ b/3d-map-app/assets/_plugin-vue_export-helper-DlAUqK2U.js
@@ -0,0 +1 @@
+const s=(t,r)=>{const o=t.__vccOpts||t;for(const[c,e]of r)o[c]=e;return o};export{s as _};
diff --git a/3d-map-app/assets/codicon-ngg6Pgfi.ttf b/3d-map-app/assets/codicon-ngg6Pgfi.ttf
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index 00000000000..82acfd5de34
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diff --git a/3d-map-app/assets/icons-C21_Zi1I.js b/3d-map-app/assets/icons-C21_Zi1I.js
new file mode 100644
index 00000000000..90ecc1d56b3
--- /dev/null
+++ b/3d-map-app/assets/icons-C21_Zi1I.js
@@ -0,0 +1 @@
+function r(s){const e=s.toLowerCase();return e==="overviews"||e==="overview"?"dash":e==="layers"?"svc":e==="platform monitoring"?"cluster":e==="operate"?"set":e==="dashboard setup"?"metric":e==="admin"?"user":e.startsWith("istio")||e.includes("mesh")||e.includes("envoy")||e.includes("cilium")?"mesh":e.includes("kubernetes")||e.includes("k8s")||e.includes("eks")?"cluster":e.includes("browser")||e.includes("rum")||e.includes("mini")?"web":e.includes("database")||e.includes("sql")||e.includ [...]
diff --git a/3d-map-app/assets/index-CZkrbiDB.js b/3d-map-app/assets/index-CZkrbiDB.js
new file mode 100644
index 00000000000..15620896f5c
--- /dev/null
+++ b/3d-map-app/assets/index-CZkrbiDB.js
@@ -0,0 +1,48 @@
+const __vite__mapDeps=(i,m=__vite__mapDeps,d=(m.f||(m.f=["./PlaceholderView-BKo-FS7q.js","./_plugin-vue_export-helper-DlAUqK2U.js","./PlaceholderView-CKwRI7RX.css","./LayerShell-Cj4__fdO.js","./useQuery-By_T4DVa.js","./useQueryClient-CBfe8ttR.js","./Icon.vue_vue_type_script_setup_true_lang-BHZ2iWSI.js","./Sparkline-BvsPIX-R.js","./Sparkline-CXCGxUcS.css","./setup-Djb_2A7A.js","./useLayerServices-CC-9LkDF.js","./formatters-oGTqEJbH.js","./serviceName-gbqAKO7s.js","./useLayerLanding-6G_bJf [...]
+var gp=Object.defineProperty;var ki=e=>{throw TypeError(e)};var fp=(e,t,a)=>t in e?gp(e,t,{enumerable:!0,configurable:!0,writable:!0,value:a}):e[t]=a;var ve=(e,t,a)=>fp(e,typeof t!="symbol"?t+"":t,a),On=(e,t,a)=>t.has(e)||ki("Cannot "+a);var $=(e,t,a)=>(On(e,t,"read from private field"),a?a.call(e):t.get(e)),oe=(e,t,a)=>t.has(e)?ki("Cannot add the same private member more than once"):t instanceof WeakSet?t.add(e):t.set(e,a),J=(e,t,a,r)=>(On(e,t,"write to private field"),r?r.call(e,a):t.s [...]
+* @vue/shared v3.5.34
+* (c) 2018-present Yuxi (Evan) You and Vue contributors
+* @license MIT
+**/function Fo(e){const t=Object.create(null);for(const a of e.split(","))t[a]=1;return a=>a in t}const we={},lr=[],Wt=()=>{},Rc=()=>!1,an=e=>e.charCodeAt(0)===111&&e.charCodeAt(1)===110&&(e.charCodeAt(2)>122||e.charCodeAt(2)<97),rn=e=>e.startsWith("onUpdate:"),Me=Object.assign,Uo=(e,t)=>{const a=e.indexOf(t);a>-1&&e.splice(a,1)},vp=Object.prototype.hasOwnProperty,he=(e,t)=>vp.call(e,t),Z=Array.isArray,cr=e=>Dr(e)==="[object Map]",Tr=e=>Dr(e)==="[object Set]",Pi=e=>Dr(e)==="[object Date] [...]
+* @vue/reactivity v3.5.34
+* (c) 2018-present Yuxi (Evan) You and Vue contributors
+* @license MIT
+**/let Ie;class zc{constructor(t=!1){this.detached=t,this._active=!0,this._on=0,this.effects=[],this.cleanups=[],this._isPaused=!1,this._warnOnRun=!0,this.__v_skip=!0,!t&&Ie&&(Ie.active?(this.parent=Ie,this.index=(Ie.scopes||(Ie.scopes=[])).push(this)-1):(this._active=!1,this._warnOnRun=!1))}get active(){return this._active}pause(){if(this._active){this._isPaused=!0;let t,a;if(this.scopes)for(t=0,a=this.scopes.length;t<a;t++)this.scopes[t].pause();for(t=0,a=this.effects.length;t<a;t++)th [...]
+* @vue/runtime-core v3.5.34
+* (c) 2018-present Yuxi (Evan) You and Vue contributors
+* @license MIT
+**/function vs(e,t,a,r){try{return r?e(...r):e()}catch(s){hn(s,t,a)}}function Tt(e,t,a,r){if(X(e)){const s=vs(e,t,a,r);return s&&Cc(s)&&s.catch(n=>{hn(n,t,a)}),s}if(Z(e)){const s=[];for(let n=0;n<e.length;n++)s.push(Tt(e[n],t,a,r));return s}}function hn(e,t,a,r=!0){const s=t?t.vnode:null,{errorHandler:n,throwUnhandledErrorInProduction:o}=t&&t.appContext.config||we;if(t){let i=t.parent;const l=t.proxy,c=`https://vuejs.org/error-reference/#runtime-${a}`;for(;i;){const d=i.ec;if(d){for(let [...]
+* @vue/runtime-dom v3.5.34
+* (c) 2018-present Yuxi (Evan) You and Vue contributors
+* @license MIT
+**/let co;const Vi=typeof window<"u"&&window.trustedTypes;if(Vi)try{co=Vi.createPolicy("vue",{createHTML:e=>e})}catch{}const Qd=co?e=>co.createHTML(e):e=>e,fh="http://www.w3.org/2000/svg",vh="http://www.w3.org/1998/Math/MathML",Xt=typeof document<"u"?document:null,Wi=Xt&&Xt.createElement("template"),bh={insert:(e,t,a)=>{t.insertBefore(e,a||null)},remove:e=>{const t=e.parentNode;t&&t.removeChild(e)},createElement:(e,t,a,r)=>{const s=t==="svg"?Xt.createElementNS(fh,e):t==="mathml"?Xt.creat [...]
+ * pinia v2.3.1
+ * (c) 2025 Eduardo San Martin Morote
+ * @license MIT
+ */let eu;const wn=e=>eu=e,tu=Symbol();function uo(e){return e&&typeof e=="object"&&Object.prototype.toString.call(e)==="[object Object]"&&typeof e.toJSON!="function"}var Qr;(function(e){e.direct="direct",e.patchObject="patch object",e.patchFunction="patch function"})(Qr||(Qr={}));function Qh(){const e=Go(!0),t=e.run(()=>Qe({}));let a=[],r=[];const s=Zo({install(n){wn(s),s._a=n,n.provide(tu,s),n.config.globalProperties.$pinia=s,r.forEach(o=>a.push(o)),r=[]},use(n){return this._a?a.push(n [...]
+ * vue-router v4.6.4
+ * (c) 2025 Eduardo San Martin Morote
+ * @license MIT
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+ * shared v10.0.8
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+ * message-compiler v10.0.8
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+ * core-base v10.0.8
+ * (c) 2025 kazuya kawaguchi
+ * Released under the MIT License.
+ */function tb(){typeof __INTLIFY_PROD_DEVTOOLS__!="boolean"&&(Ga().__INTLIFY_PROD_DEVTOOLS__=!1),typeof __INTLIFY_DROP_MESSAGE_COMPILER__!="boolean"&&(Ga().__INTLIFY_DROP_MESSAGE_COMPILER__=!1)}function Ht(e){return pe(e)&&mi(e)===0&&(St(e,"b")||St(e,"body"))}const Ru=["b","body"];function ab(e){return xa(e,Ru)}const Cu=["c","cases"];function rb(e){return xa(e,Cu,[])}const $u=["s","static"];function sb(e){return xa(e,$u)}const qu=["i","items"];function nb(e){return xa(e,qu,[])}const Iu [...]
+ * vue-i18n v10.0.8
+ * (c) 2025 kazuya kawaguchi
+ * Released under the MIT License.
+ */const Yb="10.0.8";function Jb(){typeof __VUE_I18N_FULL_INSTALL__!="boolean"&&(Ga().__VUE_I18N_FULL_INSTALL__=!0),typeof __VUE_I18N_LEGACY_API__!="boolean"&&(Ga().__VUE_I18N_LEGACY_API__=!0),typeof __INTLIFY_DROP_MESSAGE_COMPILER__!="boolean"&&(Ga().__INTLIFY_DROP_MESSAGE_COMPILER__=!1),typeof __INTLIFY_PROD_DEVTOOLS__!="boolean"&&(Ga().__INTLIFY_PROD_DEVTOOLS__=!1)}const st={UNEXPECTED_RETURN_TYPE:fb,INVALID_ARGUMENT:25,MUST_BE_CALL_SETUP_TOP:26,NOT_INSTALLED:27,REQUIRED_VALUE:28,INV [...]
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index 00000000000..1f2c60c8333
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+const C=`<!-- Licensed to the Apache Software Foundation (ASF) under one or more
+contributor license agreements. See the NOTICE file distributed with
+this work for additional information regarding copyright ownership.
+The ASF licenses this file to You under the Apache License, Version 2.0
+(the "License"); you may not use this file except in compliance with
+the License. You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License. -->
+<?xml version="1.0" encoding="UTF-8"?>
+<svg width="3584px" height="848px" viewBox="0 0 3584 848" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
+ <!-- Generator: Sketch 51.3 (57544) - http://www.bohemiancoding.com/sketch -->
+ <title>Group</title>
+ <desc>Created with Sketch.</desc>
+ <defs></defs>
+ <g id="Page-1" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
+ <g id="Group" transform="translate(0.000000, -16.000000)">
+ <g id="Group-2" transform="translate(0.000000, 157.599119)" fill="#fff">
+ <path d="M1440.61949,224.405286 L1440.61949,226.338106 L1381.99064,522.703744 C1374.25936,561.360132 1363.95099,576.822687 1324.65033,576.822687 L1307.25496,576.822687 C1272.46421,576.822687 1254.42456,560.071586 1246.04901,526.569383 L1195.15143,329.421806 C1194.50716,326.844714 1194.50716,326.200441 1193.21861,326.200441 C1191.93007,326.200441 1191.93007,326.844714 1191.28579,329.421806 L1140.38822,526.569383 C1132.01267,560.071586 1113.97302,576.822687 1079.18227,576.8 [...]
+ <path d="M309.821035,361.139868 C309.821035,426.211454 269.231828,495.792952 140.377203,495.792952 C92.0567181,495.792952 57.2659692,491.28304 26.340859,484.196035 C19.8981278,482.907489 14.0996696,478.397577 14.0996696,471.310573 L14.0996696,424.922907 C14.0996696,417.835903 19.8981278,412.681718 26.340859,412.681718 L27.6294053,412.681718 C53.4003304,415.903084 117.827643,419.124449 141.665749,419.124449 C199.006057,419.124449 216.401432,398.507709 216.401432,361.139868 [...]
+ </g>
+ <g id="moon-o" transform="translate(3304.973950, 323.548473) rotate(-183.000000) translate(-3304.973950, -323.548473) translate(3026.449721, 14.297372)" fill="#fff" fill-rule="nonzero">
+ <path d="M556.201759,503.069627 C538.560505,506.036844 520.385618,507.520453 502.242121,507.520453 C320.273523,507.520453 172.645729,359.064881 172.645729,176.075948 C172.645729,113.448719 190.789226,52.2735334 223.654695,0 C93.1973036,38.9526209 0,159.314326 0,302.340521 C0,476.459368 140.753354,618.001955 313.901326,618.001955 C408.573966,618.001955 497.345261,574.598507 556.201759,503.069627 Z" id="Shape"></path>
+ </g>
+ </g>
+ </g>
+</svg>`;export{C as l};
diff --git a/3d-map-app/assets/serviceName-gbqAKO7s.js b/3d-map-app/assets/serviceName-gbqAKO7s.js
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index 00000000000..bd7b7f8389c
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+function c(e){const r=e??"",s=r.indexOf("::");return s<=0?{group:null,base:r,raw:r}:{group:r.slice(0,s),base:r.slice(s+2),raw:r}}function d(e){if(!e||!e.pattern)return null;try{return new RegExp(e.pattern,e.flags??"")}catch{return null}}function f(e,r){const s=e??"";let u=null;const i=s,a=d(r);if(a&&r){const n=s.match(a);if(n&&n.groups){const g=r.displayGroup??"service",y=r.valueGroup??"group",l=n.groups[g],p=n.groups[y];if(l&&p){const t=c(l);return{display:t.base,cluster:p,clusterAlias: [...]
diff --git a/3d-map-app/assets/useInfra3dConfig-H4bPdxI9.js b/3d-map-app/assets/useInfra3dConfig-H4bPdxI9.js
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index 00000000000..f00aa7adba1
--- /dev/null
+++ b/3d-map-app/assets/useInfra3dConfig-H4bPdxI9.js
@@ -0,0 +1 @@
+import{P as a,Q as g,j as c,i as p,a0 as C}from"./index-CZkrbiDB.js";const t=C(null),f=p(null),i=p(!1);let s=null;const m=c(()=>{const e=t.value;if(!e)return{};const r=d(e.filter.layer),n={};for(const o of e.groups??[])for(const l of o.layers){const u=l.toUpperCase();r&&!r.test(u)||n[u]||(n[u]=o.level)}for(const o of e.levels)for(const l of o.layers){const u=l.toUpperCase();r&&!r.test(u)||n[u]||(n[u]=o.id)}return n}),L=c(()=>t.value?[...t.value.levels].sort((e,r)=>e.order-r.order):[]),U= [...]
diff --git a/3d-map-app/assets/useLayers-DywaDVTM.js b/3d-map-app/assets/useLayers-DywaDVTM.js
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index 00000000000..5141e1b0f5a
--- /dev/null
+++ b/3d-map-app/assets/useLayers-DywaDVTM.js
@@ -0,0 +1 @@
+import{u as k}from"./useQuery-By_T4DVa.js";import{j as d,z as T,aA as C,ac as E,aB as D,ad as M,ab as B}from"./index-CZkrbiDB.js";function w(e){const r=e??{};return{dashboards:!!r.service,instances:!!r.instances,endpoints:!!r.endpoints,serviceMap:!!r.topology,endpointDependency:!!r.endpointDependency,traces:!!r.traces,logs:!!r.logs,podLogs:!!r.podLogs,traceProfiling:!!r.traceProfiling,ebpfProfiling:!!r.ebpfProfiling,asyncProfiling:!!r.asyncProfiling}}function q(e){return{key:e.key,name:e [...]
diff --git a/3d-map-app/assets/useQuery-By_T4DVa.js b/3d-map-app/assets/useQuery-By_T4DVa.js
new file mode 100644
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--- /dev/null
+++ b/3d-map-app/assets/useQuery-By_T4DVa.js
@@ -0,0 +1 @@
+var ft=i=>{throw TypeError(i)};var $=(i,t,s)=>t.has(i)||ft("Cannot "+s);var e=(i,t,s)=>($(i,t,"read from private field"),s?s.call(i):t.get(i)),f=(i,t,s)=>t.has(i)?ft("Cannot add the same private member more than once"):t instanceof WeakSet?t.add(i):t.set(i,s),c=(i,t,s,r)=>($(i,t,"write to private field"),r?r.call(i,s):t.set(i,s),s),u=(i,t,s)=>($(i,t,"access private method"),s);import{Y as wt,al as pt,am as R,_ as q,an as z,ao as Qt,ap as bt,aq as vt,ar as It,as as Z,at as Et,au as Dt,av [...]
diff --git a/3d-map-app/assets/useQueryClient-CBfe8ttR.js b/3d-map-app/assets/useQueryClient-CBfe8ttR.js
new file mode 100644
index 00000000000..efde652d6bd
--- /dev/null
+++ b/3d-map-app/assets/useQueryClient-CBfe8ttR.js
@@ -0,0 +1 @@
+import{aC as o,aD as r,aE as i}from"./index-CZkrbiDB.js";function s(t=""){if(!o())throw new Error("vue-query hooks can only be used inside setup() function or functions that support injection context.");const n=i(t),e=r(n);if(!e)throw new Error("No 'queryClient' found in Vue context, use 'VueQueryPlugin' to properly initialize the library.");return e}export{s as u};
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+<!-- Licensed to the Apache Software Foundation (ASF) under one or more
+contributor license agreements. See the NOTICE file distributed with
+this work for additional information regarding copyright ownership.
+The ASF licenses this file to You under the Apache License, Version 2.0
+(the "License"); you may not use this file except in compliance with
+the License. You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License. -->
+<?xml version="1.0" encoding="UTF-8"?>
+<svg width="3450px" height="1823px" viewBox="0 0 3450 1823" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
+ <!-- Generator: Sketch 51.3 (57544) - http://www.bohemiancoding.com/sketch -->
+ <title>Group</title>
+ <desc>Created with Sketch.</desc>
+ <defs></defs>
+ <g id="Page-1" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
+ <g id="Group" transform="translate(0.000000, -29.000000)">
+ <path d="M1050.01772,1394.31899 C1050.01772,1615.24051 912.21519,1851.47342 474.746835,1851.47342 C310.696203,1851.47342 192.579747,1836.16203 87.5873418,1812.10127 C65.7139241,1807.72658 46.0278481,1792.41519 46.0278481,1768.35443 L46.0278481,1610.86582 C46.0278481,1586.80506 65.7139241,1569.30633 87.5873418,1569.30633 L91.9620253,1569.30633 C179.455696,1580.24304 398.189873,1591.17975 479.121519,1591.17975 C673.794937,1591.17975 732.853165,1521.18481 732.853165,1394.31899 C [...]
+ <g id="moon-o" transform="translate(2932.164557, 596.000000) rotate(-183.000000) translate(-2932.164557, -596.000000) translate(2415.708861, 26.379747)" fill="#D8D8D8" fill-rule="nonzero">
+ <path d="M1025.31646,927.371333 C992.796119,932.841177 959.292071,935.576099 925.845888,935.576099 C590.40035,935.576099 318.259524,661.909325 318.259524,324.582876 C318.259524,209.134252 351.705707,96.3623597 412.290747,0 C171.802278,71.8062511 0,293.684076 0,557.342199 C0,878.317305 259.46831,1139.24051 578.65368,1139.24051 C753.17563,1139.24051 916.818891,1059.22949 1025.31646,927.371333 Z" id="Shape"></path>
+ </g>
+ </g>
+ </g>
+</svg>
\ No newline at end of file
diff --git a/3d-map-app/index.html b/3d-map-app/index.html
new file mode 100644
index 00000000000..46207a1d5c7
--- /dev/null
+++ b/3d-map-app/index.html
@@ -0,0 +1,76 @@
+<!doctype html>
+<!--
+ Licensed to the Apache Software Foundation (ASF) under one or more
+ contributor license agreements. See the NOTICE file distributed with
+ this work for additional information regarding copyright ownership.
+ The ASF licenses this file to You under the Apache License, Version 2.0
+ (the "License"); you may not use this file except in compliance with
+ the License. You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+-->
+<html lang="en">
+ <head>
+ <meta charset="UTF-8" />
+ <link rel="icon" type="image/svg+xml" href="./favicon.svg" />
+ <link rel="alternate icon" type="image/x-icon" href="./favicon.ico" />
+ <meta name="viewport" content="width=device-width, initial-scale=1" />
+ <!-- This is a trimmed, no-backend DEMO build of the SkyWalking Horizon UI
+ 3D infrastructure map, embedded on skywalking.apache.org. It renders a
+ FROZEN snapshot captured once from the public demo OAP — it does not
+ connect to, or monitor, any live system. Source:
+ https://github.com/apache/skywalking-horizon-ui -->
+ <meta name="robots" content="noindex" />
+ <!-- Inter + JetBrains Mono are self-hosted via @fontsource-variable
+ (imported in src/main.ts). The Google Fonts CDN dependency was
+ removed so the UI renders the intended typography offline /
+ behind firewalls without falling back to system fonts. -->
+ <title>SkyWalking 3D Infrastructure Map — interactive demo</title>
+ <script type="module" crossorigin src="./assets/index-CZkrbiDB.js"></script>
+ <link rel="stylesheet" crossorigin href="./assets/index-J-7fjmqM.css">
+ <!-- Injected by skywalking.apache.org: an exit affordance back to the
+ marketing site, since this full-page demo has no site chrome of its
+ own. Sits outside #app so the Vue mount never clobbers it. -->
+ <style>
+ #sw-exit{
+ position:fixed; top:12px; left:50%; transform:translateX(-50%);
+ z-index:2147483647; display:inline-flex; align-items:center; gap:7px;
+ height:34px; padding:0 15px; border-radius:999px;
+ font:600 13px/1 system-ui,-apple-system,"Segoe UI",sans-serif;
+ color:#fff; background:rgba(15,19,26,.74);
+ border:1px solid rgba(255,255,255,.32); cursor:pointer;
+ box-shadow:0 6px 20px rgba(0,0,0,.35);
+ -webkit-backdrop-filter:blur(8px); backdrop-filter:blur(8px);
+ }
+ #sw-exit:hover{ background:rgba(15,19,26,.94); border-color:rgba(255,255,255,.55); }
+ #sw-exit b{ font-size:15px; font-weight:700; line-height:1; }
+ </style>
+ </head>
+ <body>
+ <div id="app"></div>
+ <button id="sw-exit" type="button" title="Back to the Apache SkyWalking website (Esc)"
+ aria-label="Back to the Apache SkyWalking website"><b>×</b> Exit</button>
+ <script>
+ (function () {
+ function exit() {
+ var ref = document.referrer || '';
+ if (window.history.length > 1 && ref.indexOf(window.location.origin) === 0) {
+ window.history.back();
+ } else {
+ window.location.assign('/');
+ }
+ }
+ document.getElementById('sw-exit').addEventListener('click', exit);
+ window.addEventListener('keydown', function (e) {
+ if (e.key === 'Escape' || e.key === 'Esc') exit();
+ });
+ })();
+ </script>
+ </body>
+</html>
diff --git a/404.html b/404.html
index 8f1f3866f47..a305f7578a7 100644
--- a/404.html
+++ b/404.html
@@ -34,8 +34,8 @@
-<link rel="preload" href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" as="style">
-<link href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" rel="stylesheet" integrity="">
+<link rel="preload" href="/scss/main.min.1d2c1652ccea99d7c6f1e303487b0cf3a364083b6726181cfaac2ef8c32efd0e.css" as="style">
+<link href="/scss/main.min.1d2c1652ccea99d7c6f1e303487b0cf3a364083b6726181cfaac2ef8c32efd0e.css" rel="stylesheet" integrity="">
@@ -9270,6 +9270,8 @@
+
+
@@ -18229,6 +18231,8 @@
+
+
diff --git a/blog/2018-05-24-skywalking-net/index.html b/blog/2018-05-24-skywalking-net/index.html
index de5454049e7..4cb1ae9d8c3 100644
--- a/blog/2018-05-24-skywalking-net/index.html
+++ b/blog/2018-05-24-skywalking-net/index.html
@@ -30,13 +30,13 @@
<meta property="og:type" content="article">
<meta property="article:section" content="blog">
<meta property="article:published_time" content="2018-05-24T00:00:00+00:00">
- <meta property="article:modified_time" content="2026-05-25T15:36:55+08:00">
+ <meta property="article:modified_time" content="2026-06-01T23:54:32+08:00">
<meta property="article:tag" content="Agents">
<meta itemprop="name" content="Apache SkyWalking provides open source APM and distributed tracing in .NET Core field">
<meta itemprop="description" content="SkyWalking .NET Core SDK is available.">
<meta itemprop="datePublished" content="2018-05-24T00:00:00+00:00">
- <meta itemprop="dateModified" content="2026-05-25T15:36:55+08:00">
+ <meta itemprop="dateModified" content="2026-06-01T23:54:32+08:00">
<meta itemprop="wordCount" content="349">
<meta itemprop="keywords" content="Agents">
<meta name="twitter:card" content="summary">
@@ -45,8 +45,8 @@
-<link rel="preload" href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" as="style">
-<link href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" rel="stylesheet" integrity="">
+<link rel="preload" href="/scss/main.min.1d2c1652ccea99d7c6f1e303487b0cf3a364083b6726181cfaac2ef8c32efd0e.css" as="style">
+<link href="/scss/main.min.1d2c1652ccea99d7c6f1e303487b0cf3a364083b6726181cfaac2ef8c32efd0e.css" rel="stylesheet" integrity="">
@@ -9437,6 +9437,8 @@ dotnet run -p sample/SkyWalking.Sample.Frontend</p>
+
+
@@ -18396,6 +18398,8 @@ dotnet run -p sample/SkyWalking.Sample.Frontend</p>
+
+
diff --git a/blog/2018-12-12-skywalking-service-mesh-ready/index.html b/blog/2018-12-12-skywalking-service-mesh-ready/index.html
index 053a256ab70..e2de3add319 100644
--- a/blog/2018-12-12-skywalking-service-mesh-ready/index.html
+++ b/blog/2018-12-12-skywalking-service-mesh-ready/index.html
@@ -30,14 +30,14 @@
<meta property="og:type" content="article">
<meta property="article:section" content="blog">
<meta property="article:published_time" content="2018-12-05T00:00:00+00:00">
- <meta property="article:modified_time" content="2026-05-25T15:36:55+08:00">
+ <meta property="article:modified_time" content="2026-06-01T23:54:32+08:00">
<meta property="article:tag" content="Release">
<meta property="article:tag" content="Cloud Native">
<meta itemprop="name" content="SkyWalking v6 is Service Mesh ready">
<meta itemprop="description" content="The integration of SkyWalking and Istio Service Mesh yields an essential open-source tool for resolving the chaos created by the proliferation of siloed, cloud-based services.">
<meta itemprop="datePublished" content="2018-12-05T00:00:00+00:00">
- <meta itemprop="dateModified" content="2026-05-25T15:36:55+08:00">
+ <meta itemprop="dateModified" content="2026-06-01T23:54:32+08:00">
<meta itemprop="wordCount" content="990">
<meta itemprop="keywords" content="Release,Cloud Native">
<meta name="twitter:card" content="summary">
@@ -46,8 +46,8 @@
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-<link href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" rel="stylesheet" integrity="">
+<link rel="preload" href="/scss/main.min.1d2c1652ccea99d7c6f1e303487b0cf3a364083b6726181cfaac2ef8c32efd0e.css" as="style">
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@@ -9501,6 +9501,8 @@ This is why we are embracing Skywalking, which makes service performance observa
+
+
@@ -18460,6 +18462,8 @@ This is why we are embracing Skywalking, which makes service performance observa
+
+
diff --git a/blog/2019-01-01-understand-trace/index.html b/blog/2019-01-01-understand-trace/index.html
index a1a3eef7a85..faab1c9d749 100644
--- a/blog/2019-01-01-understand-trace/index.html
+++ b/blog/2019-01-01-understand-trace/index.html
@@ -30,13 +30,13 @@
<meta property="og:type" content="article">
<meta property="article:section" content="blog">
<meta property="article:published_time" content="2019-01-01T00:00:00+00:00">
- <meta property="article:modified_time" content="2026-05-25T15:36:55+08:00">
+ <meta property="article:modified_time" content="2026-06-01T23:54:32+08:00">
<meta property="article:tag" content="Tracing">
<meta itemprop="name" content="Understand distributed trace easier in the incoming 6-GA">
<meta itemprop="description" content="Distributed tracing is a necessary part of modern microservices architecture, but how to understand or use distributed tracing data is unclear to some end users. This blog overviews typical distributed tracing use cases with new visualization features in SkyWalking v6.">
<meta itemprop="datePublished" content="2019-01-01T00:00:00+00:00">
- <meta itemprop="dateModified" content="2026-05-25T15:36:55+08:00">
+ <meta itemprop="dateModified" content="2026-06-01T23:54:32+08:00">
<meta itemprop="wordCount" content="702">
<meta itemprop="keywords" content="Tracing">
<meta name="twitter:card" content="summary">
@@ -45,8 +45,8 @@
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-<link href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" rel="stylesheet" integrity="">
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+<link href="/scss/main.min.1d2c1652ccea99d7c6f1e303487b0cf3a364083b6726181cfaac2ef8c32efd0e.css" rel="stylesheet" integrity="">
@@ -9461,6 +9461,8 @@
+
+
@@ -18420,6 +18422,8 @@
+
+
diff --git a/blog/2019-01-25-mesh-loadtest/index.html b/blog/2019-01-25-mesh-loadtest/index.html
index 2fac274e2f7..83ee8c8fd0b 100644
--- a/blog/2019-01-25-mesh-loadtest/index.html
+++ b/blog/2019-01-25-mesh-loadtest/index.html
@@ -30,14 +30,14 @@
<meta property="og:type" content="article">
<meta property="article:section" content="blog">
<meta property="article:published_time" content="2019-01-25T00:00:00+00:00">
- <meta property="article:modified_time" content="2026-05-25T15:36:55+08:00">
+ <meta property="article:modified_time" content="2026-06-01T23:54:32+08:00">
<meta property="article:tag" content="Profiling">
<meta property="article:tag" content="Engineering">
<meta itemprop="name" content="SkyWalking performance in Service Mesh scenario">
<meta itemprop="description" content="Service mesh receiver performance test on Google Kubernetes Engine.">
<meta itemprop="datePublished" content="2019-01-25T00:00:00+00:00">
- <meta itemprop="dateModified" content="2026-05-25T15:36:55+08:00">
+ <meta itemprop="dateModified" content="2026-06-01T23:54:32+08:00">
<meta itemprop="wordCount" content="758">
<meta itemprop="keywords" content="Profiling,Engineering">
<meta name="twitter:card" content="summary">
@@ -46,8 +46,8 @@
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-<link href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" rel="stylesheet" integrity="">
+<link rel="preload" href="/scss/main.min.1d2c1652ccea99d7c6f1e303487b0cf3a364083b6726181cfaac2ef8c32efd0e.css" as="style">
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@@ -9462,6 +9462,8 @@
+
+
@@ -18421,6 +18423,8 @@
+
+
diff --git a/blog/2019-09-25-alarm-webhook-share/index.html b/blog/2019-09-25-alarm-webhook-share/index.html
index b0816540695..a62d0be77d1 100644
--- a/blog/2019-09-25-alarm-webhook-share/index.html
+++ b/blog/2019-09-25-alarm-webhook-share/index.html
@@ -30,13 +30,13 @@
<meta property="og:type" content="article">
<meta property="article:section" content="blog">
<meta property="article:published_time" content="2019-09-25T00:00:00+00:00">
- <meta property="article:modified_time" content="2026-05-25T15:36:55+08:00">
+ <meta property="article:modified_time" content="2026-06-01T23:54:32+08:00">
<meta property="article:tag" content="Engineering">
<meta itemprop="name" content="SkyWalking alarm webhook sharing">
<meta itemprop="description" content="Alerts via SkyWalking alarm webhook for better perception of tracing.">
<meta itemprop="datePublished" content="2019-09-25T00:00:00+00:00">
- <meta itemprop="dateModified" content="2026-05-25T15:36:55+08:00">
+ <meta itemprop="dateModified" content="2026-06-01T23:54:32+08:00">
<meta itemprop="wordCount" content="104">
<meta itemprop="keywords" content="Engineering">
<meta name="twitter:card" content="summary">
@@ -45,8 +45,8 @@
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-<link href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" rel="stylesheet" integrity="">
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@@ -9441,6 +9441,8 @@
+
+
@@ -18400,6 +18402,8 @@
+
+
diff --git a/blog/2020-01-20-celebrate-200th-contributor/index.html b/blog/2020-01-20-celebrate-200th-contributor/index.html
index dd265245b06..252f9cd3f2e 100644
--- a/blog/2020-01-20-celebrate-200th-contributor/index.html
+++ b/blog/2020-01-20-celebrate-200th-contributor/index.html
@@ -30,13 +30,13 @@
<meta property="og:type" content="article">
<meta property="article:section" content="blog">
<meta property="article:published_time" content="2020-01-20T00:00:00+00:00">
- <meta property="article:modified_time" content="2026-05-25T15:36:55+08:00">
+ <meta property="article:modified_time" content="2026-06-01T23:54:32+08:00">
<meta property="article:tag" content="Community">
<meta itemprop="name" content="SkyWalking hits 200 contributors mark">
<meta itemprop="description" content="SkyWalking community joins the 200+ contributors open source club.">
<meta itemprop="datePublished" content="2020-01-20T00:00:00+00:00">
- <meta itemprop="dateModified" content="2026-05-25T15:36:55+08:00">
+ <meta itemprop="dateModified" content="2026-06-01T23:54:32+08:00">
<meta itemprop="wordCount" content="643">
<meta itemprop="keywords" content="Community">
<meta name="twitter:card" content="summary">
@@ -45,8 +45,8 @@
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-<link href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" rel="stylesheet" integrity="">
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@@ -9415,6 +9415,8 @@ At the moment of graduation in spring 2019, the project had 100 contributors. No
+
+
@@ -18374,6 +18376,8 @@ At the moment of graduation in spring 2019, the project had 100 contributors. No
+
+
diff --git a/blog/2020-04-13-apache-skywalking-profiling/index.html b/blog/2020-04-13-apache-skywalking-profiling/index.html
index 4c1aaab7eca..b03cdf43b00 100644
--- a/blog/2020-04-13-apache-skywalking-profiling/index.html
+++ b/blog/2020-04-13-apache-skywalking-profiling/index.html
@@ -30,7 +30,7 @@
<meta property="og:type" content="article">
<meta property="article:section" content="blog">
<meta property="article:published_time" content="2020-04-13T00:00:00+00:00">
- <meta property="article:modified_time" content="2026-05-25T15:36:55+08:00">
+ <meta property="article:modified_time" content="2026-06-01T23:54:32+08:00">
<meta property="article:tag" content="Profiling">
<meta property="article:tag" content="Agents">
<meta property="article:tag" content="Tracing">
@@ -38,7 +38,7 @@
<meta itemprop="name" content="Apache SkyWalking: Use Profiling to Fix the Blind Spot of Distributed Tracing">
<meta itemprop="description" content="This post introduces a way to automatically profile code in production with Apache SkyWalking. We believe the profile method helps reduce maintenance and overhead while increasing the precision in root cause analysis.">
<meta itemprop="datePublished" content="2020-04-13T00:00:00+00:00">
- <meta itemprop="dateModified" content="2026-05-25T15:36:55+08:00">
+ <meta itemprop="dateModified" content="2026-06-01T23:54:32+08:00">
<meta itemprop="wordCount" content="1368">
<meta itemprop="keywords" content="Profiling,Agents,Tracing">
<meta name="twitter:card" content="summary">
@@ -47,8 +47,8 @@
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-<link href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" rel="stylesheet" integrity="">
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@@ -9475,6 +9475,8 @@ try {
+
+
@@ -18434,6 +18436,8 @@ try {
+
+
diff --git a/blog/2020-07-26-apdex-and-skywalking/index.html b/blog/2020-07-26-apdex-and-skywalking/index.html
index 46a5a061dd0..e0431f2f24b 100644
--- a/blog/2020-07-26-apdex-and-skywalking/index.html
+++ b/blog/2020-07-26-apdex-and-skywalking/index.html
@@ -30,13 +30,13 @@
<meta property="og:type" content="article">
<meta property="article:section" content="blog">
<meta property="article:published_time" content="2020-07-26T00:00:00+00:00">
- <meta property="article:modified_time" content="2026-05-25T15:36:55+08:00">
+ <meta property="article:modified_time" content="2026-06-01T23:54:32+08:00">
<meta property="article:tag" content="Cloud Native">
<meta itemprop="name" content="The Apdex Score for Measuring Service Mesh Health">
<meta itemprop="description" content="In managing Service Mesh Health, Asking `How are you' is more profound than `What are your symptoms'. Apdex goes a long way in helping this.">
<meta itemprop="datePublished" content="2020-07-26T00:00:00+00:00">
- <meta itemprop="dateModified" content="2026-05-25T15:36:55+08:00">
+ <meta itemprop="dateModified" content="2026-06-01T23:54:32+08:00">
<meta itemprop="wordCount" content="1605">
<meta itemprop="keywords" content="Cloud Native">
<meta name="twitter:card" content="summary">
@@ -45,8 +45,8 @@
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-<link href="/scss/main.min.7b0122b0238b021800187754c7416861b20b7203f30fcac0842ed6e328f98ea3.css" rel="stylesheet" integrity="">
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@@ -9493,6 +9493,8 @@ Apdex Score = ------------------------------------------------------
+
+
@@ -18452,6 +18454,8 @@ Apdex Score = ------------------------------------------------------
+
+
diff --git a/blog/2020-08-03-skywalking8-1-release/index.html b/blog/2020-08-03-skywalking8-1-release/index.html
index 4eeac0127b9..e602cd55113 100644
--- a/blog/2020-08-03-skywalking8-1-release/index.html
+++ b/blog/2020-08-03-skywalking8-1-release/index.html
@@ -30,14 +30,14 @@
<meta property="og:type" content="article">
<meta property="article:section" content="blog">
<meta property="article:published_time" content="2020-08-03T00:00:00+00:00">
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