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e=Be[this._shaderID],t=new He(e.vertex,e.fragment);return t}},Object.defineProperty&&(Object.defineProperty(He.prototype,"shaderID",{get:function(){return this._shaderID}}),Object.defineProperty(He.prototype,"vertex",{get:function(){return this._vertexCode}}),Object.defineProperty(He.prototype,"fragment",{get:function(){return this._fragmentCode}}),Object.defineProperty(He.prototype,"uniforms",{get:function(){return this._uniformList}}));var Ve=/(@import)\s*([0-9a-zA-Z_\-\.]*)/g;He.parseImport=function(e){return e=e.replace(Ve,(function(e,t,r){e=He.source(r);return e?He.parseImport(e):(console.error('Shader chunk "'+r+'" not existed in library'),"")})),e};var ke=/(@export)\s*([0-9a-zA-Z_\-\.]*)\s*\n([\s\S]*?)@end/g;He["import"]=function(e){e.replace(ke,(function(e,t,r,i){i=i.replace(/(^[\s\t\xa0\u3000]+)|([\u3000\xa0\s\t]+\x24)/g,"");if(i){var n,a=r.split("."),o=He.codes,s=0;while(s 0.0) {\n if (texture2D(alphaMap, v_Texcoord).a <= alphaCutoff) {\n discard;\n }\n }\n gl_FragColor = 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e[0]=t[0],e[1]=t[4],e[2]=t[8],e[3]=t[12],e[4]=t[1],e[5]=t[5],e[6]=t[9],e[7]=t[13],e[8]=t[2],e[9]=t[6],e[10]=t[10],e[11]=t[14],e[12]=t[3],e[13]=t[7],e[14]=t[11],e[15]=t[15];return e},invert:function(e,t){var r=t[0],i=t[1],n=t[2],a=t[3],o=t[4],s=t[5],l=t[6],u=t[7],h=t[8],c=t[9],d=t[10],f=t[11],p=t[12],m=t[13],g=t[14],_=t[15],v=r*s-i*o,y=r*l-n*o,x=r*u-a*o,T=i*l-n*s,b=i*u-a*s,w=n*u-a*l,E=h*m-c*p,S=h*g-d*p,A=h*_-f*p,M=c*g-d*m,L=c*_-f*m,C=d*_-f*g,D=v*C-y*L+x*M+T*A-b*S+w*E;return D?(D=1/D,e[0]=(s*C-l*L+u*M)*D,e[1]=(n*L-i*C-a*M)*D,e[2]=(m*w-g*b+_*T)*D,e[3]=(d*b-c*w-f*T)*D,e[4]=(l*A-o*C-u*S)*D,e[5]=(r*C-n*A+a*S)*D,e[6]=(g*x-p*w-_*y)*D,e[7]=(h*w-d*x+f*y)*D,e[8]=(o*L-s*A+u*E)*D,e[9]=(i*A-r*L-a*E)*D,e[10]=(p*b-m*x+_*v)*D,e[11]=(c*x-h*b-f*v)*D,e[12]=(s*S-o*M-l*E)*D,e[13]=(r*M-i*S+n*E)*D,e[14]=(m*y-p*T-g*v)*D,e[15]=(h*T-c*y+d*v)*D,e):null},adjoint:function(e,t){var r=t[0],i=t[1],n=t[2],a=t[3],o=t[4],s=t[5],l=t[6],u=t[7],h=t[8],c=t[9],d=t[10],f=t[11],p=t[12],m=t[13],g=t[14],_=t[15];return e[0]=s*(d*_-f*g)-c*(l*_-u*g)+m*(l*f-u*d),e[1]=-(i*(d*_-f*g)-c*(n*_-a*g)+m*(n*f-a*d)),e[2]=i*(l*_-u*g)-s*(n*_-a*g)+m*(n*u-a*l),e[3]=-(i*(l*f-u*d)-s*(n*f-a*d)+c*(n*u-a*l)),e[4]=-(o*(d*_-f*g)-h*(l*_-u*g)+p*(l*f-u*d)),e[5]=r*(d*_-f*g)-h*(n*_-a*g)+p*(n*f-a*d),e[6]=-(r*(l*_-u*g)-o*(n*_-a*g)+p*(n*u-a*l)),e[7]=r*(l*f-u*d)-o*(n*f-a*d)+h*(n*u-a*l),e[8]=o*(c*_-f*m)-h*(s*_-u*m)+p*(s*f-u*c),e[9]=-(r*(c*_-f*m)-h*(i*_-a*m)+p*(i*f-a*c)),e[10]=r*(s*_-u*m)-o*(i*_-a*m)+p*(i*u-a*s),e[11]=-(r*(s*f-u*c)-o*(i*f-a*c)+h*(i*u-a*s)),e[12]=-(o*(c*g-d*m)-h*(s*g-l*m)+p*(s*d-l*c)),e[13]=r*(c*g-d*m)-h*(i*g-n*m)+p*(i*d-n*c),e[14]=-(r*(s*g-l*m)-o*(i*g-n*m)+p*(i*l-n*s)),e[15]=r*(s*d-l*c)-o*(i*d-n*c)+h*(i*l-n*s),e},determinant:function(e){var t=e[0],r=e[1],i=e[2],n=e[3],a=e[4],o=e[5],s=e[6],l=e[7],u=e[8],h=e[9],c=e[10],d=e[11],f=e[12],p=e[13],m=e[14],g=e[15],_=t*o-r*a,v=t*s-i*a,y=t*l-n*a,x=r*s-i*o,T=r*l-n*o,b=i*l-n*s,w=u*p-h*f,E=u*m-c*f,S=u*g-d*f,A=h*m-c*p,M=h*g-d*p,L=c*g-d*m;return 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e[0]=m*i+g*o+_*u,e[1]=m*n+g*s+_*h,e[2]=m*a+g*l+_*c,m=r[4],g=r[5],_=r[6],e[4]=m*i+g*o+_*u,e[5]=m*n+g*s+_*h,e[6]=m*a+g*l+_*c,m=r[8],g=r[9],_=r[10],e[8]=m*i+g*o+_*u,e[9]=m*n+g*s+_*h,e[10]=m*a+g*l+_*c,m=r[12],g=r[13],_=r[14],e[12]=m*i+g*o+_*u+d,e[13]=m*n+g*s+_*h+f,e[14]=m*a+g*l+_*c+p,e}};je.mul=je.multiply,je.mulAffine=je.multiplyAffine,je.translate=function(e,t,r){var i,n,a,o,s,l,u,h,c,d,f,p,m=r[0],g=r[1],_=r[2];return t===e?(e[12]=t[0]*m+t[4]*g+t[8]*_+t[12],e[13]=t[1]*m+t[5]*g+t[9]*_+t[13],e[14]=t[2]*m+t[6]*g+t[10]*_+t[14],e[15]=t[3]*m+t[7]*g+t[11]*_+t[15]):(i=t[0],n=t[1],a=t[2],o=t[3],s=t[4],l=t[5],u=t[6],h=t[7],c=t[8],d=t[9],f=t[10],p=t[11],e[0]=i,e[1]=n,e[2]=a,e[3]=o,e[4]=s,e[5]=l,e[6]=u,e[7]=h,e[8]=c,e[9]=d,e[10]=f,e[11]=p,e[12]=i*m+s*g+c*_+t[12],e[13]=n*m+l*g+d*_+t[13],e[14]=a*m+u*g+f*_+t[14],e[15]=o*m+h*g+p*_+t[15]),e},je.scale=function(e,t,r){var i=r[0],n=r[1],a=r[2];return 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e[0]=i*l+o*s,e[1]=n*l+a*s,e[2]=a*l-n*s,e[3]=o*l-i*s,e},Et.rotateY=function(e,t,r){r*=.5;var i=t[0],n=t[1],a=t[2],o=t[3],s=Math.sin(r),l=Math.cos(r);return e[0]=i*l-a*s,e[1]=n*l+o*s,e[2]=a*l+i*s,e[3]=o*l-n*s,e},Et.rotateZ=function(e,t,r){r*=.5;var i=t[0],n=t[1],a=t[2],o=t[3],s=Math.sin(r),l=Math.cos(r);return e[0]=i*l+n*s,e[1]=n*l-i*s,e[2]=a*l+o*s,e[3]=o*l-a*s,e},Et.calculateW=function(e,t){var r=t[0],i=t[1],n=t[2];return e[0]=r,e[1]=i,e[2]=n,e[3]=Math.sqrt(Math.abs(1-r*r-i*i-n*n)),e},Et.dot=Tt.dot,Et.lerp=Tt.lerp,Et.slerp=function(e,t,r,i){var n,a,o,s,l,u=t[0],h=t[1],c=t[2],d=t[3],f=r[0],p=r[1],m=r[2],g=r[3];return a=u*f+h*p+c*m+d*g,a<0&&(a=-a,f=-f,p=-p,m=-m,g=-g),1-a>1e-6?(n=Math.acos(a),o=Math.sin(n),s=Math.sin((1-i)*n)/o,l=Math.sin(i*n)/o):(s=1-i,l=i),e[0]=s*u+l*f,e[1]=s*h+l*p,e[2]=s*c+l*m,e[3]=s*d+l*g,e},Et.invert=function(e,t){var r=t[0],i=t[1],n=t[2],a=t[3],o=r*r+i*i+n*n+a*a,s=o?1/o:0;return e[0]=-r*s,e[1]=-i*s,e[2]=-n*s,e[3]=a*s,e},Et.conjugate=function(e,t){return e[0]=-t[0],e[1]=-t[1],e[2]=-t[2],e[3]=t[3],e},Et.length=Tt.length,Et.len=Et.length,Et.squaredLength=Tt.squaredLength,Et.sqrLen=Et.squaredLength,Et.normalize=Tt.normalize,Et.fromMat3=function(e,t){var r,i=t[0]+t[4]+t[8];if(i>0)r=Math.sqrt(i+1),e[3]=.5*r,r=.5/r,e[0]=(t[5]-t[7])*r,e[1]=(t[6]-t[2])*r,e[2]=(t[1]-t[3])*r;else{var n=0;t[4]>t[0]&&(n=1),t[8]>t[3*n+n]&&(n=2);var a=(n+1)%3,o=(n+2)%3;r=Math.sqrt(t[3*n+n]-t[3*a+a]-t[3*o+o]+1),e[n]=.5*r,r=.5/r,e[3]=(t[3*a+o]-t[3*o+a])*r,e[a]=(t[3*a+n]+t[3*n+a])*r,e[o]=(t[3*o+n]+t[3*n+o])*r}return e};var St=Et,At=function(){this._axisX=new gt,this._axisY=new gt,this._axisZ=new gt,this.array=qe.create(),this._dirty=!0};At.prototype={constructor:At,setArray:function(e){for(var t=0;t0){var t=this.min,r=this.max,i=t.array,n=r.array;It(i,e[0]),It(n,e[0]);for(var a=1;an[0]&&(n[0]=o[0]),o[1]>n[1]&&(n[1]=o[1]),o[2]>n[2]&&(n[2]=o[2])}t._dirty=!0,r._dirty=!0}},union:function(e){var t=this.min,r=this.max;return Ye.min(t.array,t.array,e.min.array),Ye.max(r.array,r.array,e.max.array),t._dirty=!0,r._dirty=!0,this},intersection:function(e){var t=this.min,r=this.max;return Ye.max(t.array,t.array,e.min.array),Ye.min(r.array,r.array,e.max.array),t._dirty=!0,r._dirty=!0,this},intersectBoundingBox:function(e){var t=this.min.array,r=this.max.array,i=e.min.array,n=e.max.array;return!(t[0]>n[0]||t[1]>n[1]||t[2]>n[2]||r[0]=n[0]&&r[1]>=n[1]&&r[2]>=n[2]},containPoint:function(e){var t=this.min.array,r=this.max.array,i=e.array;return t[0]<=i[0]&&t[1]<=i[1]&&t[2]<=i[2]&&r[0]>=i[0]&&r[1]>=i[1]&&r[2]>=i[2]},isFinite:function(){var e=this.min.array,t=this.max.array;return isFinite(e[0])&&isFinite(e[1])&&isFinite(e[2])&&isFinite(t[0])&&isFinite(t[1])&&isFinite(t[2])},applyTransform:function(e){this.transformFrom(this,e)},transformFrom:function(){var e=Ye.create(),t=Ye.create(),r=Ye.create(),i=Ye.create(),n=Ye.create(),a=Ye.create();return function(o,s){var l=o.min.array,u=o.max.array,h=s.array;return 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t=this.min.array,r=this.max.array,i=e.array,n=t[0],a=t[1],o=t[2],s=r[0],l=r[1],u=t[2],h=r[0],c=r[1],d=r[2];if(1===i[15])t[0]=i[0]*n+i[12],t[1]=i[5]*a+i[13],r[2]=i[10]*o+i[14],r[0]=i[0]*h+i[12],r[1]=i[5]*c+i[13],t[2]=i[10]*d+i[14];else{var f=-1/o;t[0]=i[0]*n*f,t[1]=i[5]*a*f,r[2]=(i[10]*o+i[14])*f,f=-1/u,r[0]=i[0]*s*f,r[1]=i[5]*l*f,f=-1/d,t[2]=(i[10]*d+i[14])*f}return this.min._dirty=!0,this.max._dirty=!0,this},updateVertices:function(){var e=this.vertices;if(!e){e=[];for(var t=0;t<8;t++)e[t]=Ye.fromValues(0,0,0);this.vertices=e}var r=this.min.array,i=this.max.array;return Ot(e[0],r[0],r[1],r[2]),Ot(e[1],r[0],i[1],r[2]),Ot(e[2],i[0],r[1],r[2]),Ot(e[3],i[0],i[1],r[2]),Ot(e[4],r[0],r[1],i[2]),Ot(e[5],r[0],i[1],i[2]),Ot(e[6],i[0],r[1],i[2]),Ot(e[7],i[0],i[1],i[2]),this},copy:function(e){var t=this.min,r=this.max;return It(t.array,e.min.array),It(r.array,e.max.array),t._dirty=!0,r._dirty=!0,this},clone:function(){var e=new Bt;return e.copy(this),e}};var Ft=Bt,Ut=0,zt=T.extend({name:"",position:null,rotation:null,scale:null,worldTransform:null,localTransform:null,autoUpdateLocalTransform:!0,_parent:null,_scene:null,_needsUpdateWorldTransform:!0,_inIterating:!1,__depth:0},(function(){this.name||(this.name=(this.type||"NODE")+"_"+Ut++),this.position||(this.position=new gt),this.rotation||(this.rotation=new Pt),this.scale||(this.scale=new gt(1,1,1)),this.worldTransform=new Ct,this.localTransform=new Ct,this._children=[]}),{target:null,invisible:!1,isSkinnedMesh:function(){return!1},isRenderable:function(){return!1},setName:function(e){var t=this._scene;if(t){var r=t._nodeRepository;delete r[this.name],r[e]=this}this.name=e},add:function(e){var t=e._parent;if(t!==this){t&&t.remove(e),e._parent=this,this._children.push(e);var r=this._scene;r&&r!==e.scene&&e.traverse(this._addSelfToScene,this),e._needsUpdateWorldTransform=!0}},remove:function(e){var t=this._children,r=t.indexOf(e);r<0||(t.splice(r,1),e._parent=null,this._scene&&e.traverse(this._removeSelfFromScene,this))},removeAll:function(){for(var e=this._children,t=0;t0},beforeRender:function(e){},afterRender:function(e,t){},getBoundingBox:function(e,t){return t=Gt.prototype.getBoundingBox.call(this,e,t),this.geometry&&this.geometry.boundingBox&&t.union(this.geometry.boundingBox),t},clone:function(){var e=["castShadow","receiveShadow","mode","culling","cullFace","frontFace","frustumCulling","renderOrder","lineWidth","ignorePicking","ignorePreZ","ignoreGBuffer"];return function(){var t=Gt.prototype.clone.call(this);t.geometry=this.geometry,t.material=this.material;for(var r=0;r=0&&T[y]>1e-4&&(Ye.transformMat4(E,x,_[b[y]]),Ye.scaleAndAdd(w,w,E,T[y]));S.set(v,w)}}for(v=0;v>t;return e+1},dispose:function(e){var t=this._cache;t.use(e.__uid__);var r=t.get("webgl_texture");r&&e.gl.deleteTexture(r),t.deleteContext(e.__uid__)},isRenderable:function(){},isPowerOfTwo:function(){}});Object.defineProperty(Zt.prototype,"width",{get:function(){return this._width},set:function(e){this._width=e}}),Object.defineProperty(Zt.prototype,"height",{get:function(){return this._height},set:function(e){this._height=e}}),Zt.BYTE=A.BYTE,Zt.UNSIGNED_BYTE=A.UNSIGNED_BYTE,Zt.SHORT=A.SHORT,Zt.UNSIGNED_SHORT=A.UNSIGNED_SHORT,Zt.INT=A.INT,Zt.UNSIGNED_INT=A.UNSIGNED_INT,Zt.FLOAT=A.FLOAT,Zt.HALF_FLOAT=36193,Zt.UNSIGNED_INT_24_8_WEBGL=34042,Zt.DEPTH_COMPONENT=A.DEPTH_COMPONENT,Zt.DEPTH_STENCIL=A.DEPTH_STENCIL,Zt.ALPHA=A.ALPHA,Zt.RGB=A.RGB,Zt.RGBA=A.RGBA,Zt.LUMINANCE=A.LUMINANCE,Zt.LUMINANCE_ALPHA=A.LUMINANCE_ALPHA,Zt.SRGB=35904,Zt.SRGB_ALPHA=35906,Zt.COMPRESSED_RGB_S3TC_DXT1_EXT=33776,Zt.COMPRESSED_RGBA_S3TC_DXT1_EXT=33777,Zt.COMPRESSED_RGBA_S3TC_DXT3_EXT=33778,Zt.COMPRESSED_RGBA_S3TC_DXT5_EXT=33779,Zt.NEAREST=A.NEAREST,Zt.LINEAR=A.LINEAR,Zt.NEAREST_MIPMAP_NEAREST=A.NEAREST_MIPMAP_NEAREST,Zt.LINEAR_MIPMAP_NEAREST=A.LINEAR_MIPMAP_NEAREST,Zt.NEAREST_MIPMAP_LINEAR=A.NEAREST_MIPMAP_LINEAR,Zt.LINEAR_MIPMAP_LINEAR=A.LINEAR_MIPMAP_LINEAR,Zt.REPEAT=A.REPEAT,Zt.CLAMP_TO_EDGE=A.CLAMP_TO_EDGE,Zt.MIRRORED_REPEAT=A.MIRRORED_REPEAT;var Yt=Zt,Kt=Vt.extend({skeleton:null,joints:null},(function(){this.joints||(this.joints=[])}),{offsetMatrix:null,isInstancedMesh:function(){return!1},isSkinnedMesh:function(){return!!(this.skeleton&&this.joints&&this.joints.length>0)},clone:function(){var e=Vt.prototype.clone.call(this);return e.skeleton=this.skeleton,this.joints&&(e.joints=this.joints.slice()),e}});Kt.POINTS=A.POINTS,Kt.LINES=A.LINES,Kt.LINE_LOOP=A.LINE_LOOP,Kt.LINE_STRIP=A.LINE_STRIP,Kt.TRIANGLES=A.TRIANGLES,Kt.TRIANGLE_STRIP=A.TRIANGLE_STRIP,Kt.TRIANGLE_FAN=A.TRIANGLE_FAN,Kt.BACK=A.BACK,Kt.FRONT=A.FRONT,Kt.FRONT_AND_BACK=A.FRONT_AND_BACK,Kt.CW=A.CW,Kt.CCW=A.CCW;var Qt=Kt,Jt={isPowerOfTwo:function(e){return 0===(e&e-1)},nextPowerOfTwo:function(e){return e--,e|=e>>1,e|=e>>2,e|=e>>4,e|=e>>8,e|=e>>16,e++,e},nearestPowerOfTwo:function(e){return Math.pow(2,Math.round(Math.log(e)/Math.LN2))}},$t=Jt,er=$t.isPowerOfTwo;function tr(e){return Math.pow(2,Math.round(Math.log(e)/Math.LN2))}function rr(e,t){var r=tr(e.width),i=tr(e.height);t=t||document.createElement("canvas"),t.width=r,t.height=i;var n=t.getContext("2d");return n.drawImage(e.image,0,0,r,i),t}var ir=Yt.extend((function(){return{image:null,pixels:null,mipmaps:[],convertToPOT:!1}}),{textureType:"texture2D",update:function(e){var t=e.gl;t.bindTexture(t.TEXTURE_2D,this._cache.get("webgl_texture")),this.updateCommon(e);var r=this.format,i=this.type,n=!(!this.convertToPOT||this.mipmaps.length||!this.image||this.wrapS!==Yt.REPEAT&&this.wrapT!==Yt.REPEAT||!this.NPOT);t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_S,n?this.wrapS:this.getAvailableWrapS()),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_T,n?this.wrapT:this.getAvailableWrapT()),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MAG_FILTER,n?this.magFilter:this.getAvailableMagFilter()),t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MIN_FILTER,n?this.minFilter:this.getAvailableMinFilter());var a=e.getGLExtension("EXT_texture_filter_anisotropic");if(a&&this.anisotropic>1&&t.texParameterf(t.TEXTURE_2D,a.TEXTURE_MAX_ANISOTROPY_EXT,this.anisotropic),36193===i){var o=e.getGLExtension("OES_texture_half_float");o||(i=A.FLOAT)}if(this.mipmaps.length)for(var s=this.width,l=this.height,u=0;u=Yt.COMPRESSED_RGB_S3TC_DXT1_EXT?e.compressedTexImage2D(e.TEXTURE_2D,r,a,i,n,0,t.pixels):e.texImage2D(e.TEXTURE_2D,r,a,i,n,0,a,o,t.pixels)},generateMipmap:function(e){var t=e.gl;this.useMipmap&&!this.NPOT&&(t.bindTexture(t.TEXTURE_2D,this._cache.get("webgl_texture")),t.generateMipmap(t.TEXTURE_2D))},isPowerOfTwo:function(){return er(this.width)&&er(this.height)},isRenderable:function(){return this.image?this.image.width>0&&this.image.height>0:!(!this.width||!this.height)},bind:function(e){e.gl.bindTexture(e.gl.TEXTURE_2D,this.getWebGLTexture(e))},unbind:function(e){e.gl.bindTexture(e.gl.TEXTURE_2D,null)},load:function(e,t){var r=M["a"].createImage();t&&(r.crossOrigin=t);var i=this;return r.onload=function(){i.dirty(),i.trigger("success",i)},r.onerror=function(){i.trigger("error",i)},r.src=e,this.image=r,this}});Object.defineProperty(ir.prototype,"width",{get:function(){return this.image?this.image.width:this._width},set:function(e){this.image?console.warn("Texture from image can't set width"):(this._width!==e&&this.dirty(),this._width=e)}}),Object.defineProperty(ir.prototype,"height",{get:function(){return this.image?this.image.height:this._height},set:function(e){this.image?console.warn("Texture from image can't set height"):(this._height!==e&&this.dirty(),this._height=e)}});var nr=ir;function ar(e){return{byte:M["a"].Int8Array,ubyte:M["a"].Uint8Array,short:M["a"].Int16Array,ushort:M["a"].Uint16Array}[e]||M["a"].Float32Array}function or(e){return"attr_"+e}function sr(e,t,r,i){switch(this.name=e,this.type=t,this.size=r,this.semantic=i||"",this.value=null,r){case 1:this.get=function(e){return this.value[e]},this.set=function(e,t){this.value[e]=t},this.copy=function(e,t){this.value[e]=this.value[e]};break;case 2:this.get=function(e,t){var r=this.value;return t[0]=r[2*e],t[1]=r[2*e+1],t},this.set=function(e,t){var r=this.value;r[2*e]=t[0],r[2*e+1]=t[1]},this.copy=function(e,t){var r=this.value;t*=2,e*=2,r[e]=r[t],r[e+1]=r[t+1]};break;case 3:this.get=function(e,t){var r=3*e,i=this.value;return t[0]=i[r],t[1]=i[r+1],t[2]=i[r+2],t},this.set=function(e,t){var r=3*e,i=this.value;i[r]=t[0],i[r+1]=t[1],i[r+2]=t[2]},this.copy=function(e,t){var r=this.value;t*=3,e*=3,r[e]=r[t],r[e+1]=r[t+1],r[e+2]=r[t+2]};break;case 4:this.get=function(e,t){var r=this.value,i=4*e;return t[0]=r[i],t[1]=r[i+1],t[2]=r[i+2],t[3]=r[i+3],t},this.set=function(e,t){var r=this.value,i=4*e;r[i]=t[0],r[i+1]=t[1],r[i+2]=t[2],r[i+3]=t[3]},this.copy=function(e,t){var r=this.value;t*=4,e*=4,r[e]=r[t],r[e+1]=r[t+1],r[e+2]=r[t+2],r[e+3]=r[t+3]}}}function lr(e,t,r,i,n){this.name=e,this.type=t,this.buffer=r,this.size=i,this.semantic=n,this.symbol="",this.needsRemove=!1}function ur(e){this.buffer=e,this.count=0}sr.prototype.init=function(e){if(!this.value||this.value.length!==e*this.size){var t=ar(this.type);this.value=new t(e*this.size)}},sr.prototype.fromArray=function(e){var t,r=ar(this.type);if(e[0]&&e[0].length){var i=0,n=this.size;t=new r(e.length*n);for(var a=0;a=0){t||(t=[]);var r=this.indices;return t[0]=r[3*e],t[1]=r[3*e+1],t[2]=r[3*e+2],t}},setTriangleIndices:function(e,t){var r=this.indices;r[3*e]=t[0],r[3*e+1]=t[1],r[3*e+2]=t[2]},isUseIndices:function(){return!!this.indices},initIndicesFromArray:function(e){var t,r=this.vertexCount>65535?M["a"].Uint32Array:M["a"].Uint16Array;if(e[0]&&e[0].length){var i=0,n=3;t=new r(e.length*n);for(var a=0;a=0&&(t.splice(r,1),delete this.attributes[e],!0)},getAttribute:function(e){return this.attributes[e]},getEnabledAttributes:function(){var e=this._enabledAttributes,t=this._attributeList;if(e)return e;for(var r=[],i=this.vertexCount,n=0;na[0]&&(a[0]=s),l>a[1]&&(a[1]=l),u>a[2]&&(a[2]=u)}r._dirty=!0,i._dirty=!0}},generateVertexNormals:function(){if(this.vertexCount){var e=this.indices,t=this.attributes,r=t.position.value,i=t.normal.value;if(i&&i.length===r.length)for(var n=0;n65535&&(this.indices=new M["a"].Uint32Array(this.indices));for(var e=this.attributes,t=this.indices,r=this.getEnabledAttributes(),i={},n=0;nthis.distance,n=1;n<8;n++)if(Ye.dot(t[n].array,r)>this.distance!=i)return!0},intersectLine:function(){var e=Ye.create();return function(t,r,i){var n=this.distanceToPoint(t),a=this.distanceToPoint(r);if(n>0&&a>0||n<0&&a<0)return null;var o=this.normal.array,s=this.distance,l=t.array;Ye.sub(e,r.array,t.array),Ye.normalize(e,e);var u=Ye.dot(o,e);if(0===u)return null;i||(i=new gt);var h=(Ye.dot(o,l)-s)/u;return Ye.scaleAndAdd(i.array,l,e,-h),i._dirty=!0,i}}(),applyTransform:function(){var e=qe.create(),t=Tt.create(),r=Tt.create();return r[3]=1,function(i){i=i.array,Ye.scale(r,this.normal.array,this.distance),Tt.transformMat4(r,r,i),this.distance=Ye.dot(r,this.normal.array),qe.invert(e,i),qe.transpose(e,e),t[3]=0,Ye.copy(t,this.normal.array),Tt.transformMat4(t,t,e),Ye.copy(this.normal.array,t)}}(),copy:function(e){Ye.copy(this.normal.array,e.normal.array),this.normal._dirty=!0,this.distance=e.distance},clone:function(){var e=new Mr;return e.copy(this),e}};var Lr=Mr,Cr=Ye.set,Dr=Ye.copy,Nr=Ye.transformMat4,Rr=Math.min,Pr=Math.max,Or=function(){this.planes=[];for(var e=0;e<6;e++)this.planes.push(new Lr);this.boundingBox=new Ft,this.vertices=[];for(e=0;e<8;e++)this.vertices[e]=Ye.fromValues(0,0,0)};Or.prototype={setFromProjection:function(e){var t=this.planes,r=e.array,i=r[0],n=r[1],a=r[2],o=r[3],s=r[4],l=r[5],u=r[6],h=r[7],c=r[8],d=r[9],f=r[10],p=r[11],m=r[12],g=r[13],_=r[14],v=r[15];Cr(t[0].normal.array,o-i,h-s,p-c),t[0].distance=-(v-m),t[0].normalize(),Cr(t[1].normal.array,o+i,h+s,p+c),t[1].distance=-(v+m),t[1].normalize(),Cr(t[2].normal.array,o+n,h+l,p+d),t[2].distance=-(v+g),t[2].normalize(),Cr(t[3].normal.array,o-n,h-l,p-d),t[3].distance=-(v-g),t[3].normalize(),Cr(t[4].normal.array,o-a,h-u,p-f),t[4].distance=-(v-_),t[4].normalize(),Cr(t[5].normal.array,o+a,h+u,p+f),t[5].distance=-(v+_),t[5].normalize();var y=this.boundingBox,x=this.vertices;if(0===v){var T=l/i,b=-_/(f-1),w=-_/(f+1),E=-w/l,S=-b/l;y.min.set(-E*T,-E,w),y.max.set(E*T,E,b),Cr(x[0],-E*T,-E,w),Cr(x[1],-E*T,E,w),Cr(x[2],E*T,-E,w),Cr(x[3],E*T,E,w),Cr(x[4],-S*T,-S,b),Cr(x[5],-S*T,S,b),Cr(x[6],S*T,-S,b),Cr(x[7],S*T,S,b)}else{var A=(-1-m)/i,M=(1-m)/i,L=(1-g)/l,C=(-1-g)/l,D=(-1-_)/f,N=(1-_)/f;y.min.set(Math.min(A,M),Math.min(C,L),Math.min(N,D)),y.max.set(Math.max(M,A),Math.max(L,C),Math.max(D,N));var R=y.min.array,P=y.max.array;Cr(x[0],R[0],R[1],R[2]),Cr(x[1],R[0],P[1],R[2]),Cr(x[2],P[0],R[1],R[2]),Cr(x[3],P[0],P[1],R[2]),Cr(x[4],R[0],R[1],P[2]),Cr(x[5],R[0],P[1],P[2]),Cr(x[6],P[0],R[1],P[2]),Cr(x[7],P[0],P[1],P[2])}},getTransformedBoundingBox:function(){var e=Ye.create();return function(t,r){var i=this.vertices,n=r.array,a=t.min,o=t.max,s=a.array,l=o.array,u=i[0];Nr(e,u,n),Dr(s,e),Dr(l,e);for(var h=1;h<8;h++)u=i[h],Nr(e,u,n),s[0]=Rr(e[0],s[0]),s[1]=Rr(e[1],s[1]),s[2]=Rr(e[2],s[2]),l[0]=Pr(e[0],l[0]),l[1]=Pr(e[1],l[1]),l[2]=Pr(e[2],l[2]);return a._dirty=!0,o._dirty=!0,t}}()};var Ir=Or,Br=Gt.extend((function(){return{projectionMatrix:new Ct,invProjectionMatrix:new Ct,viewMatrix:new Ct,frustum:new Ir}}),(function(){this.update(!0)}),{update:function(e){Gt.prototype.update.call(this,e),Ct.invert(this.viewMatrix,this.worldTransform),this.updateProjectionMatrix(),Ct.invert(this.invProjectionMatrix,this.projectionMatrix),this.frustum.setFromProjection(this.projectionMatrix)},setViewMatrix:function(e){Ct.copy(this.viewMatrix,e),Ct.invert(this.worldTransform,e),this.decomposeWorldTransform()},decomposeProjectionMatrix:function(){},setProjectionMatrix:function(e){Ct.copy(this.projectionMatrix,e),Ct.invert(this.invProjectionMatrix,e),this.decomposeProjectionMatrix()},updateProjectionMatrix:function(){},castRay:function(){var e=Tt.create();return function(t,r){var i=void 0!==r?r:new yt,n=t.array[0],a=t.array[1];return Tt.set(e,n,a,-1,1),Tt.transformMat4(e,e,this.invProjectionMatrix.array),Tt.transformMat4(e,e,this.worldTransform.array),Ye.scale(i.origin.array,e,1/e[3]),Tt.set(e,n,a,1,1),Tt.transformMat4(e,e,this.invProjectionMatrix.array),Tt.transformMat4(e,e,this.worldTransform.array),Ye.scale(e,e,1/e[3]),Ye.sub(i.direction.array,e,i.origin.array),Ye.normalize(i.direction.array,i.direction.array),i.direction._dirty=!0,i.origin._dirty=!0,i}}()}),Fr=Br,Ur=qe.create(),zr=qe.create(),Gr={};function Hr(e){var t=[],r=Object.keys(e);r.sort();for(var i=0;i0&&console.warn("Found multiple camera in one scene. Use the fist one."),this._cameraList.push(e)):e instanceof Ar&&this.lights.push(e),e.name&&(this._nodeRepository[e.name]=e)},removeFromScene:function(e){var t;e instanceof Fr?(t=this._cameraList.indexOf(e),t>=0&&this._cameraList.splice(t,1)):e instanceof Ar&&(t=this.lights.indexOf(e),t>=0&&this.lights.splice(t,1)),e.name&&delete this._nodeRepository[e.name]},getNode:function(e){return this._nodeRepository[e]},setMainCamera:function(e){var t=this._cameraList.indexOf(e);t>=0&&this._cameraList.splice(t,1),this._cameraList.unshift(e)},getMainCamera:function(){return this._cameraList[0]},getLights:function(){return this.lights},updateLights:function(){var e=this.lights;this._previousLightNumber=this._lightNumber;for(var t={},r=0;r0&&this._doUpdateRenderList(o,t,r,i,n)}},isFrustumCulled:function(){var e=new Ft,t=new Ct;return function(r,i,n){var a=r.boundingBox;if(a||(a=r.skeleton&&r.skeleton.boundingBox?r.skeleton.boundingBox:r.geometry.boundingBox),!a)return!1;if(t.array=n,e.transformFrom(a,t),r.castShadow&&this.viewBoundingBoxLastFrame.union(e),r.frustumCulling){if(!e.intersectBoundingBox(i.frustum.boundingBox))return!0;t.array=i.projectionMatrix.array,e.max.array[2]>0&&e.min.array[2]<0&&(e.max.array[2]=-1e-20),e.applyProjection(t);var o=e.min.array,s=e.max.array;if(s[0]<-1||o[0]>1||s[1]<-1||o[1]>1||s[2]<-1||o[2]>1)return!0}return!1}}(),_updateLightUniforms:function(){var e=this.lights;e.sort(Wr);var t=this._lightUniforms;for(var r in t)for(var i in t[r])t[r][i].value.length=0;for(var n=0;n1&&t.texParameterf(t.TEXTURE_CUBE_MAP,n.TEXTURE_MAX_ANISOTROPY_EXT,this.anisotropic),36193===i){var a=e.getGLExtension("OES_texture_half_float");a||(i=A.FLOAT)}if(this.mipmaps.length)for(var o=this.width,s=this.height,l=0;l0&&e.height>0}Object.defineProperty(Yr.prototype,"width",{get:function(){return this.image&&this.image.px?this.image.px.width:this._width},set:function(e){this.image&&this.image.px?console.warn("Texture from image can't set width"):(this._width!==e&&this.dirty(),this._width=e)}}),Object.defineProperty(Yr.prototype,"height",{get:function(){return this.image&&this.image.px?this.image.px.height:this._height},set:function(e){this.image&&this.image.px?console.warn("Texture from image can't set height"):(this._height!==e&&this.dirty(),this._height=e)}});var Qr=Yr,Jr=Fr.extend({fov:50,aspect:1,near:.1,far:2e3},{updateProjectionMatrix:function(){var e=this.fov/180*Math.PI;this.projectionMatrix.perspective(e,this.aspect,this.near,this.far)},decomposeProjectionMatrix:function(){var e=this.projectionMatrix.array,t=2*Math.atan(1/e[5]);this.fov=t/Math.PI*180,this.aspect=e[5]/e[0],this.near=e[14]/(e[10]-1),this.far=e[14]/(e[10]+1)},clone:function(){var e=Fr.prototype.clone.call(this);return e.fov=this.fov,e.aspect=this.aspect,e.near=this.near,e.far=this.far,e}}),$r=Jr,ei="framebuffer",ti="renderbuffer",ri=ti+"_width",ii=ti+"_height",ni=ti+"_attached",ai="depthtexture_attached",oi=A.FRAMEBUFFER,si=A.RENDERBUFFER,li=A.DEPTH_ATTACHMENT,ui=A.COLOR_ATTACHMENT0,hi=T.extend({depthBuffer:!0,viewport:null,_width:0,_height:0,_textures:null,_boundRenderer:null},(function(){this._cache=new qt,this._textures={}}),{getTextureWidth:function(){return this._width},getTextureHeight:function(){return this._height},bind:function(e){if(e.__currentFrameBuffer){if(e.__currentFrameBuffer===this)return;console.warn("Renderer already bound with another framebuffer. Unbind it first")}e.__currentFrameBuffer=this;var t=e.gl;t.bindFramebuffer(oi,this._getFrameBufferGL(e)),this._boundRenderer=e;var r=this._cache;r.put("viewport",e.viewport);var i,n,a=!1;for(var o in this._textures){a=!0;var s=this._textures[o];s&&(i=s.texture.width,n=s.texture.height,this._doAttach(e,s.texture,o,s.target))}this._width=i,this._height=n,!a&&this.depthBuffer&&console.error("Must attach texture before bind, or renderbuffer may have incorrect width and height."),this.viewport?e.setViewport(this.viewport):e.setViewport(0,0,i,n,1);var l=r.get("attached_textures");if(l)for(var o in l)if(!this._textures[o]){var u=l[o];this._doDetach(t,o,u)}if(!r.get(ai)&&this.depthBuffer){r.miss(ti)&&r.put(ti,t.createRenderbuffer());var h=r.get(ti);i===r.get(ri)&&n===r.get(ii)||(t.bindRenderbuffer(si,h),t.renderbufferStorage(si,t.DEPTH_COMPONENT16,i,n),r.put(ri,i),r.put(ii,n),t.bindRenderbuffer(si,null)),r.get(ni)||(t.framebufferRenderbuffer(oi,li,si,h),r.put(ni,!0))}},unbind:function(e){e.__currentFrameBuffer=null;var t=e.gl;t.bindFramebuffer(oi,null),this._boundRenderer=null,this._cache.use(e.__uid__);var r=this._cache.get("viewport");r&&e.setViewport(r),this.updateMipmap(e)},updateMipmap:function(e){var t=e.gl;for(var r in this._textures){var i=this._textures[r];if(i){var n=i.texture;if(!n.NPOT&&n.useMipmap&&n.minFilter===Yt.LINEAR_MIPMAP_LINEAR){var a="textureCube"===n.textureType?A.TEXTURE_CUBE_MAP:A.TEXTURE_2D;t.bindTexture(a,n.getWebGLTexture(e)),t.generateMipmap(a),t.bindTexture(a,null)}}}},checkStatus:function(e){return e.checkFramebufferStatus(oi)},_getFrameBufferGL:function(e){var t=this._cache;return t.use(e.__uid__),t.miss(ei)&&t.put(ei,e.gl.createFramebuffer()),t.get(ei)},attach:function(e,t,r){if(!e.width)throw new Error("The texture attached to color buffer is not a valid.");t=t||ui,r=r||A.TEXTURE_2D;var i,n=this._boundRenderer,a=n&&n.gl;if(a){var o=this._cache;o.use(n.__uid__),i=o.get("attached_textures")}var s=this._textures[t];if(!s||s.target!==r||s.texture!==e||!i||null==i[t]){var l=!0;n&&(l=this._doAttach(n,e,t,r),this.viewport||n.setViewport(0,0,e.width,e.height,1)),l&&(this._textures[t]=this._textures[t]||{},this._textures[t].texture=e,this._textures[t].target=r)}},_doAttach:function(e,t,r,i){var n=e.gl,a=t.getWebGLTexture(e),o=this._cache.get("attached_textures");if(o&&o[r]){var s=o[r];if(s.texture===t&&s.target===i)return}r=+r;var l=!0;if(r===li||r===A.DEPTH_STENCIL_ATTACHMENT){var u=e.getGLExtension("WEBGL_depth_texture");if(u||(console.error("Depth texture is not supported by the browser"),l=!1),t.format!==A.DEPTH_COMPONENT&&t.format!==A.DEPTH_STENCIL&&(console.error("The texture attached to depth buffer is not a valid."),l=!1),l){var h=this._cache.get(ti);h&&(n.framebufferRenderbuffer(oi,li,si,null),n.deleteRenderbuffer(h),this._cache.put(ti,!1)),this._cache.put(ni,!1),this._cache.put(ai,!0)}}return n.framebufferTexture2D(oi,r,i,a,0),o||(o={},this._cache.put("attached_textures",o)),o[r]=o[r]||{},o[r].texture=t,o[r].target=i,l},_doDetach:function(e,t,r){e.framebufferTexture2D(oi,t,r,null,0);var i=this._cache.get("attached_textures");i&&i[t]&&(i[t]=null),t!==li&&t!==A.DEPTH_STENCIL_ATTACHMENT||this._cache.put(ai,!1)},detach:function(e,t){if(this._textures[e]=null,this._boundRenderer){var r=this._cache;r.use(this._boundRenderer.__uid__),this._doDetach(this._boundRenderer.gl,e,t)}},dispose:function(e){var t=e.gl,r=this._cache;r.use(e.__uid__);var i=r.get(ti);i&&t.deleteRenderbuffer(i);var n=r.get(ei);n&&t.deleteFramebuffer(n),r.deleteContext(e.__uid__),this._textures={}}});hi.DEPTH_ATTACHMENT=li,hi.COLOR_ATTACHMENT0=ui,hi.STENCIL_ATTACHMENT=A.STENCIL_ATTACHMENT,hi.DEPTH_STENCIL_ATTACHMENT=A.DEPTH_STENCIL_ATTACHMENT;var ci=hi,di=["px","nx","py","ny","pz","nz"],fi=T.extend((function(){var e={position:new gt,far:1e3,near:.1,texture:null,shadowMapPass:null},t=e._cameras={px:new $r({fov:90}),nx:new $r({fov:90}),py:new $r({fov:90}),ny:new $r({fov:90}),pz:new $r({fov:90}),nz:new $r({fov:90})};return t.px.lookAt(gt.POSITIVE_X,gt.NEGATIVE_Y),t.nx.lookAt(gt.NEGATIVE_X,gt.NEGATIVE_Y),t.py.lookAt(gt.POSITIVE_Y,gt.POSITIVE_Z),t.ny.lookAt(gt.NEGATIVE_Y,gt.NEGATIVE_Z),t.pz.lookAt(gt.POSITIVE_Z,gt.NEGATIVE_Y),t.nz.lookAt(gt.NEGATIVE_Z,gt.NEGATIVE_Y),e._frameBuffer=new ci,e}),{getCamera:function(e){return this._cameras[e]},render:function(e,t,r){var i=e.gl;r||t.update();for(var n=this.texture.width,a=2*Math.atan(n/(n-.5))/Math.PI*180,o=0;o<6;o++){var s=di[o],l=this._cameras[s];if(gt.copy(l.position,this.position),l.far=this.far,l.near=this.near,l.fov=a,this.shadowMapPass){l.update();var u=t.getBoundingBox();u.applyTransform(l.viewMatrix),t.viewBoundingBoxLastFrame.copy(u),this.shadowMapPass.render(e,t,l,!0)}this._frameBuffer.attach(this.texture,i.COLOR_ATTACHMENT0,i.TEXTURE_CUBE_MAP_POSITIVE_X+o),this._frameBuffer.bind(e),e.render(t,l,!0),this._frameBuffer.unbind(e)}},dispose:function(e){this._frameBuffer.dispose(e)}}),pi=fi,mi=_r.extend({dynamic:!1,widthSegments:1,heightSegments:1},(function(){this.build()}),{build:function(){for(var e=this.heightSegments,t=this.widthSegments,r=this.attributes,i=[],n=[],a=[],o=[],s=0;s<=e;s++)for(var l=s/e,u=0;u<=t;u++){var h=u/t;if(i.push([2*h-1,2*l-1,0]),n&&n.push([h,l]),a&&a.push([0,0,1]),u0?this.material.define("fragment","LOD"):this.material.undefine("fragment","LOD"),e.renderPass([this],r)}}),wi=bi,Ei=wi,Si=542327876,Ai=131072,Mi=512,Li=4;function Ci(e){return e.charCodeAt(0)+(e.charCodeAt(1)<<8)+(e.charCodeAt(2)<<16)+(e.charCodeAt(3)<<24)}var Di=31,Ni=Ci("DXT1"),Ri=Ci("DXT3"),Pi=Ci("DXT5"),Oi=0,Ii=1,Bi=2,Fi=3,Ui=4,zi=7,Gi=20,Hi=21,Vi=28,ki={parse:function(e,t){var r=new Int32Array(e,0,Di);if(r[Oi]!==Si)return null;if(!r(Gi)&Li)return null;var i,n,a=r(Hi),o=r[Ui],s=r[Fi],l=r[Vi]&Mi,u=r[Bi]&Ai;switch(a){case Ni:i=8,n=Yt.COMPRESSED_RGB_S3TC_DXT1_EXT;break;case Ri:i=16,n=Yt.COMPRESSED_RGBA_S3TC_DXT3_EXT;break;case Pi:i=16,n=Yt.COMPRESSED_RGBA_S3TC_DXT5_EXT;break;default:return null}var h=r[Ii]+4,c=l?6:1,d=1;u&&(d=Math.max(1,r[zi]));for(var f=[],p=0;p0){var n=Math.pow(2,e[3]-128-8+i);t[r+0]=e[0]*n,t[r+1]=e[1]*n,t[r+2]=e[2]*n}else t[r+0]=0,t[r+1]=0,t[r+2]=0;return t[r+3]=1,t}function Yi(e,t,r){for(var i="",n=t;n0)if(e[a][0]=t[r++],e[a][1]=t[r++],e[a][2]=t[r++],e[a][3]=t[r++],1===e[a][0]&&1===e[a][1]&&1===e[a][2]){for(var s=e[a][3]<>>0;s>0;s--)Ki(e[a-1],e[a]),a++,o--;n+=8}else a++,o--,n=0;return r}function Ji(e,t,r,i){if(iqi)return Qi(e,t,r,i);var n=t[r++];if(2!=n)return Qi(e,t,r-1,i);if(e[0][1]=t[r++],e[0][2]=t[r++],n=t[r++],(e[0][2]<<8>>>0|n)>>>0!==i)return null;for(n=0;n<4;n++)for(var a=0;a128){o=(127&o)>>>0;var s=t[r++];while(o--)e[a++][n]=s}else while(o--)e[a++][n]=t[r++]}return r}var $i={parseRGBE:function(e,t,r){null==r&&(r=0);var i=new Uint8Array(e),n=i.length;if("#?"===Yi(i,0,2)){for(var a=2;a=n)){a+=2;for(var o="";a20)return console.warn("Given image is not a height map"),e}var f,p,m,g;l%(4*i)===0?(f=o.data[l],m=o.data[l+4]):l%(4*i)===4*(i-1)?(f=o.data[l-4],m=o.data[l]):(f=o.data[l-4],m=o.data[l+4]),l<4*i?(p=o.data[l],g=o.data[l+4*i]):l>i*(n-1)*4?(p=o.data[l-4*i],g=o.data[l]):(p=o.data[l-4*i],g=o.data[l+4*i]),s.data[l]=f-m+127,s.data[l+1]=p-g+127,s.data[l+2]=255,s.data[l+3]=255}return a.putImageData(s,0,0),r},isHeightImage:function(e,t,r){if(!e||!e.width||!e.height)return!1;var i=document.createElement("canvas"),n=i.getContext("2d"),a=t||32;r=r||20,i.width=i.height=a,n.drawImage(e,0,0,a,a);for(var o=n.getImageData(0,0,a,a),s=0;sr)return!1}return!0},_fetchTexture:function(e,t,r){M["a"].request.get({url:e,responseType:"arraybuffer",onload:t,onerror:r})},createChessboard:function(e,t,r,i){e=e||512,t=t||64,r=r||"black",i=i||"white";var n=Math.ceil(e/t),a=document.createElement("canvas");a.width=e,a.height=e;var o=a.getContext("2d");o.fillStyle=i,o.fillRect(0,0,e,e),o.fillStyle=r;for(var s=0;s=0||(nn.forEach((function(t){e.on(t,this[an(t)],this)}),this),this._meshes.push(e))},detachFromMesh:function(e){var t=this._meshes.indexOf(e);t>=0&&this._meshes.splice(t,1),nn.forEach((function(t){e.off(t,this[an(t)])}),this)},dispose:function(){this._meshes.forEach((function(e){this.detachFromMesh(e)}),this)}};var sn=on,ln=Fr.extend({left:-1,right:1,near:-1,far:1,top:1,bottom:-1},{updateProjectionMatrix:function(){this.projectionMatrix.ortho(this.left,this.right,this.bottom,this.top,this.near,this.far)},decomposeProjectionMatrix:function(){var e=this.projectionMatrix.array;this.left=(-1-e[12])/e[0],this.right=(1-e[12])/e[0],this.top=(1-e[13])/e[5],this.bottom=(-1-e[13])/e[5],this.near=-(-1-e[14])/e[10],this.far=-(1-e[14])/e[10]},clone:function(){var e=Fr.prototype.clone.call(this);return e.left=this.left,e.right=this.right,e.near=this.near,e.far=this.far,e.top=this.top,e.bottom=this.bottom,e}}),un=ln,hn="\n@export clay.compositor.vertex\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nattribute vec3 position : POSITION;\nattribute vec2 texcoord : TEXCOORD_0;\nvarying vec2 v_Texcoord;\nvoid main()\n{\n v_Texcoord = texcoord;\n gl_Position = worldViewProjection * vec4(position, 1.0);\n}\n@end";We["import"](hn);var cn=new gi,dn=new Qt({geometry:cn,frustumCulling:!1}),fn=new un,pn=T.extend((function(){return{fragment:"",outputs:null,material:null,blendWithPrevious:!1,clearColor:!1,clearDepth:!0}}),(function(){var e=new We(We.source("clay.compositor.vertex"),this.fragment),t=new ee({shader:e});t.enableTexturesAll(),this.material=t}),{setUniform:function(e,t){this.material.setUniform(e,t)},getUniform:function(e){var t=this.material.uniforms[e];if(t)return t.value},attachOutput:function(e,t){this.outputs||(this.outputs={}),t=t||A.COLOR_ATTACHMENT0,this.outputs[t]=e},detachOutput:function(e){for(var t in this.outputs)this.outputs[t]===e&&(this.outputs[t]=null)},bind:function(e,t){if(this.outputs)for(var r in this.outputs){var i=this.outputs[r];i&&t.attach(i,r)}t&&t.bind(e)},unbind:function(e,t){t.unbind(e)},render:function(e,t){var r=e.gl;if(t){this.bind(e,t);var i=e.getGLExtension("EXT_draw_buffers");if(i&&this.outputs){var n=[];for(var a in this.outputs)a=+a,a>=r.COLOR_ATTACHMENT0&&a<=r.COLOR_ATTACHMENT0+8&&n.push(a);i.drawBuffersEXT(n)}}this.trigger("beforerender",this,e);var o=this.clearDepth?r.DEPTH_BUFFER_BIT:0;if(r.depthMask(!0),this.clearColor){o|=r.COLOR_BUFFER_BIT,r.colorMask(!0,!0,!0,!0);var s=this.clearColor;Array.isArray(s)&&r.clearColor(s[0],s[1],s[2],s[3])}r.clear(o),this.blendWithPrevious?(r.enable(r.BLEND),this.material.transparent=!0):(r.disable(r.BLEND),this.material.transparent=!1),this.renderQuad(e),this.trigger("afterrender",this,e),t&&this.unbind(e,t)},renderQuad:function(e){dn.material=this.material,e.renderPass([dn],fn)},dispose:function(e){}}),mn=pn,gn="#define SAMPLE_NUMBER 1024\n#define PI 3.14159265358979\nuniform sampler2D normalDistribution;\nuniform vec2 viewportSize : [512, 256];\nconst vec3 N = vec3(0.0, 0.0, 1.0);\nconst float fSampleNumber = float(SAMPLE_NUMBER);\nvec3 importanceSampleNormal(float i, float roughness, vec3 N) {\n vec3 H = texture2D(normalDistribution, vec2(roughness, i)).rgb;\n vec3 upVector = abs(N.y) > 0.999 ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0);\n vec3 tangentX = normalize(cross(N, upVector));\n vec3 tangentZ = cross(N, tangentX);\n return normalize(tangentX * H.x + N * H.y + tangentZ * H.z);\n}\nfloat G_Smith(float roughness, float NoV, float NoL) {\n float k = roughness * roughness / 2.0;\n float G1V = NoV / (NoV * (1.0 - k) + k);\n float G1L = NoL / (NoL * (1.0 - k) + k);\n return G1L * G1V;\n}\nvoid main() {\n vec2 uv = gl_FragCoord.xy / viewportSize;\n float NoV = uv.x;\n float roughness = uv.y;\n vec3 V;\n V.x = sqrt(1.0 - NoV * NoV);\n V.y = 0.0;\n V.z = NoV;\n float A = 0.0;\n float B = 0.0;\n for (int i = 0; i < SAMPLE_NUMBER; i++) {\n vec3 H = importanceSampleNormal(float(i) / fSampleNumber, roughness, N);\n vec3 L = reflect(-V, H);\n float NoL = clamp(L.z, 0.0, 1.0);\n float NoH = clamp(H.z, 0.0, 1.0);\n float VoH = clamp(dot(V, H), 0.0, 1.0);\n if (NoL > 0.0) {\n float G = G_Smith(roughness, NoV, NoL);\n float G_Vis = G * VoH / (NoH * NoV);\n float Fc = pow(1.0 - VoH, 5.0);\n A += (1.0 - Fc) * G_Vis;\n B += Fc * G_Vis;\n }\n }\n gl_FragColor = vec4(vec2(A, B) / fSampleNumber, 0.0, 1.0);\n}\n",_n="#define SHADER_NAME prefilter\n#define SAMPLE_NUMBER 1024\n#define PI 3.14159265358979\nuniform mat4 viewInverse : VIEWINVERSE;\nuniform samplerCube environmentMap;\nuniform sampler2D normalDistribution;\nuniform float roughness : 0.5;\nvarying vec2 v_Texcoord;\nvarying vec3 v_WorldPosition;\n@import clay.util.rgbm\nvec3 importanceSampleNormal(float i, float roughness, vec3 N) {\n vec3 H = texture2D(normalDistribution, vec2(roughness, i)).rgb;\n vec3 upVector = abs(N.y) > 0.999 ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0);\n vec3 tangentX = normalize(cross(N, upVector));\n vec3 tangentZ = cross(N, tangentX);\n return normalize(tangentX * H.x + N * H.y + tangentZ * H.z);\n}\nvoid main() {\n vec3 eyePos = viewInverse[3].xyz;\n vec3 V = normalize(v_WorldPosition - eyePos);\n vec3 N = V;\n vec3 prefilteredColor = vec3(0.0);\n float totalWeight = 0.0;\n float fMaxSampleNumber = float(SAMPLE_NUMBER);\n for (int i = 0; i < SAMPLE_NUMBER; i++) {\n vec3 H = importanceSampleNormal(float(i) / fMaxSampleNumber, roughness, N);\n vec3 L = reflect(-V, H);\n float NoL = clamp(dot(N, L), 0.0, 1.0);\n if (NoL > 0.0) {\n prefilteredColor += decodeHDR(textureCube(environmentMap, L)).rgb * NoL;\n totalWeight += NoL;\n }\n }\n gl_FragColor = encodeHDR(vec4(prefilteredColor / totalWeight, 1.0));\n}\n",vn={},yn=["px","nx","py","ny","pz","nz"];vn.prefilterEnvironmentMap=function(e,t,r,i,n){n&&i||(i=vn.generateNormalDistribution(),n=vn.integrateBRDF(e,i)),r=r||{};var a=r.width||64,o=r.height||64,s=r.type||t.type,l=new Qr({width:a,height:o,type:s,flipY:!1,mipmaps:[]});l.isPowerOfTwo()||console.warn("Width and height must be power of two to enable mipmap.");var u=Math.min(a,o),h=Math.log(u)/Math.log(2)+1,c=new ee({shader:new We({vertex:We.source("clay.skybox.vertex"),fragment:_n})});c.set("normalDistribution",i),r.encodeRGBM&&c.define("fragment","RGBM_ENCODE"),r.decodeRGBM&&c.define("fragment","RGBM_DECODE");var d,f=new Xr;if("texture2D"===t.textureType){var p=new Qr({width:a,height:o,type:s===Yt.FLOAT?Yt.HALF_FLOAT:s});rn.panoramaToCubeMap(e,t,p,{encodeRGBM:r.decodeRGBM}),t=p}d=new wi({scene:f,material:c}),d.material.set("environmentMap",t);var m=new pi({texture:l});r.encodeRGBM&&(s=l.type=Yt.UNSIGNED_BYTE);for(var g=new nr({width:a,height:o,type:s}),_=new ci({depthBuffer:!1}),v=M["a"][s===Yt.UNSIGNED_BYTE?"Uint8Array":"Float32Array"],y=0;y>>16)>>>0;u=((1431655765&u)<<1|(2863311530&u)>>>1)>>>0,u=((858993459&u)<<2|(3435973836&u)>>>2)>>>0,u=((252645135&u)<<4|(4042322160&u)>>>4)>>>0,u=(((16711935&u)<<8|(4278255360&u)>>>8)>>>0)/4294967296;var h=Math.sqrt((1-u)/(1+(s*s-1)*u));n[l]=h}for(l=0;l65535?Uint32Array:Uint16Array,v=this.indices=new _(t*e*6),y=this.radius,x=this.phiStart,T=this.phiLength,b=this.thetaStart,w=this.thetaLength,E=(y=this.radius,[]),S=[],A=0,M=1/y;for(d=0;d<=e;d++)for(c=0;c<=t;c++)u=c/t,h=d/e,o=-y*Math.cos(x+u*T)*Math.sin(b+h*w),s=y*Math.cos(b+h*w),l=y*Math.sin(x+u*T)*Math.sin(b+h*w),E[0]=o,E[1]=s,E[2]=l,S[0]=u,S[1]=h,r.set(A,E),i.set(A,S),E[0]*=M,E[1]*=M,E[2]*=M,n.set(A,E),A++;var L=t+1,C=0;for(d=0;d=0&&l.splice(e,1)})),l.push(u),this.__zr&&this.__zr.animation.addAnimator(u),u},stopAnimation:function(e){this._animators=this._animators||[];for(var t=this._animators,r=t.length,i=0;i 1e-4)\n{\n skinMatrixWS += getSkinMatrix(joint.y) * weight.y;\n}\nif (weight.z > 1e-4)\n{\n skinMatrixWS += getSkinMatrix(joint.z) * weight.z;\n}\nfloat weightW = 1.0-weight.x-weight.y-weight.z;\nif (weightW > 1e-4)\n{\n skinMatrixWS += getSkinMatrix(joint.w) * weightW;\n}\n@end\n@export clay.chunk.instancing_header\n#ifdef INSTANCING\nattribute vec4 instanceMat1;\nattribute vec4 instanceMat2;\nattribute vec4 instanceMat3;\n#endif\n@end\n@export clay.chunk.instancing_matrix\nmat4 instanceMat = mat4(\n vec4(instanceMat1.xyz, 0.0),\n vec4(instanceMat2.xyz, 0.0),\n vec4(instanceMat3.xyz, 0.0),\n vec4(instanceMat1.w, instanceMat2.w, instanceMat3.w, 1.0)\n);\n@end\n@export clay.util.parallax_correct\nvec3 parallaxCorrect(in vec3 dir, in vec3 pos, in vec3 boxMin, in vec3 boxMax) {\n vec3 first = (boxMax - pos) / dir;\n vec3 second = (boxMin - pos) / dir;\n vec3 further = max(first, second);\n float dist = min(further.x, min(further.y, further.z));\n vec3 fixedPos = pos + dir * dist;\n vec3 boxCenter = (boxMax + boxMin) * 0.5;\n return normalize(fixedPos - boxCenter);\n}\n@end\n@export clay.util.clamp_sample\nvec4 clampSample(const in sampler2D texture, const in vec2 coord)\n{\n#ifdef STEREO\n float eye = step(0.5, coord.x) * 0.5;\n vec2 coordClamped = clamp(coord, vec2(eye, 0.0), vec2(0.5 + eye, 1.0));\n#else\n vec2 coordClamped = clamp(coord, vec2(0.0), vec2(1.0));\n#endif\n return texture2D(texture, coordClamped);\n}\n@end\n@export clay.util.ACES\nvec3 ACESToneMapping(vec3 color)\n{\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\n@end",sa="\n@export ecgl.common.transformUniforms\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform mat4 worldInverseTranspose : WORLDINVERSETRANSPOSE;\nuniform mat4 world : WORLD;\n@end\n\n@export ecgl.common.attributes\nattribute vec3 position : POSITION;\nattribute vec2 texcoord : TEXCOORD_0;\nattribute vec3 normal : NORMAL;\n@end\n\n@export ecgl.common.uv.header\nuniform vec2 uvRepeat : [1.0, 1.0];\nuniform vec2 uvOffset : [0.0, 0.0];\nuniform vec2 detailUvRepeat : [1.0, 1.0];\nuniform vec2 detailUvOffset : [0.0, 0.0];\n\nvarying vec2 v_Texcoord;\nvarying vec2 v_DetailTexcoord;\n@end\n\n@export ecgl.common.uv.main\nv_Texcoord = texcoord * uvRepeat + uvOffset;\nv_DetailTexcoord = texcoord * detailUvRepeat + detailUvOffset;\n@end\n\n@export ecgl.common.uv.fragmentHeader\nvarying vec2 v_Texcoord;\nvarying vec2 v_DetailTexcoord;\n@end\n\n\n@export ecgl.common.albedo.main\n\n vec4 albedoTexel = vec4(1.0);\n#ifdef DIFFUSEMAP_ENABLED\n albedoTexel = texture2D(diffuseMap, v_Texcoord);\n #ifdef SRGB_DECODE\n albedoTexel = sRGBToLinear(albedoTexel);\n #endif\n#endif\n\n#ifdef DETAILMAP_ENABLED\n vec4 detailTexel = texture2D(detailMap, v_DetailTexcoord);\n #ifdef SRGB_DECODE\n detailTexel = sRGBToLinear(detailTexel);\n #endif\n albedoTexel.rgb = mix(albedoTexel.rgb, detailTexel.rgb, detailTexel.a);\n albedoTexel.a = detailTexel.a + (1.0 - detailTexel.a) * albedoTexel.a;\n#endif\n\n@end\n\n@export ecgl.common.wireframe.vertexHeader\n\n#ifdef WIREFRAME_QUAD\nattribute vec4 barycentric;\nvarying vec4 v_Barycentric;\n#elif defined(WIREFRAME_TRIANGLE)\nattribute vec3 barycentric;\nvarying vec3 v_Barycentric;\n#endif\n\n@end\n\n@export ecgl.common.wireframe.vertexMain\n\n#if defined(WIREFRAME_QUAD) || defined(WIREFRAME_TRIANGLE)\n v_Barycentric = barycentric;\n#endif\n\n@end\n\n\n@export ecgl.common.wireframe.fragmentHeader\n\nuniform float wireframeLineWidth : 1;\nuniform vec4 wireframeLineColor: [0, 0, 0, 0.5];\n\n#ifdef WIREFRAME_QUAD\nvarying vec4 v_Barycentric;\nfloat edgeFactor () {\n vec4 d = fwidth(v_Barycentric);\n vec4 a4 = smoothstep(vec4(0.0), d * wireframeLineWidth, v_Barycentric);\n return min(min(min(a4.x, a4.y), a4.z), a4.w);\n}\n#elif defined(WIREFRAME_TRIANGLE)\nvarying vec3 v_Barycentric;\nfloat edgeFactor () {\n vec3 d = fwidth(v_Barycentric);\n vec3 a3 = smoothstep(vec3(0.0), d * wireframeLineWidth, v_Barycentric);\n return min(min(a3.x, a3.y), a3.z);\n}\n#endif\n\n@end\n\n\n@export ecgl.common.wireframe.fragmentMain\n\n#if defined(WIREFRAME_QUAD) || defined(WIREFRAME_TRIANGLE)\n if (wireframeLineWidth > 0.) {\n vec4 lineColor = wireframeLineColor;\n#ifdef SRGB_DECODE\n lineColor = sRGBToLinear(lineColor);\n#endif\n\n gl_FragColor.rgb = mix(gl_FragColor.rgb, lineColor.rgb, (1.0 - edgeFactor()) * lineColor.a);\n }\n#endif\n@end\n\n\n\n\n@export ecgl.common.bumpMap.header\n\n#ifdef BUMPMAP_ENABLED\nuniform sampler2D bumpMap;\nuniform float bumpScale : 1.0;\n\n\nvec3 bumpNormal(vec3 surfPos, vec3 surfNormal, vec3 baseNormal)\n{\n vec2 dSTdx = dFdx(v_Texcoord);\n vec2 dSTdy = dFdy(v_Texcoord);\n\n float Hll = bumpScale * texture2D(bumpMap, v_Texcoord).x;\n float dHx = bumpScale * texture2D(bumpMap, v_Texcoord + dSTdx).x - Hll;\n float dHy = bumpScale * texture2D(bumpMap, v_Texcoord + dSTdy).x - Hll;\n\n vec3 vSigmaX = dFdx(surfPos);\n vec3 vSigmaY = dFdy(surfPos);\n vec3 vN = surfNormal;\n\n vec3 R1 = cross(vSigmaY, vN);\n vec3 R2 = cross(vN, vSigmaX);\n\n float fDet = dot(vSigmaX, R1);\n\n vec3 vGrad = sign(fDet) * (dHx * R1 + dHy * R2);\n return normalize(abs(fDet) * baseNormal - vGrad);\n\n}\n#endif\n\n@end\n\n@export ecgl.common.normalMap.vertexHeader\n\n#ifdef NORMALMAP_ENABLED\nattribute vec4 tangent : TANGENT;\nvarying vec3 v_Tangent;\nvarying vec3 v_Bitangent;\n#endif\n\n@end\n\n@export ecgl.common.normalMap.vertexMain\n\n#ifdef NORMALMAP_ENABLED\n if (dot(tangent, tangent) > 0.0) {\n v_Tangent = normalize((worldInverseTranspose * vec4(tangent.xyz, 0.0)).xyz);\n v_Bitangent = normalize(cross(v_Normal, v_Tangent) * tangent.w);\n }\n#endif\n\n@end\n\n\n@export ecgl.common.normalMap.fragmentHeader\n\n#ifdef NORMALMAP_ENABLED\nuniform sampler2D normalMap;\nvarying vec3 v_Tangent;\nvarying vec3 v_Bitangent;\n#endif\n\n@end\n\n@export ecgl.common.normalMap.fragmentMain\n#ifdef NORMALMAP_ENABLED\n if (dot(v_Tangent, v_Tangent) > 0.0) {\n vec3 normalTexel = texture2D(normalMap, v_DetailTexcoord).xyz;\n if (dot(normalTexel, normalTexel) > 0.0) { N = normalTexel * 2.0 - 1.0;\n mat3 tbn = mat3(v_Tangent, v_Bitangent, v_Normal);\n N = normalize(tbn * N);\n }\n }\n#endif\n@end\n\n\n\n@export ecgl.common.vertexAnimation.header\n\n#ifdef VERTEX_ANIMATION\nattribute vec3 prevPosition;\nattribute vec3 prevNormal;\nuniform float percent;\n#endif\n\n@end\n\n@export ecgl.common.vertexAnimation.main\n\n#ifdef VERTEX_ANIMATION\n vec3 pos = mix(prevPosition, position, percent);\n vec3 norm = mix(prevNormal, normal, percent);\n#else\n vec3 pos = position;\n vec3 norm = normal;\n#endif\n\n@end\n\n\n@export ecgl.common.ssaoMap.header\n#ifdef SSAOMAP_ENABLED\nuniform sampler2D ssaoMap;\nuniform vec4 viewport : VIEWPORT;\n#endif\n@end\n\n@export ecgl.common.ssaoMap.main\n float ao = 1.0;\n#ifdef SSAOMAP_ENABLED\n ao = texture2D(ssaoMap, (gl_FragCoord.xy - viewport.xy) / viewport.zw).r;\n#endif\n@end\n\n\n\n\n@export ecgl.common.diffuseLayer.header\n\n#if (LAYER_DIFFUSEMAP_COUNT > 0)\nuniform float layerDiffuseIntensity[LAYER_DIFFUSEMAP_COUNT];\nuniform sampler2D layerDiffuseMap[LAYER_DIFFUSEMAP_COUNT];\n#endif\n\n@end\n\n@export ecgl.common.emissiveLayer.header\n\n#if (LAYER_EMISSIVEMAP_COUNT > 0)\nuniform float layerEmissionIntensity[LAYER_EMISSIVEMAP_COUNT];\nuniform sampler2D layerEmissiveMap[LAYER_EMISSIVEMAP_COUNT];\n#endif\n\n@end\n\n@export ecgl.common.layers.header\n@import ecgl.common.diffuseLayer.header\n@import ecgl.common.emissiveLayer.header\n@end\n\n@export ecgl.common.diffuseLayer.main\n\n#if (LAYER_DIFFUSEMAP_COUNT > 0)\n for (int _idx_ = 0; _idx_ < LAYER_DIFFUSEMAP_COUNT; _idx_++) {{\n float intensity = layerDiffuseIntensity[_idx_];\n vec4 texel2 = texture2D(layerDiffuseMap[_idx_], v_Texcoord);\n #ifdef SRGB_DECODE\n texel2 = sRGBToLinear(texel2);\n #endif\n albedoTexel.rgb = mix(albedoTexel.rgb, texel2.rgb * intensity, texel2.a);\n albedoTexel.a = texel2.a + (1.0 - texel2.a) * albedoTexel.a;\n }}\n#endif\n\n@end\n\n@export ecgl.common.emissiveLayer.main\n\n#if (LAYER_EMISSIVEMAP_COUNT > 0)\n for (int _idx_ = 0; _idx_ < LAYER_EMISSIVEMAP_COUNT; _idx_++)\n {{\n vec4 texel2 = texture2D(layerEmissiveMap[_idx_], v_Texcoord) * layerEmissionIntensity[_idx_];\n #ifdef SRGB_DECODE\n texel2 = sRGBToLinear(texel2);\n #endif\n float intensity = layerEmissionIntensity[_idx_];\n gl_FragColor.rgb += texel2.rgb * texel2.a * intensity;\n }}\n#endif\n\n@end\n",la="@export ecgl.color.vertex\n\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\n\n@import ecgl.common.uv.header\n\nattribute vec2 texcoord : TEXCOORD_0;\nattribute vec3 position: POSITION;\n\n@import ecgl.common.wireframe.vertexHeader\n\n#ifdef VERTEX_COLOR\nattribute vec4 a_Color : COLOR;\nvarying vec4 v_Color;\n#endif\n\n#ifdef VERTEX_ANIMATION\nattribute vec3 prevPosition;\nuniform float percent : 1.0;\n#endif\n\n#ifdef ATMOSPHERE_ENABLED\nattribute vec3 normal: NORMAL;\nuniform mat4 worldInverseTranspose : WORLDINVERSETRANSPOSE;\nvarying vec3 v_Normal;\n#endif\n\nvoid main()\n{\n#ifdef VERTEX_ANIMATION\n vec3 pos = mix(prevPosition, position, percent);\n#else\n vec3 pos = position;\n#endif\n\n gl_Position = worldViewProjection * vec4(pos, 1.0);\n\n @import ecgl.common.uv.main\n\n#ifdef VERTEX_COLOR\n v_Color = a_Color;\n#endif\n\n#ifdef ATMOSPHERE_ENABLED\n v_Normal = normalize((worldInverseTranspose * vec4(normal, 0.0)).xyz);\n#endif\n\n @import ecgl.common.wireframe.vertexMain\n\n}\n\n@end\n\n@export ecgl.color.fragment\n\n#define LAYER_DIFFUSEMAP_COUNT 0\n#define LAYER_EMISSIVEMAP_COUNT 0\n\nuniform sampler2D diffuseMap;\nuniform sampler2D detailMap;\n\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\n\n#ifdef ATMOSPHERE_ENABLED\nuniform mat4 viewTranspose: VIEWTRANSPOSE;\nuniform vec3 glowColor;\nuniform float glowPower;\nvarying vec3 v_Normal;\n#endif\n\n#ifdef VERTEX_COLOR\nvarying vec4 v_Color;\n#endif\n\n@import ecgl.common.layers.header\n\n@import ecgl.common.uv.fragmentHeader\n\n@import ecgl.common.wireframe.fragmentHeader\n\n@import clay.util.srgb\n\nvoid main()\n{\n#ifdef SRGB_DECODE\n gl_FragColor = sRGBToLinear(color);\n#else\n gl_FragColor = color;\n#endif\n\n#ifdef VERTEX_COLOR\n gl_FragColor *= v_Color;\n#endif\n\n @import ecgl.common.albedo.main\n\n @import ecgl.common.diffuseLayer.main\n\n gl_FragColor *= albedoTexel;\n\n#ifdef ATMOSPHERE_ENABLED\n float atmoIntensity = pow(1.0 - dot(v_Normal, (viewTranspose * vec4(0.0, 0.0, 1.0, 0.0)).xyz), glowPower);\n gl_FragColor.rgb += glowColor * atmoIntensity;\n#endif\n\n @import ecgl.common.emissiveLayer.main\n\n @import ecgl.common.wireframe.fragmentMain\n\n}\n@end",ua="/**\n * http: */\n\n@export ecgl.lambert.vertex\n\n@import ecgl.common.transformUniforms\n\n@import ecgl.common.uv.header\n\n\n@import ecgl.common.attributes\n\n@import ecgl.common.wireframe.vertexHeader\n\n#ifdef VERTEX_COLOR\nattribute vec4 a_Color : COLOR;\nvarying vec4 v_Color;\n#endif\n\n\n@import ecgl.common.vertexAnimation.header\n\n\nvarying vec3 v_Normal;\nvarying vec3 v_WorldPosition;\n\nvoid main()\n{\n @import ecgl.common.uv.main\n\n @import ecgl.common.vertexAnimation.main\n\n\n gl_Position = worldViewProjection * vec4(pos, 1.0);\n\n v_Normal = normalize((worldInverseTranspose * vec4(norm, 0.0)).xyz);\n v_WorldPosition = (world * vec4(pos, 1.0)).xyz;\n\n#ifdef VERTEX_COLOR\n v_Color = a_Color;\n#endif\n\n @import ecgl.common.wireframe.vertexMain\n}\n\n@end\n\n\n@export ecgl.lambert.fragment\n\n#define LAYER_DIFFUSEMAP_COUNT 0\n#define LAYER_EMISSIVEMAP_COUNT 0\n\n#define NORMAL_UP_AXIS 1\n#define NORMAL_FRONT_AXIS 2\n\n@import ecgl.common.uv.fragmentHeader\n\nvarying vec3 v_Normal;\nvarying vec3 v_WorldPosition;\n\nuniform sampler2D diffuseMap;\nuniform sampler2D detailMap;\n\n@import ecgl.common.layers.header\n\nuniform float emissionIntensity: 1.0;\n\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\n\nuniform mat4 viewInverse : VIEWINVERSE;\n\n#ifdef ATMOSPHERE_ENABLED\nuniform mat4 viewTranspose: VIEWTRANSPOSE;\nuniform vec3 glowColor;\nuniform float glowPower;\n#endif\n\n#ifdef AMBIENT_LIGHT_COUNT\n@import clay.header.ambient_light\n#endif\n#ifdef AMBIENT_SH_LIGHT_COUNT\n@import clay.header.ambient_sh_light\n#endif\n\n#ifdef DIRECTIONAL_LIGHT_COUNT\n@import clay.header.directional_light\n#endif\n\n#ifdef VERTEX_COLOR\nvarying vec4 v_Color;\n#endif\n\n\n@import ecgl.common.ssaoMap.header\n\n@import ecgl.common.bumpMap.header\n\n@import clay.util.srgb\n\n@import ecgl.common.wireframe.fragmentHeader\n\n@import clay.plugin.compute_shadow_map\n\nvoid main()\n{\n#ifdef SRGB_DECODE\n gl_FragColor = sRGBToLinear(color);\n#else\n gl_FragColor = color;\n#endif\n\n#ifdef VERTEX_COLOR\n #ifdef SRGB_DECODE\n gl_FragColor *= sRGBToLinear(v_Color);\n #else\n gl_FragColor *= v_Color;\n #endif\n#endif\n\n @import ecgl.common.albedo.main\n\n @import ecgl.common.diffuseLayer.main\n\n gl_FragColor *= albedoTexel;\n\n vec3 N = v_Normal;\n#ifdef DOUBLE_SIDED\n vec3 eyePos = viewInverse[3].xyz;\n vec3 V = normalize(eyePos - v_WorldPosition);\n\n if (dot(N, V) < 0.0) {\n N = -N;\n }\n#endif\n\n float ambientFactor = 1.0;\n\n#ifdef BUMPMAP_ENABLED\n N = bumpNormal(v_WorldPosition, v_Normal, N);\n ambientFactor = dot(v_Normal, N);\n#endif\n\n vec3 N2 = vec3(N.x, N[NORMAL_UP_AXIS], N[NORMAL_FRONT_AXIS]);\n\n vec3 diffuseColor = vec3(0.0, 0.0, 0.0);\n\n @import ecgl.common.ssaoMap.main\n\n#ifdef AMBIENT_LIGHT_COUNT\n for(int i = 0; i < AMBIENT_LIGHT_COUNT; i++)\n {\n diffuseColor += ambientLightColor[i] * ambientFactor * ao;\n }\n#endif\n#ifdef AMBIENT_SH_LIGHT_COUNT\n for(int _idx_ = 0; _idx_ < AMBIENT_SH_LIGHT_COUNT; _idx_++)\n {{\n diffuseColor += calcAmbientSHLight(_idx_, N2) * ambientSHLightColor[_idx_] * ao;\n }}\n#endif\n#ifdef DIRECTIONAL_LIGHT_COUNT\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n float shadowContribsDir[DIRECTIONAL_LIGHT_COUNT];\n if(shadowEnabled)\n {\n computeShadowOfDirectionalLights(v_WorldPosition, shadowContribsDir);\n }\n#endif\n for(int i = 0; i < DIRECTIONAL_LIGHT_COUNT; i++)\n {\n vec3 lightDirection = -directionalLightDirection[i];\n vec3 lightColor = directionalLightColor[i];\n\n float shadowContrib = 1.0;\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n if (shadowEnabled)\n {\n shadowContrib = shadowContribsDir[i];\n }\n#endif\n\n float ndl = dot(N, normalize(lightDirection)) * shadowContrib;\n\n diffuseColor += lightColor * clamp(ndl, 0.0, 1.0);\n }\n#endif\n\n gl_FragColor.rgb *= diffuseColor;\n\n#ifdef ATMOSPHERE_ENABLED\n float atmoIntensity = pow(1.0 - dot(v_Normal, (viewTranspose * vec4(0.0, 0.0, 1.0, 0.0)).xyz), glowPower);\n gl_FragColor.rgb += glowColor * atmoIntensity;\n#endif\n\n @import ecgl.common.emissiveLayer.main\n\n @import ecgl.common.wireframe.fragmentMain\n}\n\n@end",ha="@export ecgl.realistic.vertex\n\n@import ecgl.common.transformUniforms\n\n@import ecgl.common.uv.header\n\n@import ecgl.common.attributes\n\n\n@import ecgl.common.wireframe.vertexHeader\n\n#ifdef VERTEX_COLOR\nattribute vec4 a_Color : COLOR;\nvarying vec4 v_Color;\n#endif\n\n#ifdef NORMALMAP_ENABLED\nattribute vec4 tangent : TANGENT;\nvarying vec3 v_Tangent;\nvarying vec3 v_Bitangent;\n#endif\n\n@import ecgl.common.vertexAnimation.header\n\nvarying vec3 v_Normal;\nvarying vec3 v_WorldPosition;\n\nvoid main()\n{\n\n @import ecgl.common.uv.main\n\n @import ecgl.common.vertexAnimation.main\n\n gl_Position = worldViewProjection * vec4(pos, 1.0);\n\n v_Normal = normalize((worldInverseTranspose * vec4(norm, 0.0)).xyz);\n v_WorldPosition = (world * vec4(pos, 1.0)).xyz;\n\n#ifdef VERTEX_COLOR\n v_Color = a_Color;\n#endif\n\n#ifdef NORMALMAP_ENABLED\n v_Tangent = normalize((worldInverseTranspose * vec4(tangent.xyz, 0.0)).xyz);\n v_Bitangent = normalize(cross(v_Normal, v_Tangent) * tangent.w);\n#endif\n\n @import ecgl.common.wireframe.vertexMain\n\n}\n\n@end\n\n\n\n@export ecgl.realistic.fragment\n\n#define LAYER_DIFFUSEMAP_COUNT 0\n#define LAYER_EMISSIVEMAP_COUNT 0\n#define PI 3.14159265358979\n#define ROUGHNESS_CHANEL 0\n#define METALNESS_CHANEL 1\n\n#define NORMAL_UP_AXIS 1\n#define NORMAL_FRONT_AXIS 2\n\n#ifdef VERTEX_COLOR\nvarying vec4 v_Color;\n#endif\n\n@import ecgl.common.uv.fragmentHeader\n\nvarying vec3 v_Normal;\nvarying vec3 v_WorldPosition;\n\nuniform sampler2D diffuseMap;\n\nuniform sampler2D detailMap;\nuniform sampler2D metalnessMap;\nuniform sampler2D roughnessMap;\n\n@import ecgl.common.layers.header\n\nuniform float emissionIntensity: 1.0;\n\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\n\nuniform float metalness : 0.0;\nuniform float roughness : 0.5;\n\nuniform mat4 viewInverse : VIEWINVERSE;\n\n#ifdef ATMOSPHERE_ENABLED\nuniform mat4 viewTranspose: VIEWTRANSPOSE;\nuniform vec3 glowColor;\nuniform float glowPower;\n#endif\n\n#ifdef AMBIENT_LIGHT_COUNT\n@import clay.header.ambient_light\n#endif\n\n#ifdef AMBIENT_SH_LIGHT_COUNT\n@import clay.header.ambient_sh_light\n#endif\n\n#ifdef AMBIENT_CUBEMAP_LIGHT_COUNT\n@import clay.header.ambient_cubemap_light\n#endif\n\n#ifdef DIRECTIONAL_LIGHT_COUNT\n@import clay.header.directional_light\n#endif\n\n@import ecgl.common.normalMap.fragmentHeader\n\n@import ecgl.common.ssaoMap.header\n\n@import ecgl.common.bumpMap.header\n\n@import clay.util.srgb\n\n@import clay.util.rgbm\n\n@import ecgl.common.wireframe.fragmentHeader\n\n@import clay.plugin.compute_shadow_map\n\nvec3 F_Schlick(float ndv, vec3 spec) {\n return spec + (1.0 - spec) * pow(1.0 - ndv, 5.0);\n}\n\nfloat D_Phong(float g, float ndh) {\n float a = pow(8192.0, g);\n return (a + 2.0) / 8.0 * pow(ndh, a);\n}\n\nvoid main()\n{\n vec4 albedoColor = color;\n\n vec3 eyePos = viewInverse[3].xyz;\n vec3 V = normalize(eyePos - v_WorldPosition);\n#ifdef VERTEX_COLOR\n #ifdef SRGB_DECODE\n albedoColor *= sRGBToLinear(v_Color);\n #else\n albedoColor *= v_Color;\n #endif\n#endif\n\n @import ecgl.common.albedo.main\n\n @import ecgl.common.diffuseLayer.main\n\n albedoColor *= albedoTexel;\n\n float m = metalness;\n\n#ifdef METALNESSMAP_ENABLED\n float m2 = texture2D(metalnessMap, v_DetailTexcoord)[METALNESS_CHANEL];\n m = clamp(m2 + (m - 0.5) * 2.0, 0.0, 1.0);\n#endif\n\n vec3 baseColor = albedoColor.rgb;\n albedoColor.rgb = baseColor * (1.0 - m);\n vec3 specFactor = mix(vec3(0.04), baseColor, m);\n\n float g = 1.0 - roughness;\n\n#ifdef ROUGHNESSMAP_ENABLED\n float g2 = 1.0 - texture2D(roughnessMap, v_DetailTexcoord)[ROUGHNESS_CHANEL];\n g = clamp(g2 + (g - 0.5) * 2.0, 0.0, 1.0);\n#endif\n\n vec3 N = v_Normal;\n\n#ifdef DOUBLE_SIDED\n if (dot(N, V) < 0.0) {\n N = -N;\n }\n#endif\n\n float ambientFactor = 1.0;\n\n#ifdef BUMPMAP_ENABLED\n N = bumpNormal(v_WorldPosition, v_Normal, N);\n ambientFactor = dot(v_Normal, N);\n#endif\n\n@import ecgl.common.normalMap.fragmentMain\n\n vec3 N2 = vec3(N.x, N[NORMAL_UP_AXIS], N[NORMAL_FRONT_AXIS]);\n\n vec3 diffuseTerm = vec3(0.0);\n vec3 specularTerm = vec3(0.0);\n\n float ndv = clamp(dot(N, V), 0.0, 1.0);\n vec3 fresnelTerm = F_Schlick(ndv, specFactor);\n\n @import ecgl.common.ssaoMap.main\n\n#ifdef AMBIENT_LIGHT_COUNT\n for(int _idx_ = 0; _idx_ < AMBIENT_LIGHT_COUNT; _idx_++)\n {{\n diffuseTerm += ambientLightColor[_idx_] * ambientFactor * ao;\n }}\n#endif\n\n#ifdef AMBIENT_SH_LIGHT_COUNT\n for(int _idx_ = 0; _idx_ < AMBIENT_SH_LIGHT_COUNT; _idx_++)\n {{\n diffuseTerm += calcAmbientSHLight(_idx_, N2) * ambientSHLightColor[_idx_] * ao;\n }}\n#endif\n\n#ifdef DIRECTIONAL_LIGHT_COUNT\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n float shadowContribsDir[DIRECTIONAL_LIGHT_COUNT];\n if(shadowEnabled)\n {\n computeShadowOfDirectionalLights(v_WorldPosition, shadowContribsDir);\n }\n#endif\n for(int _idx_ = 0; _idx_ < DIRECTIONAL_LIGHT_COUNT; _idx_++)\n {{\n vec3 L = -directionalLightDirection[_idx_];\n vec3 lc = directionalLightColor[_idx_];\n\n vec3 H = normalize(L + V);\n float ndl = clamp(dot(N, normalize(L)), 0.0, 1.0);\n float ndh = clamp(dot(N, H), 0.0, 1.0);\n\n float shadowContrib = 1.0;\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n if (shadowEnabled)\n {\n shadowContrib = shadowContribsDir[_idx_];\n }\n#endif\n\n vec3 li = lc * ndl * shadowContrib;\n\n diffuseTerm += li;\n specularTerm += li * fresnelTerm * D_Phong(g, ndh);\n }}\n#endif\n\n\n#ifdef AMBIENT_CUBEMAP_LIGHT_COUNT\n vec3 L = reflect(-V, N);\n L = vec3(L.x, L[NORMAL_UP_AXIS], L[NORMAL_FRONT_AXIS]);\n float rough2 = clamp(1.0 - g, 0.0, 1.0);\n float bias2 = rough2 * 5.0;\n vec2 brdfParam2 = texture2D(ambientCubemapLightBRDFLookup[0], vec2(rough2, ndv)).xy;\n vec3 envWeight2 = specFactor * brdfParam2.x + brdfParam2.y;\n vec3 envTexel2;\n for(int _idx_ = 0; _idx_ < AMBIENT_CUBEMAP_LIGHT_COUNT; _idx_++)\n {{\n envTexel2 = RGBMDecode(textureCubeLodEXT(ambientCubemapLightCubemap[_idx_], L, bias2), 8.12);\n specularTerm += ambientCubemapLightColor[_idx_] * envTexel2 * envWeight2 * ao;\n }}\n#endif\n\n gl_FragColor.rgb = albedoColor.rgb * diffuseTerm + specularTerm;\n gl_FragColor.a = albedoColor.a;\n\n#ifdef ATMOSPHERE_ENABLED\n float atmoIntensity = pow(1.0 - dot(v_Normal, (viewTranspose * vec4(0.0, 0.0, 1.0, 0.0)).xyz), glowPower);\n gl_FragColor.rgb += glowColor * atmoIntensity;\n#endif\n\n#ifdef SRGB_ENCODE\n gl_FragColor = linearTosRGB(gl_FragColor);\n#endif\n\n @import ecgl.common.emissiveLayer.main\n\n @import ecgl.common.wireframe.fragmentMain\n}\n\n@end",ca="@export ecgl.hatching.vertex\n\n@import ecgl.realistic.vertex\n\n@end\n\n\n@export ecgl.hatching.fragment\n\n#define NORMAL_UP_AXIS 1\n#define NORMAL_FRONT_AXIS 2\n\n@import ecgl.common.uv.fragmentHeader\n\nvarying vec3 v_Normal;\nvarying vec3 v_WorldPosition;\n\nuniform vec4 color : [0.0, 0.0, 0.0, 1.0];\nuniform vec4 paperColor : [1.0, 1.0, 1.0, 1.0];\n\nuniform mat4 viewInverse : VIEWINVERSE;\n\n#ifdef AMBIENT_LIGHT_COUNT\n@import clay.header.ambient_light\n#endif\n#ifdef AMBIENT_SH_LIGHT_COUNT\n@import clay.header.ambient_sh_light\n#endif\n\n#ifdef DIRECTIONAL_LIGHT_COUNT\n@import clay.header.directional_light\n#endif\n\n#ifdef VERTEX_COLOR\nvarying vec4 v_Color;\n#endif\n\n\n@import ecgl.common.ssaoMap.header\n\n@import ecgl.common.bumpMap.header\n\n@import clay.util.srgb\n\n@import ecgl.common.wireframe.fragmentHeader\n\n@import clay.plugin.compute_shadow_map\n\nuniform sampler2D hatch1;\nuniform sampler2D hatch2;\nuniform sampler2D hatch3;\nuniform sampler2D hatch4;\nuniform sampler2D hatch5;\nuniform sampler2D hatch6;\n\nfloat shade(in float tone) {\n vec4 c = vec4(1. ,1., 1., 1.);\n float step = 1. / 6.;\n vec2 uv = v_DetailTexcoord;\n if (tone <= step / 2.0) {\n c = mix(vec4(0.), texture2D(hatch6, uv), 12. * tone);\n }\n else if (tone <= step) {\n c = mix(texture2D(hatch6, uv), texture2D(hatch5, uv), 6. * tone);\n }\n if(tone > step && tone <= 2. * step){\n c = mix(texture2D(hatch5, uv), texture2D(hatch4, uv) , 6. * (tone - step));\n }\n if(tone > 2. * step && tone <= 3. * step){\n c = mix(texture2D(hatch4, uv), texture2D(hatch3, uv), 6. * (tone - 2. * step));\n }\n if(tone > 3. * step && tone <= 4. * step){\n c = mix(texture2D(hatch3, uv), texture2D(hatch2, uv), 6. * (tone - 3. * step));\n }\n if(tone > 4. * step && tone <= 5. * step){\n c = mix(texture2D(hatch2, uv), texture2D(hatch1, uv), 6. * (tone - 4. * step));\n }\n if(tone > 5. * step){\n c = mix(texture2D(hatch1, uv), vec4(1.), 6. * (tone - 5. * step));\n }\n\n return c.r;\n}\n\nconst vec3 w = vec3(0.2125, 0.7154, 0.0721);\n\nvoid main()\n{\n#ifdef SRGB_DECODE\n vec4 inkColor = sRGBToLinear(color);\n#else\n vec4 inkColor = color;\n#endif\n\n#ifdef VERTEX_COLOR\n #ifdef SRGB_DECODE\n inkColor *= sRGBToLinear(v_Color);\n #else\n inkColor *= v_Color;\n #endif\n#endif\n\n vec3 N = v_Normal;\n#ifdef DOUBLE_SIDED\n vec3 eyePos = viewInverse[3].xyz;\n vec3 V = normalize(eyePos - v_WorldPosition);\n\n if (dot(N, V) < 0.0) {\n N = -N;\n }\n#endif\n\n float tone = 0.0;\n\n float ambientFactor = 1.0;\n\n#ifdef BUMPMAP_ENABLED\n N = bumpNormal(v_WorldPosition, v_Normal, N);\n ambientFactor = dot(v_Normal, N);\n#endif\n\n vec3 N2 = vec3(N.x, N[NORMAL_UP_AXIS], N[NORMAL_FRONT_AXIS]);\n\n @import ecgl.common.ssaoMap.main\n\n#ifdef AMBIENT_LIGHT_COUNT\n for(int i = 0; i < AMBIENT_LIGHT_COUNT; i++)\n {\n tone += dot(ambientLightColor[i], w) * ambientFactor * ao;\n }\n#endif\n#ifdef AMBIENT_SH_LIGHT_COUNT\n for(int _idx_ = 0; _idx_ < AMBIENT_SH_LIGHT_COUNT; _idx_++)\n {{\n tone += dot(calcAmbientSHLight(_idx_, N2) * ambientSHLightColor[_idx_], w) * ao;\n }}\n#endif\n#ifdef DIRECTIONAL_LIGHT_COUNT\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n float shadowContribsDir[DIRECTIONAL_LIGHT_COUNT];\n if(shadowEnabled)\n {\n computeShadowOfDirectionalLights(v_WorldPosition, shadowContribsDir);\n }\n#endif\n for(int i = 0; i < DIRECTIONAL_LIGHT_COUNT; i++)\n {\n vec3 lightDirection = -directionalLightDirection[i];\n float lightTone = dot(directionalLightColor[i], w);\n\n float shadowContrib = 1.0;\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n if (shadowEnabled)\n {\n shadowContrib = shadowContribsDir[i];\n }\n#endif\n\n float ndl = dot(N, normalize(lightDirection)) * shadowContrib;\n\n tone += lightTone * clamp(ndl, 0.0, 1.0);\n }\n#endif\n\n gl_FragColor = mix(inkColor, paperColor, shade(clamp(tone, 0.0, 1.0)));\n }\n@end\n",da="@export ecgl.sm.depth.vertex\n\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\n\nattribute vec3 position : POSITION;\nattribute vec2 texcoord : TEXCOORD_0;\n\n#ifdef VERTEX_ANIMATION\nattribute vec3 prevPosition;\nuniform float percent : 1.0;\n#endif\n\nvarying vec4 v_ViewPosition;\nvarying vec2 v_Texcoord;\n\nvoid main(){\n\n#ifdef VERTEX_ANIMATION\n vec3 pos = mix(prevPosition, position, percent);\n#else\n vec3 pos = position;\n#endif\n\n v_ViewPosition = worldViewProjection * vec4(pos, 1.0);\n gl_Position = v_ViewPosition;\n\n v_Texcoord = texcoord;\n\n}\n@end\n\n\n\n@export ecgl.sm.depth.fragment\n\n@import clay.sm.depth.fragment\n\n@end";function fa(e){return!e||"none"===e}function pa(e){return e instanceof HTMLCanvasElement||e instanceof HTMLImageElement||e instanceof Image}function ma(e){return e.getZr&&e.setOption}Object.assign(Gt.prototype,aa),We.import(oa),We.import(Xe),We.import(sa),We.import(la),We.import(ua),We.import(ha),We.import(ca),We.import(da);var ga=Xr.prototype.addToScene,_a=Xr.prototype.removeFromScene;Xr.prototype.addToScene=function(e){if(ga.call(this,e),this.__zr){var t=this.__zr;e.traverse((function(e){e.__zr=t,e.addAnimatorsToZr&&e.addAnimatorsToZr(t)}))}},Xr.prototype.removeFromScene=function(e){_a.call(this,e),e.traverse((function(e){var t=e.__zr;e.__zr=null,t&&e.removeAnimatorsFromZr&&e.removeAnimatorsFromZr(t)}))},ee.prototype.setTextureImage=function(e,t,r,i){if(this.shader){var n,a=r.getZr(),o=this;return o.autoUpdateTextureStatus=!1,o.disableTexture(e),fa(t)||(n=va.loadTexture(t,r,i,(function(t){o.enableTexture(e),a&&a.refresh()})),o.set(e,n)),n}};var va={};va.Renderer=lt,va.Node=Gt,va.Mesh=Qt,va.Shader=We,va.Material=ee,va.Texture=Yt,va.Texture2D=nr,va.Geometry=_r,va.SphereGeometry=On,va.PlaneGeometry=gi,va.CubeGeometry=xi,va.AmbientLight=Bn,va.DirectionalLight=Un,va.PointLight=Gn,va.SpotLight=Vn,va.PerspectiveCamera=$r,va.OrthographicCamera=un,va.Vector2=le,va.Vector3=gt,va.Vector4=jn,va.Quaternion=Pt,va.Matrix2=Kn,va.Matrix2d=ea,va.Matrix3=ra,va.Matrix4=Ct,va.Plane=Lr,va.Ray=yt,va.BoundingBox=Ft,va.Frustum=Ir;var ya=null;function xa(){return null!==ya||(ya=rn.createBlank("rgba(255,255,255,0)").image),ya}function Ta(e){return Math.pow(2,Math.round(Math.log(e)/Math.LN2))}function ba(e){if((e.wrapS===Yt.REPEAT||e.wrapT===Yt.REPEAT)&&e.image){var t=Ta(e.width),r=Ta(e.height);if(t!==e.width||r!==e.height){var i=document.createElement("canvas");i.width=t,i.height=r;var n=i.getContext("2d");n.drawImage(e.image,0,0,t,r),e.image=i}}}va.loadTexture=function(e,t,r,i){"function"===typeof r&&(i=r,r={}),r=r||{};for(var n=Object.keys(r).sort(),a="",o=0;o3?t[3]=e[3]:t[3]=1,t):(t=i["h"].parse(e||"#000",t)||[0,0,0,0],t[0]/=255,t[1]/=255,t[2]/=255,t)},va.directionFromAlphaBeta=function(e,t){var r=e/180*Math.PI+Math.PI/2,i=-t/180*Math.PI+Math.PI/2,n=[],a=Math.sin(r);return n[0]=a*Math.cos(i),n[1]=-Math.cos(r),n[2]=a*Math.sin(i),n},va.getShadowResolution=function(e){var t=1024;switch(e){case"low":t=512;break;case"medium":break;case"high":t=2048;break;case"ultra":t=4096;break}return t},va.COMMON_SHADERS=["lambert","color","realistic","hatching","shadow"],va.createShader=function(e){"ecgl.shadow"===e&&(e="ecgl.displayShadow");var t=We.source(e+".vertex"),r=We.source(e+".fragment");t||console.error("Vertex shader of '%s' not exits",e),r||console.error("Fragment shader of '%s' not exits",e);var i=new We(t,r);return i.name=e,i},va.createMaterial=function(e,t){t instanceof Array||(t=[t]);var r=va.createShader(e),i=new ee({shader:r});return t.forEach((function(e){"string"===typeof e&&i.define(e)})),i},va.setMaterialFromModel=function(e,t,r,i){t.autoUpdateTextureStatus=!1;var n=r.getModel(e+"Material"),a=n.get("detailTexture"),o=Rn.firstNotNull(n.get("textureTiling"),1),s=Rn.firstNotNull(n.get("textureOffset"),0);"number"===typeof o&&(o=[o,o]),"number"===typeof s&&(s=[s,s]);var l=o[0]>1||o[1]>1?va.Texture.REPEAT:va.Texture.CLAMP_TO_EDGE,u={anisotropic:8,wrapS:l,wrapT:l};if("realistic"===e){var h=n.get("roughness"),c=n.get("metalness");null!=c?isNaN(c)&&(t.setTextureImage("metalnessMap",c,i,u),c=Rn.firstNotNull(n.get("metalnessAdjust"),.5)):c=0,null!=h?isNaN(h)&&(t.setTextureImage("roughnessMap",h,i,u),h=Rn.firstNotNull(n.get("roughnessAdjust"),.5)):h=.5;var d=n.get("normalTexture");t.setTextureImage("detailMap",a,i,u),t.setTextureImage("normalMap",d,i,u),t.set({roughness:h,metalness:c,detailUvRepeat:o,detailUvOffset:s})}else if("lambert"===e)t.setTextureImage("detailMap",a,i,u),t.set({detailUvRepeat:o,detailUvOffset:s});else if("color"===e)t.setTextureImage("detailMap",a,i,u),t.set({detailUvRepeat:o,detailUvOffset:s});else if("hatching"===e){var f=n.get("hatchingTextures")||[];f.length;for(var p=0;p<6;p++)t.setTextureImage("hatch"+(p+1),f[p],i,{anisotropic:8,wrapS:va.Texture.REPEAT,wrapT:va.Texture.REPEAT});t.set({detailUvRepeat:o,detailUvOffset:s})}},va.updateVertexAnimation=function(e,t,r,i){var n=i.get("animation"),a=i.get("animationDurationUpdate"),o=i.get("animationEasingUpdate"),s=r.shadowDepthMaterial;if(n&&t&&a>0&&t.geometry.vertexCount===r.geometry.vertexCount){r.material.define("vertex","VERTEX_ANIMATION"),r.ignorePreZ=!0,s&&s.define("vertex","VERTEX_ANIMATION");for(var l=0;l=0&&this._viewsToDispose.splice(t,1),this.views.push(e),e.layer=this;var r=this.zr;e.scene.traverse((function(e){e.__zr=r,e.addAnimatorsToZr&&e.addAnimatorsToZr(r)}))}},Sa.prototype.removeView=function(e){if(e.layer===this){var t=this.views.indexOf(e);t>=0&&(this.views.splice(t,1),e.scene.traverse(Aa,this),e.layer=null,this._viewsToDispose.push(e))}},Sa.prototype.removeViewsAll=function(){this.views.forEach((function(e){e.scene.traverse(Aa,this),e.layer=null,this._viewsToDispose.push(e)}),this),this.views.length=0},Sa.prototype.resize=function(e,t){var r=this.renderer;r.resize(e,t)},Sa.prototype.clear=function(){var e=this.renderer.gl,t=this._backgroundColor||[0,0,0,0];e.clearColor(t[0],t[1],t[2],t[3]),e.depthMask(!0),e.colorMask(!0,!0,!0,!0),e.clear(e.DEPTH_BUFFER_BIT|e.COLOR_BUFFER_BIT)},Sa.prototype.clearDepth=function(){var e=this.renderer.gl;e.clear(e.DEPTH_BUFFER_BIT)},Sa.prototype.clearColor=function(){var e=this.renderer.gl;e.clearColor(0,0,0,0),e.clear(e.COLOR_BUFFER_BIT)},Sa.prototype.needsRefresh=function(){this.zr.refresh()},Sa.prototype.refresh=function(e){this._backgroundColor=e?wa.parseColor(e):[0,0,0,0],this.renderer.clearColor=this._backgroundColor;for(var t=0;t20)){e=e.event;var i=this.pickObject(e.offsetX,e.offsetY);i&&(this._dispatchEvent(e.type,e,i),this._dispatchDataEvent(e.type,e,i));var n=this._clickToSetFocusPoint(e);if(n){var a=n.view.setDOFFocusOnPoint(n.distance);a&&this.zr.refresh()}}}},Sa.prototype._clickToSetFocusPoint=function(e){for(var t=this.renderer,r=t.viewport,i=this.views.length-1;i>=0;i--){var n=this.views[i];if(n.hasDOF()&&n.containPoint(e.offsetX,e.offsetY)){this._picking.scene=n.scene,this._picking.camera=n.camera,t.viewport=n.viewport;var a=this._picking.pick(e.offsetX,e.offsetY,!0);if(a)return a.view=n,a}}t.viewport=r},Sa.prototype.onglobalout=function(e){var t=this._hovered;t&&this._dispatchEvent("mouseout",e,{target:t.target})},Sa.prototype.pickObject=function(e,t){for(var r=[],i=this.renderer,n=i.viewport,a=0;a=0&&(c.dataIndex=this._lastDataIndex,c.seriesIndex=this._lastSeriesIndex,this.zr.handler.dispatchToElement(h,"mouseout",t)),l=!0):null!=s&&s!==this._lastEventData&&(null!=this._lastEventData&&(c.eventData=this._lastEventData,this.zr.handler.dispatchToElement(h,"mouseout",t)),l=!0),this._lastEventData=s,this._lastDataIndex=a,this._lastSeriesIndex=o),c.eventData=s,c.dataIndex=a,c.seriesIndex=o,(null!=s||parseInt(a,10)>=0&&parseInt(o,10)>=0)&&(this.zr.handler.dispatchToElement(h,e,t),l&&this.zr.handler.dispatchToElement(h,"mouseover",t))},Sa.prototype._dispatchToView=function(e,t){for(var r=0;r=0&&(Ia(t),"mapbox"===t.coordinateSystem&&(t.coordinateSystem="mapbox3D",e.mapbox3D=e.mapbox))})),Ba(e.xAxis3D),Ba(e.yAxis3D),Ba(e.zAxis3D),Ba(e.grid3D),Oa(e.geo3D)};function Ua(e){this._layers={},this._zr=e}Ua.prototype.update=function(e,t){var r=this,n=t.getZr();if(n.getWidth()&&n.getHeight()){for(var a in this._layers)this._layers[a].removeViewsAll();e.eachComponent((function(r,i){if("series"!==r){var n=t.getViewOfComponentModel(i),a=i.coordinateSystem;if(n.__ecgl__){if(a){if(!a.viewGL)return void console.error("Can't find viewGL in coordinateSystem of component "+i.id);l=a.viewGL}else{if(!i.viewGL)return void console.error("Can't find viewGL of component "+i.id);l=a.viewGL}var l=a.viewGL,u=o(i);u.addView(l),n.afterRender&&n.afterRender(i,e,t,u),s(n.groupGL,i.get("silent"))}}})),e.eachSeries((function(r){var i=t.getViewOfSeriesModel(r),n=r.coordinateSystem;if(i.__ecgl__){if(n&&!n.viewGL&&!i.viewGL)return void console.error("Can't find viewGL of series "+i.id);var a=n&&n.viewGL||i.viewGL,l=o(r);l.addView(a),i.afterRender&&i.afterRender(r,e,t,l),s(i.groupGL,r.get("silent"))}}))}else console.warn("Dom has no width or height");function o(e){var t;n.setSleepAfterStill(0),t=(e.coordinateSystem&&e.coordinateSystem.model,e.get("zlevel"));var a=r._layers,o=a[t];if(!o){if(o=a[t]=new Ra("gl-"+t,n),n.painter.isSingleCanvas()){o.virtual=!0;var s=new i["l"].Image({z:1e4,style:{image:o.renderer.canvas},silent:!0});o.__hostImage=s,n.add(s)}n.painter.insertLayer(t,o)}return o.__hostImage&&o.__hostImage.setStyle({width:o.renderer.getWidth(),height:o.renderer.getHeight()}),o}function s(e,t){e&&e.traverse((function(e){e.isRenderable&&e.isRenderable()&&(e.ignorePicking=null!=e.$ignorePicking?e.$ignorePicking:t)}))}},i["s"]((function(e){var t=e.getZr(),r=t.painter.dispose;t.painter.dispose=function(){"function"===typeof this.eachOtherLayer&&this.eachOtherLayer((function(e){e instanceof Ra&&e.dispose()})),r.call(this)},t.painter.getRenderedCanvas=function(e){if(e=e||{},this._singleCanvas)return this._layers[0].dom;var t=document.createElement("canvas"),r=e.pixelRatio||this.dpr;t.width=this.getWidth()*r,t.height=this.getHeight()*r;var i=t.getContext("2d");i.dpr=r,i.clearRect(0,0,t.width,t.height),e.backgroundColor&&(i.fillStyle=e.backgroundColor,i.fillRect(0,0,t.width,t.height));var n,a=this.storage.getDisplayList(!0),o={},s=this;function l(e,t){var r,n=s._zlevelList;null==e&&(e=-1/0);for(var a=0;ae&&o0&&this._notFirst?this.animateTo({alpha:u,beta:h,center:c,distance:a,orthographicSize:o,easing:l.animationEasingUpdate,duration:l.animationDurationUpdate}):(this.setDistance(a),this.setAlpha(u),this.setBeta(h),this.setCenter(c),this.setOrthographicSize(o)),this._notFirst=!0,this._validateProperties()},_validateProperties:function(){0},animateTo:function(e){var t=this.zr,r=this,i={},n={};return null!=e.distance&&(i.distance=this.getDistance(),n.distance=e.distance),null!=e.orthographicSize&&(i.orthographicSize=this.getOrthographicSize(),n.orthographicSize=e.orthographicSize),null!=e.alpha&&(i.alpha=this.getAlpha(),n.alpha=e.alpha),null!=e.beta&&(i.beta=this.getBeta(),n.beta=e.beta),null!=e.center&&(i.center=this.getCenter(),n.center=e.center),this._addAnimator(t.animation.animate(i).when(e.duration||1e3,n).during((function(){null!=i.alpha&&r.setAlpha(i.alpha),null!=i.beta&&r.setBeta(i.beta),null!=i.distance&&r.setDistance(i.distance),null!=i.center&&r.setCenter(i.center),null!=i.orthographicSize&&r.setOrthographicSize(i.orthographicSize),r._needsUpdate=!0}))).start(e.easing||"linear")},stopAllAnimation:function(){for(var e=0;e0},_update:function(e){if(this._rotating){var t=("cw"===this.autoRotateDirection?1:-1)*this.autoRotateSpeed/180*Math.PI;this._phi-=t*e/1e3,this._needsUpdate=!0}else this._rotateVelocity.len()>0&&(this._needsUpdate=!0);(Math.abs(this._zoomSpeed)>.1||this._panVelocity.len()>0)&&(this._needsUpdate=!0),this._needsUpdate&&(e=Math.min(e,50),this._updateDistanceOrSize(e),this._updatePan(e),this._updateRotate(e),this._updateTransform(),this.getCamera().update(),this.zr&&this.zr.refresh(),this.trigger("update"),this._needsUpdate=!1)},_updateRotate:function(e){var t=this._rotateVelocity;this._phi=t.y*e/20+this._phi,this._theta=t.x*e/20+this._theta,this.setAlpha(this.getAlpha()),this.setBeta(this.getBeta()),this._vectorDamping(t,Math.pow(this.damping,e/16))},_updateDistanceOrSize:function(e){"perspective"===this._projection?this._setDistance(this._distance+this._zoomSpeed*e/20):this._setOrthoSize(this._orthoSize+this._zoomSpeed*e/20),this._zoomSpeed*=Math.pow(this.damping,e/16)},_setDistance:function(e){this._distance=Math.max(Math.min(e,this.maxDistance),this.minDistance)},_setOrthoSize:function(e){this._orthoSize=Math.max(Math.min(e,this.maxOrthographicSize),this.minOrthographicSize);var t=this.getCamera(),r=this._orthoSize,i=r/this.viewGL.viewport.height*this.viewGL.viewport.width;t.left=-i/2,t.right=i/2,t.top=r/2,t.bottom=-r/2},_updatePan:function(e){var t=this._panVelocity,r=this._distance,i=this.getCamera(),n=i.worldTransform.y,a=i.worldTransform.x;this._center.scaleAndAdd(a,-t.x*r/200).scaleAndAdd(n,-t.y*r/200),this._vectorDamping(t,0)},_updateTransform:function(){var e=this.getCamera(),t=new gt,r=this._theta+Math.PI/2,i=this._phi+Math.PI/2,n=Math.sin(r);t.x=n*Math.cos(i),t.y=-Math.cos(r),t.z=n*Math.sin(i),e.position.copy(this._center).scaleAndAdd(t,this._distance),e.rotation.identity().rotateY(-this._phi).rotateX(-this._theta)},_startCountingStill:function(){clearTimeout(this._stillTimeout);var e=this.autoRotateAfterStill,t=this;!isNaN(e)&&e>0&&(this._stillTimeout=setTimeout((function(){t._rotating=!0}),1e3*e))},_vectorDamping:function(e,t){var r=e.len();r*=t,r<1e-4&&(r=0),e.normalize().scale(r)},_decomposeTransform:function(){if(this.getCamera()){this.getCamera().updateWorldTransform();var e=this.getCamera().worldTransform.z,t=Math.asin(e.y),r=Math.atan2(e.x,e.z);this._theta=t,this._phi=-r,this.setBeta(this.getBeta()),this.setAlpha(this.getAlpha()),this.getCamera().aspect?this._setDistance(this.getCamera().position.dist(this._center)):this._setOrthoSize(this.getCamera().top-this.getCamera().bottom)}},_mouseDownHandler:function(e){if(!e.target&&!this._isAnimating()){var t=e.offsetX,r=e.offsetY;this.viewGL&&!this.viewGL.containPoint(t,r)||(this.zr.on("mousemove",this._mouseMoveHandler),this.zr.on("mouseup",this._mouseUpHandler),e.event.targetTouches?1===e.event.targetTouches.length&&(this._mode="rotate"):e.event.button===ja[this.rotateMouseButton]?this._mode="rotate":e.event.button===ja[this.panMouseButton]?this._mode="pan":this._mode="",this._rotateVelocity.set(0,0),this._rotating=!1,this.autoRotate&&this._startCountingStill(),this._mouseX=e.offsetX,this._mouseY=e.offsetY)}},_mouseMoveHandler:function(e){if((!e.target||!e.target.__isGLToZRProxy)&&!this._isAnimating()){var t=qa(this.panSensitivity),r=qa(this.rotateSensitivity);"rotate"===this._mode?(this._rotateVelocity.y=(e.offsetX-this._mouseX)/this.zr.getHeight()*2*r[0],this._rotateVelocity.x=(e.offsetY-this._mouseY)/this.zr.getWidth()*2*r[1]):"pan"===this._mode&&(this._panVelocity.x=(e.offsetX-this._mouseX)/this.zr.getWidth()*t[0]*400,this._panVelocity.y=(-e.offsetY+this._mouseY)/this.zr.getHeight()*t[1]*400),this._mouseX=e.offsetX,this._mouseY=e.offsetY,e.event.preventDefault()}},_mouseWheelHandler:function(e){if(!this._isAnimating()){var t=e.event.wheelDelta||-e.event.detail;this._zoomHandler(e,t)}},_pinchHandler:function(e){this._isAnimating()||(this._zoomHandler(e,e.pinchScale>1?1:-1),this._mode="")},_zoomHandler:function(e,t){if(0!==t){var r,i=e.offsetX,n=e.offsetY;if(!this.viewGL||this.viewGL.containPoint(i,n))r="perspective"===this._projection?Math.max(Math.max(Math.min(this._distance-this.minDistance,this.maxDistance-this._distance))/20,.5):Math.max(Math.max(Math.min(this._orthoSize-this.minOrthographicSize,this.maxOrthographicSize-this._orthoSize))/20,.5),this._zoomSpeed=(t>0?-1:1)*r*this.zoomSensitivity,this._rotating=!1,this.autoRotate&&"rotate"===this._mode&&this._startCountingStill(),e.event.preventDefault()}},_mouseUpHandler:function(){this.zr.off("mousemove",this._mouseMoveHandler),this.zr.off("mouseup",this._mouseUpHandler)},_isRightMouseButtonUsed:function(){return"right"===this.rotateMouseButton||"right"===this.panMouseButton},_contextMenuHandler:function(e){this._isRightMouseButtonUsed()&&e.preventDefault()},_addAnimator:function(e){var t=this._animators;return t.push(e),e.done((function(){var r=t.indexOf(e);r>=0&&t.splice(r,1)})),e}});Object.defineProperty(Za.prototype,"autoRotate",{get:function(e){return this._autoRotate},set:function(e){this._autoRotate=e,this._rotating=e}});var Ya=Za,Ka={convertToDynamicArray:function(e){e&&this.resetOffset();var t=this.attributes;for(var r in t)e||!t[r].value?t[r].value=[]:t[r].value=Array.prototype.slice.call(t[r].value);e||!this.indices?this.indices=[]:this.indices=Array.prototype.slice.call(this.indices)},convertToTypedArray:function(){var e=this.attributes;for(var t in e)e[t].value&&e[t].value.length>0?e[t].value=new Float32Array(e[t].value):e[t].value=null;this.indices&&this.indices.length>0&&(this.indices=this.vertexCount>65535?new Uint32Array(this.indices):new Uint16Array(this.indices)),this.dirty()}},Qa={vec2:ae,vec3:Ye,vec4:Tt,mat2:Zn,mat2d:Jn,mat3:wt,mat4:qe,quat:St},Ja=Qa,$a=Ja.vec3,eo=[[0,0],[1,1]],to=_r.extend((function(){return{segmentScale:1,dynamic:!0,useNativeLine:!0,attributes:{position:new _r.Attribute("position","float",3,"POSITION"),positionPrev:new _r.Attribute("positionPrev","float",3),positionNext:new _r.Attribute("positionNext","float",3),prevPositionPrev:new _r.Attribute("prevPositionPrev","float",3),prevPosition:new _r.Attribute("prevPosition","float",3),prevPositionNext:new _r.Attribute("prevPositionNext","float",3),offset:new _r.Attribute("offset","float",1),color:new _r.Attribute("color","float",4,"COLOR")}}}),{resetOffset:function(){this._vertexOffset=0,this._triangleOffset=0,this._itemVertexOffsets=[]},setVertexCount:function(e){var t=this.attributes;this.vertexCount!==e&&(t.position.init(e),t.color.init(e),this.useNativeLine||(t.positionPrev.init(e),t.positionNext.init(e),t.offset.init(e)),e>65535?this.indices instanceof Uint16Array&&(this.indices=new Uint32Array(this.indices)):this.indices instanceof Uint32Array&&(this.indices=new Uint16Array(this.indices)))},setTriangleCount:function(e){this.triangleCount!==e&&(this.indices=0===e?null:this.vertexCount>65535?new Uint32Array(3*e):new Uint16Array(3*e))},_getCubicCurveApproxStep:function(e,t,r,i){var n=$a.dist(e,t)+$a.dist(r,t)+$a.dist(i,r),a=1/(n+1)*this.segmentScale;return a},getCubicCurveVertexCount:function(e,t,r,i){var n=this._getCubicCurveApproxStep(e,t,r,i),a=Math.ceil(1/n);return this.useNativeLine?2*a:2*a+2},getCubicCurveTriangleCount:function(e,t,r,i){var n=this._getCubicCurveApproxStep(e,t,r,i),a=Math.ceil(1/n);return this.useNativeLine?0:2*a},getLineVertexCount:function(){return this.getPolylineVertexCount(eo)},getLineTriangleCount:function(){return this.getPolylineTriangleCount(eo)},getPolylineVertexCount:function(e){var t;if("number"===typeof e)t=e;else{var r="number"!==typeof e[0];t=r?e.length:e.length/3}return this.useNativeLine?2*(t-1):2*(t-1)+2},getPolylineTriangleCount:function(e){var t;if("number"===typeof e)t=e;else{var r="number"!==typeof e[0];t=r?e.length:e.length/3}return this.useNativeLine?0:2*Math.max(t-1,0)},addCubicCurve:function(e,t,r,i,n,a){null==a&&(a=1);var o=e[0],s=e[1],l=e[2],u=t[0],h=t[1],c=t[2],d=r[0],f=r[1],p=r[2],m=i[0],g=i[1],_=i[2],v=this._getCubicCurveApproxStep(e,t,r,i),y=v*v,x=y*v,T=3*v,b=3*y,w=6*y,E=6*x,S=o-2*u+d,A=s-2*h+f,M=l-2*c+p,L=3*(u-d)-o+m,C=3*(h-f)-s+g,D=3*(c-p)-l+_,N=o,R=s,P=l,O=(u-o)*T+S*b+L*x,I=(h-s)*T+A*b+C*x,B=(c-l)*T+M*b+D*x,F=S*w+L*E,U=A*w+C*E,z=M*w+D*E,G=L*E,H=C*E,V=D*E,k=0,W=0,X=Math.ceil(1/v),j=new Float32Array(3*(X+1)),q=(j=[],0);for(W=0;W1&&(N=O>0?Math.min(N,m):Math.max(N,m),R=I>0?Math.min(R,g):Math.max(R,g),P=B>0?Math.min(P,_):Math.max(P,_));return this.addPolyline(j,n,a)},addLine:function(e,t,r,i){return this.addPolyline([e,t],r,i)},addPolyline:function(e,t,r,i,n){if(e.length){var a="number"!==typeof e[0];if(null==n&&(n=a?e.length:e.length/3),!(n<2)){null==i&&(i=0),null==r&&(r=1),this._itemVertexOffsets.push(this._vertexOffset);a="number"!==typeof e[0];var o,s,l=a?"number"!==typeof t[0]:t.length/4===n,u=this.attributes.position,h=this.attributes.positionPrev,c=this.attributes.positionNext,d=this.attributes.color,f=this.attributes.offset,p=this.indices,m=this._vertexOffset;r=Math.max(r,.01);for(var g=i;g1&&(u.copy(m,m-1),d.copy(m,m-1),m++):(g0&&(c.set(m-2,o),c.set(m-1,o)),u.set(m,o),u.set(m+1,o),d.set(m,s),d.set(m+1,s),f.set(m,r/2),f.set(m+1,-r/2),m+=2),this.useNativeLine)d.set(m,s),u.set(m,o),m++;else if(g>0){var y=3*this._triangleOffset;p=this.indices;p[y]=m-4,p[y+1]=m-3,p[y+2]=m-2,p[y+3]=m-3,p[y+4]=m-1,p[y+5]=m-2,this._triangleOffset+=2}}if(!this.useNativeLine){var x=this._vertexOffset,T=this._vertexOffset+2*n;h.copy(x,x+2),h.copy(x+1,x+3),c.copy(T-1,T-3),c.copy(T-2,T-4)}return this._vertexOffset=m,this._vertexOffset}}},setItemColor:function(e,t){for(var r=this._itemVertexOffsets[e],i=eo&&(n=this._x=0,a+=this._rowHeight+l,this._y=a,this._rowHeight=0),this._x+=t+l,this._rowHeight=Math.max(this._rowHeight,r),a+r+l>s)return null;e.x+=this.offsetX*this.dpr+n,e.y+=this.offsetY*this.dpr+a,this._zr.add(e);var u=[this.offsetX/this.width,this.offsetY/this.height],h=[[n/o+u[0],a/s+u[1]],[(n+t)/o+u[0],(a+r)/s+u[1]]];return h},_fitElement:function(e,t,r){var i=e.getBoundingRect(),n=t/i.width,a=r/i.height;e.x=-i.x*n,e.y=-i.y*a,e.scaleX=n,e.scaleY=a,e.update()}},no.prototype={clear:function(){for(var e=0;e=e)){var a=(i+this._nodeWidth)*this._dpr,o=(n+this._nodeHeight)*this._dpr;try{this._zr.resize({width:a,height:o})}catch(l){this._canvas.width=a,this._canvas.height=o}var s=new io(this._zr,i,n,this._nodeWidth,this._nodeHeight,this._gap,this._dpr);return this._textureAtlasNodes.push(s),s}},add:function(e,t,r){if(this._coords[e.id])return this._coords[e.id];var i=this._getCurrentNode().add(e,t,r);if(!i){var n=this._expand();if(!n)return;i=n.add(e,t,r)}return this._coords[e.id]=i,i},getCoordsScale:function(){var e=this._dpr;return[this._nodeWidth/this._canvas.width*e,this._nodeHeight/this._canvas.height*e]},getCoords:function(e){return this._coords[e]},dispose:function(){this._zr.dispose()}};var ao=no;function oo(){}oo.prototype={constructor:oo,setScene:function(e){this._scene=e,this._skybox&&this._skybox.attachScene(this._scene)},initLight:function(e){this._lightRoot=e,this.mainLight=new wa.DirectionalLight({shadowBias:.005}),this.ambientLight=new wa.AmbientLight,e.add(this.mainLight),e.add(this.ambientLight)},dispose:function(){this._lightRoot&&(this._lightRoot.remove(this.mainLight),this._lightRoot.remove(this.ambientLight))},updateLight:function(e){var t=this.mainLight,r=this.ambientLight,i=e.getModel("light"),n=i.getModel("main"),a=i.getModel("ambient");t.intensity=n.get("intensity"),r.intensity=a.get("intensity"),t.color=wa.parseColor(n.get("color")).slice(0,3),r.color=wa.parseColor(a.get("color")).slice(0,3);var o=n.get("alpha")||0,s=n.get("beta")||0;t.position.setArray(wa.directionFromAlphaBeta(o,s)),t.lookAt(wa.Vector3.ZERO),t.castShadow=n.get("shadow"),t.shadowResolution=wa.getShadowResolution(n.get("shadowQuality"))},updateAmbientCubemap:function(e,t,r){var i=t.getModel("light.ambientCubemap"),n=i.get("texture");if(n){this._cubemapLightsCache=this._cubemapLightsCache||{};var a=this._cubemapLightsCache[n];if(!a){var o=this;a=this._cubemapLightsCache[n]=wa.createAmbientCubemap(i.option,e,r,(function(){o._isSkyboxFromAmbientCubemap&&o._skybox.setEnvironmentMap(a.specular.cubemap),r.getZr().refresh()}))}this._lightRoot.add(a.diffuse),this._lightRoot.add(a.specular),this._currentCubemapLights=a}else this._currentCubemapLights&&(this._lightRoot.remove(this._currentCubemapLights.diffuse),this._lightRoot.remove(this._currentCubemapLights.specular),this._currentCubemapLights=null)},updateSkybox:function(e,t,r){var n=t.get("environment"),a=this;function o(){return a._skybox=a._skybox||new wi,a._skybox}var s=o();if(n&&"none"!==n)if("auto"===n)if(this._isSkyboxFromAmbientCubemap=!0,this._currentCubemapLights){var l=this._currentCubemapLights.specular.cubemap;s.setEnvironmentMap(l),this._scene&&s.attachScene(this._scene),s.material.set("lod",3)}else this._skybox&&this._skybox.detachScene();else if("object"===typeof n&&n.colorStops||"string"===typeof n&&i["h"].parse(n)){this._isSkyboxFromAmbientCubemap=!1;var u=new wa.Texture2D({anisotropic:8,flipY:!1});s.setEnvironmentMap(u);var h=u.image=document.createElement("canvas");h.width=h.height=16;var c=h.getContext("2d"),d=new i["l"].Rect({shape:{x:0,y:0,width:16,height:16},style:{fill:n}});i["o"](c,d),s.attachScene(this._scene)}else{this._isSkyboxFromAmbientCubemap=!1;u=wa.loadTexture(n,r,{anisotropic:8,flipY:!1});s.setEnvironmentMap(u),s.attachScene(this._scene)}else this._skybox&&this._skybox.detachScene(this._scene),this._skybox=null;var f=t.coordinateSystem;if(this._skybox)if(!f||!f.viewGL||"auto"===n||n.match&&n.match(/.hdr$/))this._skybox.material.undefine("fragment","SRGB_DECODE");else{var p=f.viewGL.isLinearSpace()?"define":"undefine";this._skybox.material[p]("fragment","SRGB_DECODE")}}};var so=oo,lo=Ja.vec3,uo=_r.extend((function(){return{segmentScale:1,useNativeLine:!0,attributes:{position:new _r.Attribute("position","float",3,"POSITION"),normal:new _r.Attribute("normal","float",3,"NORMAL"),color:new _r.Attribute("color","float",4,"COLOR")}}}),{resetOffset:function(){this._vertexOffset=0,this._faceOffset=0},setQuadCount:function(e){var t=this.attributes,r=this.getQuadVertexCount()*e,i=this.getQuadTriangleCount()*e;this.vertexCount!==r&&(t.position.init(r),t.normal.init(r),t.color.init(r)),this.triangleCount!==i&&(this.indices=r>65535?new Uint32Array(3*i):new Uint16Array(3*i))},getQuadVertexCount:function(){return 4},getQuadTriangleCount:function(){return 2},addQuad:function(){var e=lo.create(),t=lo.create(),r=lo.create(),i=[0,3,1,3,2,1];return function(n,a){var o=this.attributes.position,s=this.attributes.normal,l=this.attributes.color;lo.sub(e,n[1],n[0]),lo.sub(t,n[2],n[1]),lo.cross(r,e,t),lo.normalize(r,r);for(var u=0;u<4;u++)o.set(this._vertexOffset+u,n[u]),l.set(this._vertexOffset+u,a),s.set(this._vertexOffset+u,r);var h=3*this._faceOffset;for(u=0;u<6;u++)this.indices[h+u]=i[u]+this._vertexOffset;this._vertexOffset+=4,this._faceOffset+=2}}()});i["w"].defaults(uo.prototype,Ka);var ho=uo,co=Rn.firstNotNull,fo={x:0,y:2,z:1};function po(e,t,r,i){var n=[0,0,0],a=i<0?r.getExtentMin():r.getExtentMax();n[fo[r.dim]]=a,e.position.setArray(n),e.rotation.identity(),t.distance=-Math.abs(a),t.normal.set(0,0,0),"x"===r.dim?(e.rotation.rotateY(i*Math.PI/2),t.normal.x=-i):"z"===r.dim?(e.rotation.rotateX(-i*Math.PI/2),t.normal.y=-i):(i>0&&e.rotation.rotateY(Math.PI),t.normal.z=-i)}function mo(e,t,r){this.rootNode=new wa.Node;var i=new wa.Mesh({geometry:new ro({useNativeLine:!1}),material:t,castShadow:!1,ignorePicking:!0,$ignorePicking:!0,renderOrder:1}),n=new wa.Mesh({geometry:new ho,material:r,castShadow:!1,culling:!1,ignorePicking:!0,$ignorePicking:!0,renderOrder:0});this.rootNode.add(n),this.rootNode.add(i),this.faceInfo=e,this.plane=new wa.Plane,this.linesMesh=i,this.quadsMesh=n}mo.prototype.update=function(e,t,r){var i=e.coordinateSystem,n=[i.getAxis(this.faceInfo[0]),i.getAxis(this.faceInfo[1])],a=this.linesMesh.geometry,o=this.quadsMesh.geometry;a.convertToDynamicArray(!0),o.convertToDynamicArray(!0),this._updateSplitLines(a,n,e,r),this._udpateSplitAreas(o,n,e,r),a.convertToTypedArray(),o.convertToTypedArray();var s=i.getAxis(this.faceInfo[2]);po(this.rootNode,this.plane,s,this.faceInfo[3])},mo.prototype._updateSplitLines=function(e,t,r,n){var a=n.getDevicePixelRatio();t.forEach((function(n,o){var s=n.model,l=t[1-o].getExtent();if(!n.scale.isBlank()){var u=s.getModel("splitLine",r.getModel("splitLine"));if(u.get("show")){var h=u.getModel("lineStyle"),c=h.get("color"),d=co(h.get("opacity"),1),f=co(h.get("width"),1);c=i["w"].isArray(c)?c:[c];for(var p=n.getTicksCoords({tickModel:u}),m=0,g=0;g65535?new Uint32Array(3*r):new Uint16Array(3*r))},setSpriteAlign:function(e,t,r,i,n){var a,o,s,l;switch(null==r&&(r="left"),null==i&&(i="top"),n=n||0,r){case"left":a=n,s=t[0]+n;break;case"center":case"middle":a=-t[0]/2,s=t[0]/2;break;case"right":a=-t[0]-n,s=-n;break}switch(i){case"bottom":o=n,l=t[1]+n;break;case"middle":o=-t[1]/2,l=t[1]/2;break;case"top":o=-t[1]-n,l=-n;break}var u=4*e,h=this.attributes.offset;h.set(u,[a,l]),h.set(u+1,[s,l]),h.set(u+2,[s,o]),h.set(u+3,[a,o])},addSprite:function(e,t,r,i,n,a){var o=this._vertexOffset;this.setSprite(this._vertexOffset/4,e,t,r,i,n,a);for(var s=0;s<_o.length;s++)this.indices[3*this._faceOffset+s]=_o[s]+o;return this._faceOffset+=2,this._vertexOffset+=4,o/4},setSprite:function(e,t,r,i,n,a,o){for(var s=4*e,l=this.attributes,u=0;u<4;u++)l.position.set(s+u,t);var h=l.texcoord;h.set(s,[i[0][0],i[0][1]]),h.set(s+1,[i[1][0],i[0][1]]),h.set(s+2,[i[1][0],i[1][1]]),h.set(s+3,[i[0][0],i[1][1]]),this.setSpriteAlign(e,r,n,a,o)}});i["w"].defaults(vo.prototype,Ka);var yo=vo,xo="@export ecgl.labels.vertex\n\nattribute vec3 position: POSITION;\nattribute vec2 texcoord: TEXCOORD_0;\nattribute vec2 offset;\n#ifdef VERTEX_COLOR\nattribute vec4 a_Color : COLOR;\nvarying vec4 v_Color;\n#endif\n\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform vec4 viewport : VIEWPORT;\n\nvarying vec2 v_Texcoord;\n\nvoid main()\n{\n vec4 proj = worldViewProjection * vec4(position, 1.0);\n\n vec2 screen = (proj.xy / abs(proj.w) + 1.0) * 0.5 * viewport.zw;\n\n screen += offset;\n\n proj.xy = (screen / viewport.zw - 0.5) * 2.0 * abs(proj.w);\n gl_Position = proj;\n#ifdef VERTEX_COLOR\n v_Color = a_Color;\n#endif\n v_Texcoord = texcoord;\n}\n@end\n\n\n@export ecgl.labels.fragment\n\nuniform vec3 color : [1.0, 1.0, 1.0];\nuniform float alpha : 1.0;\nuniform sampler2D textureAtlas;\nuniform vec2 uvScale: [1.0, 1.0];\n\n#ifdef VERTEX_COLOR\nvarying vec4 v_Color;\n#endif\nvarying float v_Miter;\n\nvarying vec2 v_Texcoord;\n\nvoid main()\n{\n gl_FragColor = vec4(color, alpha) * texture2D(textureAtlas, v_Texcoord * uvScale);\n#ifdef VERTEX_COLOR\n gl_FragColor *= v_Color;\n#endif\n}\n\n@end";wa.Shader.import(xo);var To=wa.Mesh.extend((function(){var e=new yo({dynamic:!0}),t=new wa.Material({shader:wa.createShader("ecgl.labels"),transparent:!0,depthMask:!1});return{geometry:e,material:t,culling:!1,castShadow:!1,ignorePicking:!0}})),bo=Rn.firstNotNull,wo={x:0,y:2,z:1};function Eo(e,t){var r=new wa.Mesh({geometry:new ro({useNativeLine:!1}),material:t,castShadow:!1,ignorePicking:!0,renderOrder:2}),i=new To;i.material.depthMask=!1;var n=new wa.Node;n.add(r),n.add(i),this.rootNode=n,this.dim=e,this.linesMesh=r,this.labelsMesh=i,this.axisLineCoords=null,this.labelElements=[]}var So={x:"y",y:"x",z:"y"};Eo.prototype.update=function(e,t,r){var n=e.coordinateSystem,a=n.getAxis(this.dim),o=this.linesMesh.geometry,s=this.labelsMesh.geometry;o.convertToDynamicArray(!0),s.convertToDynamicArray(!0);var l=a.model,u=a.getExtent(),h=r.getDevicePixelRatio(),c=l.getModel("axisLine",e.getModel("axisLine")),d=l.getModel("axisTick",e.getModel("axisTick")),f=l.getModel("axisLabel",e.getModel("axisLabel")),p=c.get("lineStyle.color");if(c.get("show")){var m=c.getModel("lineStyle"),g=[0,0,0],_=[0,0,0],v=wo[a.dim];g[v]=u[0],_[v]=u[1],this.axisLineCoords=[g,_];var y=wa.parseColor(p),x=bo(m.get("width"),1),T=bo(m.get("opacity"),1);y[3]*=T,o.addLine(g,_,y,x*h)}if(d.get("show")){var b=d.getModel("lineStyle"),w=wa.parseColor(bo(b.get("color"),p));x=bo(b.get("width"),1);w[3]*=bo(b.get("opacity"),1);for(var E=a.getTicksCoords(),S=d.get("length"),A=0;A 0.0) {\n currProj = clipNear(currProj, nextProj);\n }\n else if (prevProj.w > 0.0) {\n currProj = clipNear(currProj, prevProj);\n }\n }\n\n vec2 prevScreen = (prevProj.xy / abs(prevProj.w) + 1.0) * 0.5 * viewport.zw;\n vec2 currScreen = (currProj.xy / abs(currProj.w) + 1.0) * 0.5 * viewport.zw;\n vec2 nextScreen = (nextProj.xy / abs(nextProj.w) + 1.0) * 0.5 * viewport.zw;\n\n vec2 dir;\n float len = offset;\n if (position == positionPrev) {\n dir = normalize(nextScreen - currScreen);\n }\n else if (position == positionNext) {\n dir = normalize(currScreen - prevScreen);\n }\n else {\n vec2 dirA = normalize(currScreen - prevScreen);\n vec2 dirB = normalize(nextScreen - currScreen);\n\n vec2 tanget = normalize(dirA + dirB);\n\n float miter = 1.0 / max(dot(tanget, dirA), 0.5);\n len *= miter;\n dir = tanget;\n }\n\n dir = vec2(-dir.y, dir.x) * len;\n currScreen += dir;\n\n currProj.xy = (currScreen / viewport.zw - 0.5) * 2.0 * abs(currProj.w);\n@end\n\n\n@export ecgl.meshLines3D.vertex\n\nattribute vec3 position: POSITION;\nattribute vec3 positionPrev;\nattribute vec3 positionNext;\nattribute float offset;\nattribute vec4 a_Color : COLOR;\n\n#ifdef VERTEX_ANIMATION\nattribute vec3 prevPosition;\nattribute vec3 prevPositionPrev;\nattribute vec3 prevPositionNext;\nuniform float percent : 1.0;\n#endif\n\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform vec4 viewport : VIEWPORT;\nuniform float near : NEAR;\n\nvarying vec4 v_Color;\n\n@import ecgl.common.wireframe.vertexHeader\n\n@import ecgl.lines3D.clipNear\n\nvoid main()\n{\n @import ecgl.lines3D.expandLine\n\n gl_Position = currProj;\n\n v_Color = a_Color;\n\n @import ecgl.common.wireframe.vertexMain\n}\n@end\n\n\n@export ecgl.meshLines3D.fragment\n\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\n\nvarying vec4 v_Color;\n\n@import ecgl.common.wireframe.fragmentHeader\n\n@import clay.util.srgb\n\nvoid main()\n{\n#ifdef SRGB_DECODE\n gl_FragColor = sRGBToLinear(color * v_Color);\n#else\n gl_FragColor = color * v_Color;\n#endif\n\n @import ecgl.common.wireframe.fragmentMain\n}\n\n@end",Lo=Rn.firstNotNull;wa.Shader.import(Mo);var Co={x:0,y:2,z:1},Do=i["d"].extend({type:"grid3D",__ecgl__:!0,init:function(e,t){var r=[["y","z","x",-1,"left"],["y","z","x",1,"right"],["x","y","z",-1,"bottom"],["x","y","z",1,"top"],["x","z","y",-1,"far"],["x","z","y",1,"near"]],i=["x","y","z"],n=new wa.Material({shader:wa.createShader("ecgl.color"),depthMask:!1,transparent:!0}),a=new wa.Material({shader:wa.createShader("ecgl.meshLines3D"),depthMask:!1,transparent:!0});n.define("fragment","DOUBLE_SIDED"),n.define("both","VERTEX_COLOR"),this.groupGL=new wa.Node,this._control=new Ya({zr:t.getZr()}),this._control.init(),this._faces=r.map((function(e){var t=new go(e,a,n);return this.groupGL.add(t.rootNode),t}),this),this._axes=i.map((function(e){var t=new Ao(e,a);return this.groupGL.add(t.rootNode),t}),this);var o=t.getDevicePixelRatio();this._axisLabelSurface=new ao({width:256,height:256,devicePixelRatio:o}),this._axisLabelSurface.onupdate=function(){t.getZr().refresh()},this._axisPointerLineMesh=new wa.Mesh({geometry:new ro({useNativeLine:!1}),material:a,castShadow:!1,ignorePicking:!0,renderOrder:3}),this.groupGL.add(this._axisPointerLineMesh),this._axisPointerLabelsSurface=new ao({width:128,height:128,devicePixelRatio:o}),this._axisPointerLabelsMesh=new To({ignorePicking:!0,renderOrder:4,castShadow:!1}),this._axisPointerLabelsMesh.material.set("textureAtlas",this._axisPointerLabelsSurface.getTexture()),this.groupGL.add(this._axisPointerLabelsMesh),this._lightRoot=new wa.Node,this._sceneHelper=new so,this._sceneHelper.initLight(this._lightRoot)},render:function(e,t,r){this._model=e,this._api=r;var i=e.coordinateSystem;i.viewGL.add(this._lightRoot),e.get("show")?i.viewGL.add(this.groupGL):i.viewGL.remove(this.groupGL);var n=this._control;n.setViewGL(i.viewGL);var a=e.getModel("viewControl");n.setFromViewControlModel(a,0),this._axisLabelSurface.clear(),n.off("update"),e.get("show")&&(this._faces.forEach((function(i){i.update(e,t,r)}),this),this._axes.forEach((function(t){t.update(e,this._axisLabelSurface,r)}),this)),n.on("update",this._onCameraChange.bind(this,e,r),this),this._sceneHelper.setScene(i.viewGL.scene),this._sceneHelper.updateLight(e),i.viewGL.setPostEffect(e.getModel("postEffect"),r),i.viewGL.setTemporalSuperSampling(e.getModel("temporalSuperSampling")),this._initMouseHandler(e)},afterRender:function(e,t,r,i){var n=i.renderer;this._sceneHelper.updateAmbientCubemap(n,e,r),this._sceneHelper.updateSkybox(n,e,r)},showAxisPointer:function(e,t,r,i){this._doShowAxisPointer(),this._updateAxisPointer(i.value)},hideAxisPointer:function(e,t,r,i){this._doHideAxisPointer()},_initMouseHandler:function(e){var t=e.coordinateSystem,r=t.viewGL;e.get("show")&&e.get("axisPointer.show")?r.on("mousemove",this._updateAxisPointerOnMousePosition,this):r.off("mousemove",this._updateAxisPointerOnMousePosition)},_updateAxisPointerOnMousePosition:function(e){if(!e.target){for(var t,r=this._model,i=r.coordinateSystem,n=i.viewGL,a=n.castRay(e.offsetX,e.offsetY,new wa.Ray),o=0;oi[1]?0:1,s=this._faces[2*r+o],l=this._faces[2*r+1-o];s.rootNode.invisible=!0,l.rootNode.invisible=!1}},_updateAxisLinePosition:function(){var e=this._model.coordinateSystem,t=e.getAxis("x"),r=e.getAxis("y"),i=e.getAxis("z"),n=i.getExtentMax(),a=i.getExtentMin(),o=t.getExtentMin(),s=t.getExtentMax(),l=r.getExtentMax(),u=r.getExtentMin(),h=this._axes[0].rootNode,c=this._axes[1].rootNode,d=this._axes[2].rootNode,f=this._faces,p=f[4].rootNode.invisible?u:l,m=f[2].rootNode.invisible?n:a,g=f[0].rootNode.invisible?o:s,_=f[2].rootNode.invisible?n:a,v=f[0].rootNode.invisible?s:o,y=f[4].rootNode.invisible?u:l;h.rotation.identity(),c.rotation.identity(),d.rotation.identity(),f[4].rootNode.invisible&&(this._axes[0].flipped=!0,h.rotation.rotateX(Math.PI)),f[0].rootNode.invisible&&(this._axes[1].flipped=!0,c.rotation.rotateZ(Math.PI)),f[4].rootNode.invisible&&(this._axes[2].flipped=!0,d.rotation.rotateY(Math.PI)),h.position.set(0,m,p),c.position.set(g,_,0),d.position.set(v,0,y),h.update(),c.update(),d.update(),this._updateAxisLabelAlign()},_updateAxisLabelAlign:function(){var e=this._control.getCamera(),t=[new wa.Vector4,new wa.Vector4],r=new wa.Vector4;this.groupGL.getWorldPosition(r),r.w=1,r.transformMat4(e.viewMatrix).transformMat4(e.projectionMatrix),r.x/=r.w,r.y/=r.w,this._axes.forEach((function(i){for(var n=i.axisLineCoords,a=(i.labelsMesh.geometry,0);ar.y?"bottom":"top"):(s="middle",o=h>r.x?"left":"right"),i.setSpriteAlign(o,s,this._api)}),this)},_doShowAxisPointer:function(){this._axisPointerLineMesh.invisible&&(this._axisPointerLineMesh.invisible=!1,this._axisPointerLabelsMesh.invisible=!1,this._api.getZr().refresh())},_doHideAxisPointer:function(){this._axisPointerLineMesh.invisible||(this._axisPointerLineMesh.invisible=!0,this._axisPointerLabelsMesh.invisible=!0,this._api.getZr().refresh())},_updateAxisPointer:function(e){var t=this._model.coordinateSystem,r=t.dataToPoint(e),i=this._axisPointerLineMesh,n=i.geometry,a=this._model.getModel("axisPointer"),o=this._api.getDevicePixelRatio();function s(e){return Rn.firstNotNull(e.model.get("axisPointer.show"),a.get("show"))}function l(e){var t=e.model.getModel("axisPointer",a),r=t.getModel("lineStyle"),i=wa.parseColor(r.get("color")),n=Lo(r.get("width"),1),o=Lo(r.get("opacity"),1);return i[3]*=o,{color:i,lineWidth:n}}n.convertToDynamicArray(!0);for(var u=0;u 0.0) {\n if (texture2D(alphaMap, v_Texcoord).a <= alphaCutoff) {\n discard;\n }\n }\n#ifdef USE_VSM\n depth = depth * 0.5 + 0.5;\n float moment1 = depth;\n float moment2 = depth * depth;\n #ifdef SUPPORT_STANDARD_DERIVATIVES\n float dx = dFdx(depth);\n float dy = dFdy(depth);\n moment2 += 0.25*(dx*dx+dy*dy);\n #endif\n gl_FragColor = vec4(moment1, moment2, 0.0, 1.0);\n#else\n #ifdef SUPPORT_STANDARD_DERIVATIVES\n float dx = dFdx(depth);\n float dy = dFdy(depth);\n depth += sqrt(dx*dx + dy*dy) * slopeScale + bias;\n #else\n depth += bias;\n #endif\n gl_FragColor = encodeFloat(depth * 0.5 + 0.5);\n#endif\n}\n@end\n@export clay.sm.debug_depth\nuniform sampler2D depthMap;\nvarying vec2 v_Texcoord;\n@import clay.util.decode_float\nvoid main() {\n vec4 tex = texture2D(depthMap, v_Texcoord);\n#ifdef USE_VSM\n gl_FragColor = vec4(tex.rgb, 1.0);\n#else\n float depth = decodeFloat(tex);\n gl_FragColor = vec4(depth, depth, depth, 1.0);\n#endif\n}\n@end\n@export clay.sm.distance.vertex\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform mat4 world : WORLD;\nattribute vec3 position : POSITION;\n@import clay.chunk.skinning_header\nvarying vec3 v_WorldPosition;\nvoid main (){\n vec4 P = vec4(position, 1.0);\n#ifdef SKINNING\n @import clay.chunk.skin_matrix\n P = skinMatrixWS * P;\n#endif\n#ifdef INSTANCING\n @import clay.chunk.instancing_matrix\n P = instanceMat * P;\n#endif\n gl_Position = worldViewProjection * P;\n v_WorldPosition = (world * P).xyz;\n}\n@end\n@export clay.sm.distance.fragment\nuniform vec3 lightPosition;\nuniform float range : 100;\nvarying vec3 v_WorldPosition;\n@import clay.util.encode_float\nvoid main(){\n float dist = distance(lightPosition, v_WorldPosition);\n#ifdef USE_VSM\n gl_FragColor = vec4(dist, dist * dist, 0.0, 0.0);\n#else\n dist = dist / range;\n gl_FragColor = encodeFloat(dist);\n#endif\n}\n@end\n@export clay.plugin.shadow_map_common\n@import clay.util.decode_float\nfloat tapShadowMap(sampler2D map, vec2 uv, float z){\n vec4 tex = texture2D(map, uv);\n return step(z, decodeFloat(tex) * 2.0 - 1.0);\n}\nfloat pcf(sampler2D map, vec2 uv, float z, float textureSize, vec2 scale) {\n float shadowContrib = tapShadowMap(map, uv, z);\n vec2 offset = vec2(1.0 / textureSize) * scale;\n#ifdef PCF_KERNEL_SIZE\n for (int _idx_ = 0; _idx_ < PCF_KERNEL_SIZE; _idx_++) {{\n shadowContrib += tapShadowMap(map, uv + offset * pcfKernel[_idx_], z);\n }}\n return shadowContrib / float(PCF_KERNEL_SIZE + 1);\n#else\n shadowContrib += tapShadowMap(map, uv+vec2(offset.x, 0.0), z);\n shadowContrib += tapShadowMap(map, uv+vec2(offset.x, offset.y), z);\n shadowContrib += tapShadowMap(map, uv+vec2(-offset.x, offset.y), z);\n shadowContrib += tapShadowMap(map, uv+vec2(0.0, offset.y), z);\n shadowContrib += tapShadowMap(map, uv+vec2(-offset.x, 0.0), z);\n shadowContrib += tapShadowMap(map, uv+vec2(-offset.x, -offset.y), z);\n shadowContrib += tapShadowMap(map, uv+vec2(offset.x, -offset.y), z);\n shadowContrib += tapShadowMap(map, uv+vec2(0.0, -offset.y), z);\n return shadowContrib / 9.0;\n#endif\n}\nfloat pcf(sampler2D map, vec2 uv, float z, float textureSize) {\n return pcf(map, uv, z, textureSize, vec2(1.0));\n}\nfloat chebyshevUpperBound(vec2 moments, float z){\n float p = 0.0;\n z = z * 0.5 + 0.5;\n if (z <= moments.x) {\n p = 1.0;\n }\n float variance = moments.y - moments.x * moments.x;\n variance = max(variance, 0.0000001);\n float mD = moments.x - z;\n float pMax = variance / (variance + mD * mD);\n pMax = clamp((pMax-0.4)/(1.0-0.4), 0.0, 1.0);\n return max(p, pMax);\n}\nfloat computeShadowContrib(\n sampler2D map, mat4 lightVPM, vec3 position, float textureSize, vec2 scale, vec2 offset\n) {\n vec4 posInLightSpace = lightVPM * vec4(position, 1.0);\n posInLightSpace.xyz /= posInLightSpace.w;\n float z = posInLightSpace.z;\n if(all(greaterThan(posInLightSpace.xyz, vec3(-0.99, -0.99, -1.0))) &&\n all(lessThan(posInLightSpace.xyz, vec3(0.99, 0.99, 1.0)))){\n vec2 uv = (posInLightSpace.xy+1.0) / 2.0;\n #ifdef USE_VSM\n vec2 moments = texture2D(map, uv * scale + offset).xy;\n return chebyshevUpperBound(moments, z);\n #else\n return pcf(map, uv * scale + offset, z, textureSize, scale);\n #endif\n }\n return 1.0;\n}\nfloat computeShadowContrib(sampler2D map, mat4 lightVPM, vec3 position, float textureSize) {\n return computeShadowContrib(map, lightVPM, position, textureSize, vec2(1.0), vec2(0.0));\n}\nfloat computeShadowContribOmni(samplerCube map, vec3 direction, float range)\n{\n float dist = length(direction);\n vec4 shadowTex = textureCube(map, direction);\n#ifdef USE_VSM\n vec2 moments = shadowTex.xy;\n float variance = moments.y - moments.x * moments.x;\n float mD = moments.x - dist;\n float p = variance / (variance + mD * mD);\n if(moments.x + 0.001 < dist){\n return clamp(p, 0.0, 1.0);\n }else{\n return 1.0;\n }\n#else\n return step(dist, (decodeFloat(shadowTex) + 0.0002) * range);\n#endif\n}\n@end\n@export clay.plugin.compute_shadow_map\n#if defined(SPOT_LIGHT_SHADOWMAP_COUNT) || defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT) || defined(POINT_LIGHT_SHADOWMAP_COUNT)\n#ifdef SPOT_LIGHT_SHADOWMAP_COUNT\nuniform sampler2D spotLightShadowMaps[SPOT_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\nuniform mat4 spotLightMatrices[SPOT_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\nuniform float spotLightShadowMapSizes[SPOT_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\n#endif\n#ifdef DIRECTIONAL_LIGHT_SHADOWMAP_COUNT\n#if defined(SHADOW_CASCADE)\nuniform sampler2D directionalLightShadowMaps[1]:unconfigurable;\nuniform mat4 directionalLightMatrices[SHADOW_CASCADE]:unconfigurable;\nuniform float directionalLightShadowMapSizes[1]:unconfigurable;\nuniform float shadowCascadeClipsNear[SHADOW_CASCADE]:unconfigurable;\nuniform float shadowCascadeClipsFar[SHADOW_CASCADE]:unconfigurable;\n#else\nuniform sampler2D directionalLightShadowMaps[DIRECTIONAL_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\nuniform mat4 directionalLightMatrices[DIRECTIONAL_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\nuniform float directionalLightShadowMapSizes[DIRECTIONAL_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\n#endif\n#endif\n#ifdef POINT_LIGHT_SHADOWMAP_COUNT\nuniform samplerCube pointLightShadowMaps[POINT_LIGHT_SHADOWMAP_COUNT]:unconfigurable;\n#endif\nuniform bool shadowEnabled : true;\n#ifdef PCF_KERNEL_SIZE\nuniform vec2 pcfKernel[PCF_KERNEL_SIZE];\n#endif\n@import clay.plugin.shadow_map_common\n#if defined(SPOT_LIGHT_SHADOWMAP_COUNT)\nvoid computeShadowOfSpotLights(vec3 position, inout float shadowContribs[SPOT_LIGHT_COUNT] ) {\n float shadowContrib;\n for(int _idx_ = 0; _idx_ < SPOT_LIGHT_SHADOWMAP_COUNT; _idx_++) {{\n shadowContrib = computeShadowContrib(\n spotLightShadowMaps[_idx_], spotLightMatrices[_idx_], position,\n spotLightShadowMapSizes[_idx_]\n );\n shadowContribs[_idx_] = shadowContrib;\n }}\n for(int _idx_ = SPOT_LIGHT_SHADOWMAP_COUNT; _idx_ < SPOT_LIGHT_COUNT; _idx_++){{\n shadowContribs[_idx_] = 1.0;\n }}\n}\n#endif\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n#ifdef SHADOW_CASCADE\nvoid computeShadowOfDirectionalLights(vec3 position, inout float shadowContribs[DIRECTIONAL_LIGHT_COUNT]){\n float depth = (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far)\n / (gl_DepthRange.far - gl_DepthRange.near);\n float shadowContrib;\n shadowContribs[0] = 1.0;\n for (int _idx_ = 0; _idx_ < SHADOW_CASCADE; _idx_++) {{\n if (\n depth >= shadowCascadeClipsNear[_idx_] &&\n depth <= shadowCascadeClipsFar[_idx_]\n ) {\n shadowContrib = computeShadowContrib(\n directionalLightShadowMaps[0], directionalLightMatrices[_idx_], position,\n directionalLightShadowMapSizes[0],\n vec2(1.0 / float(SHADOW_CASCADE), 1.0),\n vec2(float(_idx_) / float(SHADOW_CASCADE), 0.0)\n );\n shadowContribs[0] = shadowContrib;\n }\n }}\n for(int _idx_ = DIRECTIONAL_LIGHT_SHADOWMAP_COUNT; _idx_ < DIRECTIONAL_LIGHT_COUNT; _idx_++) {{\n shadowContribs[_idx_] = 1.0;\n }}\n}\n#else\nvoid computeShadowOfDirectionalLights(vec3 position, inout float shadowContribs[DIRECTIONAL_LIGHT_COUNT]){\n float shadowContrib;\n for(int _idx_ = 0; _idx_ < DIRECTIONAL_LIGHT_SHADOWMAP_COUNT; _idx_++) {{\n shadowContrib = computeShadowContrib(\n directionalLightShadowMaps[_idx_], directionalLightMatrices[_idx_], position,\n directionalLightShadowMapSizes[_idx_]\n );\n shadowContribs[_idx_] = shadowContrib;\n }}\n for(int _idx_ = DIRECTIONAL_LIGHT_SHADOWMAP_COUNT; _idx_ < DIRECTIONAL_LIGHT_COUNT; _idx_++) {{\n shadowContribs[_idx_] = 1.0;\n }}\n}\n#endif\n#endif\n#if defined(POINT_LIGHT_SHADOWMAP_COUNT)\nvoid computeShadowOfPointLights(vec3 position, inout float shadowContribs[POINT_LIGHT_COUNT] ){\n vec3 lightPosition;\n vec3 direction;\n for(int _idx_ = 0; _idx_ < POINT_LIGHT_SHADOWMAP_COUNT; _idx_++) {{\n lightPosition = pointLightPosition[_idx_];\n direction = position - lightPosition;\n shadowContribs[_idx_] = computeShadowContribOmni(pointLightShadowMaps[_idx_], direction, pointLightRange[_idx_]);\n }}\n for(int _idx_ = POINT_LIGHT_SHADOWMAP_COUNT; _idx_ < POINT_LIGHT_COUNT; _idx_++) {{\n shadowContribs[_idx_] = 1.0;\n }}\n}\n#endif\n#endif\n@end",Xo=["px","nx","py","ny","pz","nz"];function jo(e,t,r){if("alphaMap"===r)return e.material.get("diffuseMap");if("alphaCutoff"===r){if(e.material.isDefined("fragment","ALPHA_TEST")&&e.material.get("diffuseMap")){var i=e.material.get("alphaCutoff");return i||0}return 0}return"uvRepeat"===r?e.material.get("uvRepeat"):"uvOffset"===r?e.material.get("uvOffset"):t.get(r)}function qo(e,t){var r=e.material,i=t.material;return r.get("diffuseMap")!==i.get("diffuseMap")||(r.get("alphaCutoff")||0)!==(i.get("alphaCutoff")||0)}We["import"](Wo);var Zo=T.extend((function(){return{softShadow:Zo.PCF,shadowBlur:1,lightFrustumBias:"auto",kernelPCF:new Float32Array([1,0,1,1,-1,1,0,1,-1,0,-1,-1,1,-1,0,-1]),precision:"highp",_lastRenderNotCastShadow:!1,_frameBuffer:new ci,_textures:{},_shadowMapNumber:{POINT_LIGHT:0,DIRECTIONAL_LIGHT:0,SPOT_LIGHT:0},_depthMaterials:{},_distanceMaterials:{},_receivers:[],_lightsCastShadow:[],_lightCameras:{},_lightMaterials:{},_texturePool:new ko}}),(function(){this._gaussianPassH=new mn({fragment:We.source("clay.compositor.gaussian_blur")}),this._gaussianPassV=new mn({fragment:We.source("clay.compositor.gaussian_blur")}),this._gaussianPassH.setUniform("blurSize",this.shadowBlur),this._gaussianPassH.setUniform("blurDir",0),this._gaussianPassV.setUniform("blurSize",this.shadowBlur),this._gaussianPassV.setUniform("blurDir",1),this._outputDepthPass=new mn({fragment:We.source("clay.sm.debug_depth")})}),{render:function(e,t,r,i){r||(r=t.getMainCamera()),this.trigger("beforerender",this,e,t,r),this._renderShadowPass(e,t,r,i),this.trigger("afterrender",this,e,t,r)},renderDebug:function(e,t){e.saveClear();var r=e.viewport,i=0,n=0,a=t||r.width/4,o=a;for(var s in this.softShadow===Zo.VSM?this._outputDepthPass.material.define("fragment","USE_VSM"):this._outputDepthPass.material.undefine("fragment","USE_VSM"),this._textures){var l=this._textures[s];e.setViewport(i,n,a*l.width/l.height,o),this._outputDepthPass.setUniform("depthMap",l),this._outputDepthPass.render(e),i+=a*l.width/l.height}e.setViewport(r),e.restoreClear()},_updateReceivers:function(e,t){if(t.receiveShadow?(this._receivers.push(t),t.material.set("shadowEnabled",1),t.material.set("pcfKernel",this.kernelPCF)):t.material.set("shadowEnabled",0),this.softShadow===Zo.VSM)t.material.define("fragment","USE_VSM"),t.material.undefine("fragment","PCF_KERNEL_SIZE");else{t.material.undefine("fragment","USE_VSM");var r=this.kernelPCF;r&&r.length?t.material.define("fragment","PCF_KERNEL_SIZE",r.length/2):t.material.undefine("fragment","PCF_KERNEL_SIZE")}},_update:function(e,t){var r=this;t.traverse((function(t){t.isRenderable()&&r._updateReceivers(e,t)}));for(var i=0;i4){console.warn("Support at most 4 cascade");continue}p.shadowCascade>1&&(o=p),this.renderDirectionalLightShadow(e,t,r,p,c,h,u)}else"SPOT_LIGHT"===p.type?this.renderSpotLightShadow(e,t,p,l,s):"POINT_LIGHT"===p.type&&this.renderPointLightShadow(e,t,p,d);this._shadowMapNumber[p.type]++}for(var m in this._shadowMapNumber){var g=this._shadowMapNumber[m],_=m+"_SHADOWMAP_COUNT";for(f=0;f0?y.define("fragment",_,g):y.isDefined("fragment",_)&&y.undefine("fragment",_))}}for(f=0;f0){var T=u.map(S);if(x.directionalLightShadowMaps={value:u,type:"tv"},x.directionalLightMatrices={value:h,type:"m4v"},x.directionalLightShadowMapSizes={value:T,type:"1fv"},o){var b=c.slice(),w=c.slice();b.pop(),w.shift(),b.reverse(),w.reverse(),h.reverse(),x.shadowCascadeClipsNear={value:b,type:"1fv"},x.shadowCascadeClipsFar={value:w,type:"1fv"}}}if(s.length>0){var E=s.map(S);x=t.shadowUniforms;x.spotLightShadowMaps={value:s,type:"tv"},x.spotLightMatrices={value:l,type:"m4v"},x.spotLightShadowMapSizes={value:E,type:"1fv"}}d.length>0&&(x.pointLightShadowMaps={value:d,type:"tv"})}function S(e){return e.height}},renderDirectionalLightShadow:function(){var e=new Ir,t=new Ct,r=new Ft,i=new Ct,n=new Ct,a=new Ct,o=new Ct;return function(s,l,u,h,c,d,f){var p=this._getDepthMaterial(h),m={getMaterial:function(e){return e.shadowDepthMaterial||p},isMaterialChanged:qo,getUniform:jo,ifRender:function(e){return e.castShadow},sortCompare:lt.opaqueSortCompare};if(!l.viewBoundingBoxLastFrame.isFinite()){var g=l.getBoundingBox();l.viewBoundingBoxLastFrame.copy(g).applyTransform(u.viewMatrix)}var _=Math.min(-l.viewBoundingBoxLastFrame.min.z,u.far),v=Math.max(-l.viewBoundingBoxLastFrame.max.z,u.near),y=this._getDirectionalLightCamera(h,l,u),x=a.array;o.copy(y.projectionMatrix),qe.invert(n.array,y.worldTransform.array),qe.multiply(n.array,n.array,u.worldTransform.array),qe.multiply(x,o.array,n.array);for(var T=[],b=u instanceof $r,w=(u.near+u.far)/(u.near-u.far),E=2*u.near*u.far/(u.near-u.far),S=0;S<=h.shadowCascade;S++){var A=v*Math.pow(_/v,S/h.shadowCascade),M=v+(_-v)*S/h.shadowCascade,L=A*h.cascadeSplitLogFactor+M*(1-h.cascadeSplitLogFactor);T.push(L),c.push(-(-L*w+E)/-L)}var C=this._getTexture(h,h.shadowCascade);f.push(C);var D=s.viewport,N=s.gl;this._frameBuffer.attach(C),this._frameBuffer.bind(s),N.clear(N.COLOR_BUFFER_BIT|N.DEPTH_BUFFER_BIT);for(S=0;Sd?s>f?p[n>0?"px":"nx"]=!0:p[o>0?"pz":"nz"]=!0:d>f?p[a>0?"py":"ny"]=!0:p[o>0?"pz":"nz"]=!0}for(r=0;r0){var t=this.outputs[e];t.keepLastFrame?(this._prevOutputTextures[e]&&this._compositor.releaseTexture(this._prevOutputTextures[e]),this._prevOutputTextures[e]=this._outputTextures[e]):this._compositor.releaseTexture(this._outputTextures[e])}}}),Qo=Ko,Jo=T.extend((function(){return{nodes:[]}}),{dirty:function(){this._dirty=!0},addNode:function(e){this.nodes.indexOf(e)>=0||(this.nodes.push(e),this._dirty=!0)},removeNode:function(e){"string"===typeof e&&(e=this.getNodeByName(e));var t=this.nodes.indexOf(e);t>=0&&(this.nodes.splice(t,1),this._dirty=!0)},getNodeByName:function(e){for(var t=0;t=r.COLOR_ATTACHMENT0&&l<=r.COLOR_ATTACHMENT0+8&&h.push(l);u.drawBuffersEXT(h)}e.saveClear(),e.clearBit=A.DEPTH_BUFFER_BIT|A.COLOR_BUFFER_BIT,t=e.render(this.scene,this.camera,!this.autoUpdateScene,this.preZ),e.restoreClear(),i.unbind(e)}else t=e.render(this.scene,this.camera,!this.autoUpdateScene,this.preZ);this.trigger("afterrender",t),this._rendering=!1,this._rendered=!0}}),is=rs,ns=Qo.extend((function(){return{texture:null,outputs:{color:{}}}}),(function(){}),{getOutput:function(e,t){return this.texture},beforeFrame:function(){},afterFrame:function(){}}),as=ns,os=Qo.extend((function(){return{name:"",inputs:{},outputs:null,shader:"",inputLinks:{},outputLinks:{},pass:null,_prevOutputTextures:{},_outputTextures:{},_outputReferences:{},_rendering:!1,_rendered:!1,_compositor:null}}),(function(){var e=new mn({fragment:this.shader});this.pass=e}),{render:function(e,t){this.trigger("beforerender",e),this._rendering=!0;var r=e.gl;for(var i in this.inputLinks){var n=this.inputLinks[i],a=n.node.getOutput(e,n.pin);this.pass.setUniform(i,a)}if(this.outputs){this.pass.outputs={};var o={};for(var s in this.outputs){var l=this.updateParameter(s,e);isNaN(l.width)&&this.updateParameter(s,e);var u=this.outputs[s],h=this._compositor.allocateTexture(l);this._outputTextures[s]=h;var c=u.attachment||r.COLOR_ATTACHMENT0;"string"===typeof c&&(c=r[c]),o[c]=h}for(var c in this._compositor.getFrameBuffer().bind(e),o)this._compositor.getFrameBuffer().attach(o[c],c);this.pass.render(e),this._compositor.getFrameBuffer().updateMipmap(e)}else this.pass.outputs=null,this._compositor.getFrameBuffer().unbind(e),this.pass.render(e,t);for(var i in this.inputLinks){n=this.inputLinks[i];n.node.removeReference(n.pin)}this._rendering=!1,this._rendered=!0,this.trigger("afterrender",e)},updateParameter:function(e,t){var r,i,n=this.outputs[e],a=n.parameters,o=n._parametersCopy;if(o||(o=n._parametersCopy={}),a)for(var s in a)"width"!==s&&"height"!==s&&(o[s]=a[s]);return r="function"===typeof a.width?a.width.call(this,t):a.width,i="function"===typeof a.height?a.height.call(this,t):a.height,r=Math.ceil(r),i=Math.ceil(i),o.width===r&&o.height===i||this._outputTextures[e]&&this._outputTextures[e].dispose(t),o.width=r,o.height=i,o},setParameter:function(e,t){this.pass.setUniform(e,t)},getParameter:function(e){return this.pass.getUniform(e)},setParameters:function(e){for(var t in e)this.setParameter(t,e[t])},define:function(e,t){this.pass.material.define("fragment",e,t)},undefine:function(e){this.pass.material.undefine("fragment",e)},removeReference:function(e){if(this._outputReferences[e]--,0===this._outputReferences[e]){var t=this.outputs[e];t.keepLastFrame?(this._prevOutputTextures[e]&&this._compositor.releaseTexture(this._prevOutputTextures[e]),this._prevOutputTextures[e]=this._outputTextures[e]):this._compositor.releaseTexture(this._outputTextures[e])}},clear:function(){Qo.prototype.clear.call(this),this.pass.material.disableTexturesAll()}}),ss=os,ls="@export clay.compositor.coloradjust\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nuniform float brightness : 0.0;\nuniform float contrast : 1.0;\nuniform float exposure : 0.0;\nuniform float gamma : 1.0;\nuniform float saturation : 1.0;\nconst vec3 w = vec3(0.2125, 0.7154, 0.0721);\nvoid main()\n{\n vec4 tex = texture2D( texture, v_Texcoord);\n vec3 color = clamp(tex.rgb + vec3(brightness), 0.0, 1.0);\n color = clamp( (color-vec3(0.5))*contrast+vec3(0.5), 0.0, 1.0);\n color = clamp( color * pow(2.0, exposure), 0.0, 1.0);\n color = clamp( pow(color, vec3(gamma)), 0.0, 1.0);\n float luminance = dot( color, w );\n color = mix(vec3(luminance), color, saturation);\n gl_FragColor = vec4(color, tex.a);\n}\n@end\n@export clay.compositor.brightness\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nuniform float brightness : 0.0;\nvoid main()\n{\n vec4 tex = texture2D( texture, v_Texcoord);\n vec3 color = tex.rgb + vec3(brightness);\n gl_FragColor = vec4(color, tex.a);\n}\n@end\n@export clay.compositor.contrast\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nuniform float contrast : 1.0;\nvoid main()\n{\n vec4 tex = texture2D( texture, v_Texcoord);\n vec3 color = (tex.rgb-vec3(0.5))*contrast+vec3(0.5);\n gl_FragColor = vec4(color, tex.a);\n}\n@end\n@export clay.compositor.exposure\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nuniform float exposure : 0.0;\nvoid main()\n{\n vec4 tex = texture2D(texture, v_Texcoord);\n vec3 color = tex.rgb * pow(2.0, exposure);\n gl_FragColor = vec4(color, tex.a);\n}\n@end\n@export clay.compositor.gamma\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nuniform float gamma : 1.0;\nvoid main()\n{\n vec4 tex = texture2D(texture, v_Texcoord);\n vec3 color = pow(tex.rgb, vec3(gamma));\n gl_FragColor = vec4(color, tex.a);\n}\n@end\n@export clay.compositor.saturation\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nuniform float saturation : 1.0;\nconst vec3 w = vec3(0.2125, 0.7154, 0.0721);\nvoid main()\n{\n vec4 tex = texture2D(texture, v_Texcoord);\n vec3 color = tex.rgb;\n float luminance = dot(color, w);\n color = mix(vec3(luminance), color, saturation);\n gl_FragColor = vec4(color, tex.a);\n}\n@end",us="@export clay.compositor.kernel.gaussian_9\nfloat gaussianKernel[9];\ngaussianKernel[0] = 0.07;\ngaussianKernel[1] = 0.09;\ngaussianKernel[2] = 0.12;\ngaussianKernel[3] = 0.14;\ngaussianKernel[4] = 0.16;\ngaussianKernel[5] = 0.14;\ngaussianKernel[6] = 0.12;\ngaussianKernel[7] = 0.09;\ngaussianKernel[8] = 0.07;\n@end\n@export clay.compositor.kernel.gaussian_13\nfloat gaussianKernel[13];\ngaussianKernel[0] = 0.02;\ngaussianKernel[1] = 0.03;\ngaussianKernel[2] = 0.06;\ngaussianKernel[3] = 0.08;\ngaussianKernel[4] = 0.11;\ngaussianKernel[5] = 0.13;\ngaussianKernel[6] = 0.14;\ngaussianKernel[7] = 0.13;\ngaussianKernel[8] = 0.11;\ngaussianKernel[9] = 0.08;\ngaussianKernel[10] = 0.06;\ngaussianKernel[11] = 0.03;\ngaussianKernel[12] = 0.02;\n@end\n@export clay.compositor.gaussian_blur\n#define SHADER_NAME gaussian_blur\nuniform sampler2D texture;varying vec2 v_Texcoord;\nuniform float blurSize : 2.0;\nuniform vec2 textureSize : [512.0, 512.0];\nuniform float blurDir : 0.0;\n@import clay.util.rgbm\n@import clay.util.clamp_sample\nvoid main (void)\n{\n @import clay.compositor.kernel.gaussian_9\n vec2 off = blurSize / textureSize;\n off *= vec2(1.0 - blurDir, blurDir);\n vec4 sum = vec4(0.0);\n float weightAll = 0.0;\n for (int i = 0; i < 9; i++) {\n float w = gaussianKernel[i];\n vec4 texel = decodeHDR(clampSample(texture, v_Texcoord + float(i - 4) * off));\n sum += texel * w;\n weightAll += w;\n }\n gl_FragColor = encodeHDR(sum / max(weightAll, 0.01));\n}\n@end\n",hs="@export clay.compositor.hdr.log_lum\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nconst vec3 w = vec3(0.2125, 0.7154, 0.0721);\n@import clay.util.rgbm\nvoid main()\n{\n vec4 tex = decodeHDR(texture2D(texture, v_Texcoord));\n float luminance = dot(tex.rgb, w);\n luminance = log(luminance + 0.001);\n gl_FragColor = encodeHDR(vec4(vec3(luminance), 1.0));\n}\n@end\n@export clay.compositor.hdr.lum_adaption\nvarying vec2 v_Texcoord;\nuniform sampler2D adaptedLum;\nuniform sampler2D currentLum;\nuniform float frameTime : 0.02;\n@import clay.util.rgbm\nvoid main()\n{\n float fAdaptedLum = decodeHDR(texture2D(adaptedLum, vec2(0.5, 0.5))).r;\n float fCurrentLum = exp(encodeHDR(texture2D(currentLum, vec2(0.5, 0.5))).r);\n fAdaptedLum += (fCurrentLum - fAdaptedLum) * (1.0 - pow(0.98, 30.0 * frameTime));\n gl_FragColor = encodeHDR(vec4(vec3(fAdaptedLum), 1.0));\n}\n@end\n@export clay.compositor.lum\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nconst vec3 w = vec3(0.2125, 0.7154, 0.0721);\nvoid main()\n{\n vec4 tex = texture2D( texture, v_Texcoord );\n float luminance = dot(tex.rgb, w);\n gl_FragColor = vec4(vec3(luminance), 1.0);\n}\n@end",cs="\n@export clay.compositor.lut\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nuniform sampler2D lookup;\nvoid main()\n{\n vec4 tex = texture2D(texture, v_Texcoord);\n float blueColor = tex.b * 63.0;\n vec2 quad1;\n quad1.y = floor(floor(blueColor) / 8.0);\n quad1.x = floor(blueColor) - (quad1.y * 8.0);\n vec2 quad2;\n quad2.y = floor(ceil(blueColor) / 8.0);\n quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n vec2 texPos1;\n texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * tex.r);\n texPos1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * tex.g);\n vec2 texPos2;\n texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * tex.r);\n texPos2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * tex.g);\n vec4 newColor1 = texture2D(lookup, texPos1);\n vec4 newColor2 = texture2D(lookup, texPos2);\n vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n gl_FragColor = vec4(newColor.rgb, tex.w);\n}\n@end",ds="@export clay.compositor.vignette\n#define OUTPUT_ALPHA\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\nuniform float darkness: 1;\nuniform float offset: 1;\n@import clay.util.rgbm\nvoid main()\n{\n vec4 texel = decodeHDR(texture2D(texture, v_Texcoord));\n gl_FragColor.rgb = texel.rgb;\n vec2 uv = (v_Texcoord - vec2(0.5)) * vec2(offset);\n gl_FragColor = encodeHDR(vec4(mix(texel.rgb, vec3(1.0 - darkness), dot(uv, uv)), texel.a));\n}\n@end",fs="@export clay.compositor.output\n#define OUTPUT_ALPHA\nvarying vec2 v_Texcoord;\nuniform sampler2D texture;\n@import clay.util.rgbm\nvoid main()\n{\n vec4 tex = decodeHDR(texture2D(texture, v_Texcoord));\n gl_FragColor.rgb = tex.rgb;\n#ifdef OUTPUT_ALPHA\n gl_FragColor.a = tex.a;\n#else\n gl_FragColor.a = 1.0;\n#endif\n gl_FragColor = encodeHDR(gl_FragColor);\n#ifdef PREMULTIPLY_ALPHA\n gl_FragColor.rgb *= gl_FragColor.a;\n#endif\n}\n@end",ps="@export clay.compositor.bright\nuniform sampler2D texture;\nuniform float threshold : 1;\nuniform float scale : 1.0;\nuniform vec2 textureSize: [512, 512];\nvarying vec2 v_Texcoord;\nconst vec3 lumWeight = vec3(0.2125, 0.7154, 0.0721);\n@import clay.util.rgbm\nvec4 median(vec4 a, vec4 b, vec4 c)\n{\n return a + b + c - min(min(a, b), c) - max(max(a, b), c);\n}\nvoid main()\n{\n vec4 texel = decodeHDR(texture2D(texture, v_Texcoord));\n#ifdef ANTI_FLICKER\n vec3 d = 1.0 / textureSize.xyx * vec3(1.0, 1.0, 0.0);\n vec4 s1 = decodeHDR(texture2D(texture, v_Texcoord - d.xz));\n vec4 s2 = decodeHDR(texture2D(texture, v_Texcoord + d.xz));\n vec4 s3 = decodeHDR(texture2D(texture, v_Texcoord - d.zy));\n vec4 s4 = decodeHDR(texture2D(texture, v_Texcoord + d.zy));\n texel = median(median(texel, s1, s2), s3, s4);\n#endif\n float lum = dot(texel.rgb , lumWeight);\n vec4 color;\n if (lum > threshold && texel.a > 0.0)\n {\n color = vec4(texel.rgb * scale, texel.a * scale);\n }\n else\n {\n color = vec4(0.0);\n }\n gl_FragColor = encodeHDR(color);\n}\n@end\n",ms="@export clay.compositor.downsample\nuniform sampler2D texture;\nuniform vec2 textureSize : [512, 512];\nvarying vec2 v_Texcoord;\n@import clay.util.rgbm\nfloat brightness(vec3 c)\n{\n return max(max(c.r, c.g), c.b);\n}\n@import clay.util.clamp_sample\nvoid main()\n{\n vec4 d = vec4(-1.0, -1.0, 1.0, 1.0) / textureSize.xyxy;\n#ifdef ANTI_FLICKER\n vec3 s1 = decodeHDR(clampSample(texture, v_Texcoord + d.xy)).rgb;\n vec3 s2 = decodeHDR(clampSample(texture, v_Texcoord + d.zy)).rgb;\n vec3 s3 = decodeHDR(clampSample(texture, v_Texcoord + d.xw)).rgb;\n vec3 s4 = decodeHDR(clampSample(texture, v_Texcoord + d.zw)).rgb;\n float s1w = 1.0 / (brightness(s1) + 1.0);\n float s2w = 1.0 / (brightness(s2) + 1.0);\n float s3w = 1.0 / (brightness(s3) + 1.0);\n float s4w = 1.0 / (brightness(s4) + 1.0);\n float oneDivideSum = 1.0 / (s1w + s2w + s3w + s4w);\n vec4 color = vec4(\n (s1 * s1w + s2 * s2w + s3 * s3w + s4 * s4w) * oneDivideSum,\n 1.0\n );\n#else\n vec4 color = decodeHDR(clampSample(texture, v_Texcoord + d.xy));\n color += decodeHDR(clampSample(texture, v_Texcoord + d.zy));\n color += decodeHDR(clampSample(texture, v_Texcoord + d.xw));\n color += decodeHDR(clampSample(texture, v_Texcoord + d.zw));\n color *= 0.25;\n#endif\n gl_FragColor = encodeHDR(color);\n}\n@end",gs="\n@export clay.compositor.upsample\n#define HIGH_QUALITY\nuniform sampler2D texture;\nuniform vec2 textureSize : [512, 512];\nuniform float sampleScale: 0.5;\nvarying vec2 v_Texcoord;\n@import clay.util.rgbm\n@import clay.util.clamp_sample\nvoid main()\n{\n#ifdef HIGH_QUALITY\n vec4 d = vec4(1.0, 1.0, -1.0, 0.0) / textureSize.xyxy * sampleScale;\n vec4 s;\n s = decodeHDR(clampSample(texture, v_Texcoord - d.xy));\n s += decodeHDR(clampSample(texture, v_Texcoord - d.wy)) * 2.0;\n s += decodeHDR(clampSample(texture, v_Texcoord - d.zy));\n s += decodeHDR(clampSample(texture, v_Texcoord + d.zw)) * 2.0;\n s += decodeHDR(clampSample(texture, v_Texcoord )) * 4.0;\n s += decodeHDR(clampSample(texture, v_Texcoord + d.xw)) * 2.0;\n s += decodeHDR(clampSample(texture, v_Texcoord + d.zy));\n s += decodeHDR(clampSample(texture, v_Texcoord + d.wy)) * 2.0;\n s += decodeHDR(clampSample(texture, v_Texcoord + d.xy));\n gl_FragColor = encodeHDR(s / 16.0);\n#else\n vec4 d = vec4(-1.0, -1.0, +1.0, +1.0) / textureSize.xyxy;\n vec4 s;\n s = decodeHDR(clampSample(texture, v_Texcoord + d.xy));\n s += decodeHDR(clampSample(texture, v_Texcoord + d.zy));\n s += decodeHDR(clampSample(texture, v_Texcoord + d.xw));\n s += decodeHDR(clampSample(texture, v_Texcoord + d.zw));\n gl_FragColor = encodeHDR(s / 4.0);\n#endif\n}\n@end",_s="@export clay.compositor.hdr.composite\n#define TONEMAPPING\nuniform sampler2D texture;\n#ifdef BLOOM_ENABLED\nuniform sampler2D bloom;\n#endif\n#ifdef LENSFLARE_ENABLED\nuniform sampler2D lensflare;\nuniform sampler2D lensdirt;\n#endif\n#ifdef LUM_ENABLED\nuniform sampler2D lum;\n#endif\n#ifdef LUT_ENABLED\nuniform sampler2D lut;\n#endif\n#ifdef COLOR_CORRECTION\nuniform float brightness : 0.0;\nuniform float contrast : 1.0;\nuniform float saturation : 1.0;\n#endif\n#ifdef VIGNETTE\nuniform float vignetteDarkness: 1.0;\nuniform float vignetteOffset: 1.0;\n#endif\nuniform float exposure : 1.0;\nuniform float bloomIntensity : 0.25;\nuniform float lensflareIntensity : 1;\nvarying vec2 v_Texcoord;\n@import clay.util.srgb\nvec3 ACESToneMapping(vec3 color)\n{\n const float A = 2.51;\n const float B = 0.03;\n const float C = 2.43;\n const float D = 0.59;\n const float E = 0.14;\n return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nfloat eyeAdaption(float fLum)\n{\n return mix(0.2, fLum, 0.5);\n}\n#ifdef LUT_ENABLED\nvec3 lutTransform(vec3 color) {\n float blueColor = color.b * 63.0;\n vec2 quad1;\n quad1.y = floor(floor(blueColor) / 8.0);\n quad1.x = floor(blueColor) - (quad1.y * 8.0);\n vec2 quad2;\n quad2.y = floor(ceil(blueColor) / 8.0);\n quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n vec2 texPos1;\n texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * color.r);\n texPos1.y = (quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * color.g);\n vec2 texPos2;\n texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * color.r);\n texPos2.y = (quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * color.g);\n vec4 newColor1 = texture2D(lut, texPos1);\n vec4 newColor2 = texture2D(lut, texPos2);\n vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n return newColor.rgb;\n}\n#endif\n@import clay.util.rgbm\nvoid main()\n{\n vec4 texel = vec4(0.0);\n vec4 originalTexel = vec4(0.0);\n#ifdef TEXTURE_ENABLED\n texel = decodeHDR(texture2D(texture, v_Texcoord));\n originalTexel = texel;\n#endif\n#ifdef BLOOM_ENABLED\n vec4 bloomTexel = decodeHDR(texture2D(bloom, v_Texcoord));\n texel.rgb += bloomTexel.rgb * bloomIntensity;\n texel.a += bloomTexel.a * bloomIntensity;\n#endif\n#ifdef LENSFLARE_ENABLED\n texel += decodeHDR(texture2D(lensflare, v_Texcoord)) * texture2D(lensdirt, v_Texcoord) * lensflareIntensity;\n#endif\n texel.a = min(texel.a, 1.0);\n#ifdef LUM_ENABLED\n float fLum = texture2D(lum, vec2(0.5, 0.5)).r;\n float adaptedLumDest = 3.0 / (max(0.1, 1.0 + 10.0*eyeAdaption(fLum)));\n float exposureBias = adaptedLumDest * exposure;\n#else\n float exposureBias = exposure;\n#endif\n#ifdef TONEMAPPING\n texel.rgb *= exposureBias;\n texel.rgb = ACESToneMapping(texel.rgb);\n#endif\n texel = linearTosRGB(texel);\n#ifdef LUT_ENABLED\n texel.rgb = lutTransform(clamp(texel.rgb,vec3(0.0),vec3(1.0)));\n#endif\n#ifdef COLOR_CORRECTION\n texel.rgb = clamp(texel.rgb + vec3(brightness), 0.0, 1.0);\n texel.rgb = clamp((texel.rgb - vec3(0.5))*contrast+vec3(0.5), 0.0, 1.0);\n float lum = dot(texel.rgb, vec3(0.2125, 0.7154, 0.0721));\n texel.rgb = mix(vec3(lum), texel.rgb, saturation);\n#endif\n#ifdef VIGNETTE\n vec2 uv = (v_Texcoord - vec2(0.5)) * vec2(vignetteOffset);\n texel.rgb = mix(texel.rgb, vec3(1.0 - vignetteDarkness), dot(uv, uv));\n#endif\n gl_FragColor = encodeHDR(texel);\n#ifdef DEBUG\n #if DEBUG == 1\n gl_FragColor = encodeHDR(decodeHDR(texture2D(texture, v_Texcoord)));\n #elif DEBUG == 2\n gl_FragColor = encodeHDR(decodeHDR(texture2D(bloom, v_Texcoord)) * bloomIntensity);\n #elif DEBUG == 3\n gl_FragColor = encodeHDR(decodeHDR(texture2D(lensflare, v_Texcoord) * lensflareIntensity));\n #endif\n#endif\n if (originalTexel.a <= 0.01 && gl_FragColor.a > 1e-5) {\n gl_FragColor.a = dot(gl_FragColor.rgb, vec3(0.2125, 0.7154, 0.0721));\n }\n#ifdef PREMULTIPLY_ALPHA\n gl_FragColor.rgb *= gl_FragColor.a;\n#endif\n}\n@end",vs="@export clay.compositor.lensflare\n#define SAMPLE_NUMBER 8\nuniform sampler2D texture;\nuniform sampler2D lenscolor;\nuniform vec2 textureSize : [512, 512];\nuniform float dispersal : 0.3;\nuniform float haloWidth : 0.4;\nuniform float distortion : 1.0;\nvarying vec2 v_Texcoord;\n@import clay.util.rgbm\nvec4 textureDistorted(\n in vec2 texcoord,\n in vec2 direction,\n in vec3 distortion\n) {\n return vec4(\n decodeHDR(texture2D(texture, texcoord + direction * distortion.r)).r,\n decodeHDR(texture2D(texture, texcoord + direction * distortion.g)).g,\n decodeHDR(texture2D(texture, texcoord + direction * distortion.b)).b,\n 1.0\n );\n}\nvoid main()\n{\n vec2 texcoord = -v_Texcoord + vec2(1.0); vec2 textureOffset = 1.0 / textureSize;\n vec2 ghostVec = (vec2(0.5) - texcoord) * dispersal;\n vec2 haloVec = normalize(ghostVec) * haloWidth;\n vec3 distortion = vec3(-textureOffset.x * distortion, 0.0, textureOffset.x * distortion);\n vec4 result = vec4(0.0);\n for (int i = 0; i < SAMPLE_NUMBER; i++)\n {\n vec2 offset = fract(texcoord + ghostVec * float(i));\n float weight = length(vec2(0.5) - offset) / length(vec2(0.5));\n weight = pow(1.0 - weight, 10.0);\n result += textureDistorted(offset, normalize(ghostVec), distortion) * weight;\n }\n result *= texture2D(lenscolor, vec2(length(vec2(0.5) - texcoord)) / length(vec2(0.5)));\n float weight = length(vec2(0.5) - fract(texcoord + haloVec)) / length(vec2(0.5));\n weight = pow(1.0 - weight, 10.0);\n vec2 offset = fract(texcoord + haloVec);\n result += textureDistorted(offset, normalize(ghostVec), distortion) * weight;\n gl_FragColor = result;\n}\n@end",ys="@export clay.compositor.blend\n#define SHADER_NAME blend\n#ifdef TEXTURE1_ENABLED\nuniform sampler2D texture1;\nuniform float weight1 : 1.0;\n#endif\n#ifdef TEXTURE2_ENABLED\nuniform sampler2D texture2;\nuniform float weight2 : 1.0;\n#endif\n#ifdef TEXTURE3_ENABLED\nuniform sampler2D texture3;\nuniform float weight3 : 1.0;\n#endif\n#ifdef TEXTURE4_ENABLED\nuniform sampler2D texture4;\nuniform float weight4 : 1.0;\n#endif\n#ifdef TEXTURE5_ENABLED\nuniform sampler2D texture5;\nuniform float weight5 : 1.0;\n#endif\n#ifdef TEXTURE6_ENABLED\nuniform sampler2D texture6;\nuniform float weight6 : 1.0;\n#endif\nvarying vec2 v_Texcoord;\n@import clay.util.rgbm\nvoid main()\n{\n vec4 tex = vec4(0.0);\n#ifdef TEXTURE1_ENABLED\n tex += decodeHDR(texture2D(texture1, v_Texcoord)) * weight1;\n#endif\n#ifdef TEXTURE2_ENABLED\n tex += decodeHDR(texture2D(texture2, v_Texcoord)) * weight2;\n#endif\n#ifdef TEXTURE3_ENABLED\n tex += decodeHDR(texture2D(texture3, v_Texcoord)) * weight3;\n#endif\n#ifdef TEXTURE4_ENABLED\n tex += decodeHDR(texture2D(texture4, v_Texcoord)) * weight4;\n#endif\n#ifdef TEXTURE5_ENABLED\n tex += decodeHDR(texture2D(texture5, v_Texcoord)) * weight5;\n#endif\n#ifdef TEXTURE6_ENABLED\n tex += decodeHDR(texture2D(texture6, v_Texcoord)) * weight6;\n#endif\n gl_FragColor = encodeHDR(tex);\n}\n@end",xs="@export clay.compositor.fxaa\nuniform sampler2D texture;\nuniform vec4 viewport : VIEWPORT;\nvarying vec2 v_Texcoord;\n#define FXAA_REDUCE_MIN (1.0/128.0)\n#define FXAA_REDUCE_MUL (1.0/8.0)\n#define FXAA_SPAN_MAX 8.0\n@import clay.util.rgbm\nvoid main()\n{\n vec2 resolution = 1.0 / viewport.zw;\n vec3 rgbNW = decodeHDR( texture2D( texture, ( gl_FragCoord.xy + vec2( -1.0, -1.0 ) ) * resolution ) ).xyz;\n vec3 rgbNE = decodeHDR( texture2D( texture, ( gl_FragCoord.xy + vec2( 1.0, -1.0 ) ) * resolution ) ).xyz;\n vec3 rgbSW = decodeHDR( texture2D( texture, ( gl_FragCoord.xy + vec2( -1.0, 1.0 ) ) * resolution ) ).xyz;\n vec3 rgbSE = decodeHDR( texture2D( texture, ( gl_FragCoord.xy + vec2( 1.0, 1.0 ) ) * resolution ) ).xyz;\n vec4 rgbaM = decodeHDR( texture2D( texture, gl_FragCoord.xy * resolution ) );\n vec3 rgbM = rgbaM.xyz;\n float opacity = rgbaM.w;\n vec3 luma = vec3( 0.299, 0.587, 0.114 );\n float lumaNW = dot( rgbNW, luma );\n float lumaNE = dot( rgbNE, luma );\n float lumaSW = dot( rgbSW, luma );\n float lumaSE = dot( rgbSE, luma );\n float lumaM = dot( rgbM, luma );\n float lumaMin = min( lumaM, min( min( lumaNW, lumaNE ), min( lumaSW, lumaSE ) ) );\n float lumaMax = max( lumaM, max( max( lumaNW, lumaNE) , max( lumaSW, lumaSE ) ) );\n vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n float dirReduce = max( ( lumaNW + lumaNE + lumaSW + lumaSE ) * ( 0.25 * FXAA_REDUCE_MUL ), FXAA_REDUCE_MIN );\n float rcpDirMin = 1.0 / ( min( abs( dir.x ), abs( dir.y ) ) + dirReduce );\n dir = min( vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max( vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * resolution;\n vec3 rgbA = decodeHDR( texture2D( texture, gl_FragCoord.xy * resolution + dir * ( 1.0 / 3.0 - 0.5 ) ) ).xyz;\n rgbA += decodeHDR( texture2D( texture, gl_FragCoord.xy * resolution + dir * ( 2.0 / 3.0 - 0.5 ) ) ).xyz;\n rgbA *= 0.5;\n vec3 rgbB = decodeHDR( texture2D( texture, gl_FragCoord.xy * resolution + dir * -0.5 ) ).xyz;\n rgbB += decodeHDR( texture2D( texture, gl_FragCoord.xy * resolution + dir * 0.5 ) ).xyz;\n rgbB *= 0.25;\n rgbB += rgbA * 0.5;\n float lumaB = dot( rgbB, luma );\n if ( ( lumaB < lumaMin ) || ( lumaB > lumaMax ) )\n {\n gl_FragColor = vec4( rgbA, opacity );\n }\n else {\n gl_FragColor = vec4( rgbB, opacity );\n }\n}\n@end";function Ts(e){e["import"](ls),e["import"](us),e["import"](hs),e["import"](cs),e["import"](ds),e["import"](fs),e["import"](ps),e["import"](ms),e["import"](gs),e["import"](_s),e["import"](vs),e["import"](ys),e["import"](xs)}Ts(We);var bs=/^#source\((.*?)\)/;function ws(e,t){var r=new ts;t=t||{};var i={textures:{},parameters:{}},n=function(n,a){for(var o=0;o0)r+=i*(n%t),n=Math.floor(n/t),i/=t;return r}var Is=Os,Bs="@export ecgl.ssao.estimate\n\nuniform sampler2D depthTex;\n\nuniform sampler2D normalTex;\n\nuniform sampler2D noiseTex;\n\nuniform vec2 depthTexSize;\n\nuniform vec2 noiseTexSize;\n\nuniform mat4 projection;\n\nuniform mat4 projectionInv;\n\nuniform mat4 viewInverseTranspose;\n\nuniform vec3 kernel[KERNEL_SIZE];\n\nuniform float radius : 1;\n\nuniform float power : 1;\n\nuniform float bias: 1e-2;\n\nuniform float intensity: 1.0;\n\nvarying vec2 v_Texcoord;\n\nfloat ssaoEstimator(in vec3 originPos, in mat3 kernelBasis) {\n float occlusion = 0.0;\n\n for (int i = 0; i < KERNEL_SIZE; i++) {\n vec3 samplePos = kernel[i];\n#ifdef NORMALTEX_ENABLED\n samplePos = kernelBasis * samplePos;\n#endif\n samplePos = samplePos * radius + originPos;\n\n vec4 texCoord = projection * vec4(samplePos, 1.0);\n texCoord.xy /= texCoord.w;\n\n vec4 depthTexel = texture2D(depthTex, texCoord.xy * 0.5 + 0.5);\n\n float sampleDepth = depthTexel.r * 2.0 - 1.0;\n if (projection[3][3] == 0.0) {\n sampleDepth = projection[3][2] / (sampleDepth * projection[2][3] - projection[2][2]);\n }\n else {\n sampleDepth = (sampleDepth - projection[3][2]) / projection[2][2];\n }\n \n float rangeCheck = smoothstep(0.0, 1.0, radius / abs(originPos.z - sampleDepth));\n occlusion += rangeCheck * step(samplePos.z, sampleDepth - bias);\n }\n#ifdef NORMALTEX_ENABLED\n occlusion = 1.0 - occlusion / float(KERNEL_SIZE);\n#else\n occlusion = 1.0 - clamp((occlusion / float(KERNEL_SIZE) - 0.6) * 2.5, 0.0, 1.0);\n#endif\n return pow(occlusion, power);\n}\n\nvoid main()\n{\n\n vec4 depthTexel = texture2D(depthTex, v_Texcoord);\n\n#ifdef NORMALTEX_ENABLED\n vec4 tex = texture2D(normalTex, v_Texcoord);\n if (dot(tex.rgb, tex.rgb) == 0.0) {\n gl_FragColor = vec4(1.0);\n return;\n }\n vec3 N = tex.rgb * 2.0 - 1.0;\n N = (viewInverseTranspose * vec4(N, 0.0)).xyz;\n\n vec2 noiseTexCoord = depthTexSize / vec2(noiseTexSize) * v_Texcoord;\n vec3 rvec = texture2D(noiseTex, noiseTexCoord).rgb * 2.0 - 1.0;\n vec3 T = normalize(rvec - N * dot(rvec, N));\n vec3 BT = normalize(cross(N, T));\n mat3 kernelBasis = mat3(T, BT, N);\n#else\n if (depthTexel.r > 0.99999) {\n gl_FragColor = vec4(1.0);\n return;\n }\n mat3 kernelBasis;\n#endif\n\n float z = depthTexel.r * 2.0 - 1.0;\n\n vec4 projectedPos = vec4(v_Texcoord * 2.0 - 1.0, z, 1.0);\n vec4 p4 = projectionInv * projectedPos;\n\n vec3 position = p4.xyz / p4.w;\n\n float ao = ssaoEstimator(position, kernelBasis);\n ao = clamp(1.0 - (1.0 - ao) * intensity, 0.0, 1.0);\n gl_FragColor = vec4(vec3(ao), 1.0);\n}\n\n@end\n\n\n@export ecgl.ssao.blur\n#define SHADER_NAME SSAO_BLUR\n\nuniform sampler2D ssaoTexture;\n\n#ifdef NORMALTEX_ENABLED\nuniform sampler2D normalTex;\n#endif\n\nvarying vec2 v_Texcoord;\n\nuniform vec2 textureSize;\nuniform float blurSize : 1.0;\n\nuniform int direction: 0.0;\n\n#ifdef DEPTHTEX_ENABLED\nuniform sampler2D depthTex;\nuniform mat4 projection;\nuniform float depthRange : 0.5;\n\nfloat getLinearDepth(vec2 coord)\n{\n float depth = texture2D(depthTex, coord).r * 2.0 - 1.0;\n return projection[3][2] / (depth * projection[2][3] - projection[2][2]);\n}\n#endif\n\nvoid main()\n{\n float kernel[5];\n kernel[0] = 0.122581;\n kernel[1] = 0.233062;\n kernel[2] = 0.288713;\n kernel[3] = 0.233062;\n kernel[4] = 0.122581;\n\n vec2 off = vec2(0.0);\n if (direction == 0) {\n off[0] = blurSize / textureSize.x;\n }\n else {\n off[1] = blurSize / textureSize.y;\n }\n\n vec2 coord = v_Texcoord;\n\n float sum = 0.0;\n float weightAll = 0.0;\n\n#ifdef NORMALTEX_ENABLED\n vec3 centerNormal = texture2D(normalTex, v_Texcoord).rgb * 2.0 - 1.0;\n#endif\n#if defined(DEPTHTEX_ENABLED)\n float centerDepth = getLinearDepth(v_Texcoord);\n#endif\n\n for (int i = 0; i < 5; i++) {\n vec2 coord = clamp(v_Texcoord + vec2(float(i) - 2.0) * off, vec2(0.0), vec2(1.0));\n\n float w = kernel[i];\n#ifdef NORMALTEX_ENABLED\n vec3 normal = texture2D(normalTex, coord).rgb * 2.0 - 1.0;\n w *= clamp(dot(normal, centerNormal), 0.0, 1.0);\n#endif\n#ifdef DEPTHTEX_ENABLED\n float d = getLinearDepth(coord);\n w *= (1.0 - smoothstep(abs(centerDepth - d) / depthRange, 0.0, 1.0));\n#endif\n\n weightAll += w;\n sum += texture2D(ssaoTexture, coord).r * w;\n }\n\n gl_FragColor = vec4(vec3(sum / weightAll), 1.0);\n}\n\n@end\n";function Fs(e){for(var t=new Uint8Array(e*e*4),r=0,i=new gt,n=0;n 0.999 ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0);\n vec3 tangentX = normalize(cross(N, upVector));\n vec3 tangentZ = cross(N, tangentX);\n return normalize(tangentX * H.x + N * H.y + tangentZ * H.z);\n}\nvec3 importanceSampleNormalGGX(float i, float roughness, vec3 N) {\n float p = fract((i + sampleOffset) / float(TOTAL_SAMPLES));\n vec3 H = texture2D(normalDistribution,vec2(roughness, p)).rgb;\n return transformNormal(H, N);\n}\nfloat G_Smith(float g, float ndv, float ndl) {\n float roughness = 1.0 - g;\n float k = roughness * roughness / 2.0;\n float G1V = ndv / (ndv * (1.0 - k) + k);\n float G1L = ndl / (ndl * (1.0 - k) + k);\n return G1L * G1V;\n}\nvec3 F_Schlick(float ndv, vec3 spec) {\n return spec + (1.0 - spec) * pow(1.0 - ndv, 5.0);\n}\n#endif\n\nfloat fetchDepth(sampler2D depthTexture, vec2 uv)\n{\n vec4 depthTexel = texture2D(depthTexture, uv);\n return depthTexel.r * 2.0 - 1.0;\n}\n\nfloat linearDepth(float depth)\n{\n if (projection[3][3] == 0.0) {\n return projection[3][2] / (depth * projection[2][3] - projection[2][2]);\n }\n else {\n return (depth - projection[3][2]) / projection[2][2];\n }\n}\n\nbool rayIntersectDepth(float rayZNear, float rayZFar, vec2 hitPixel)\n{\n if (rayZFar > rayZNear)\n {\n float t = rayZFar; rayZFar = rayZNear; rayZNear = t;\n }\n float cameraZ = linearDepth(fetchDepth(gBufferTexture2, hitPixel));\n return rayZFar <= cameraZ && rayZNear >= cameraZ - zThicknessThreshold;\n}\n\n\nbool traceScreenSpaceRay(\n vec3 rayOrigin, vec3 rayDir, float jitter,\n out vec2 hitPixel, out vec3 hitPoint, out float iterationCount\n)\n{\n float rayLength = ((rayOrigin.z + rayDir.z * maxRayDistance) > -nearZ)\n ? (-nearZ - rayOrigin.z) / rayDir.z : maxRayDistance;\n\n vec3 rayEnd = rayOrigin + rayDir * rayLength;\n\n vec4 H0 = projection * vec4(rayOrigin, 1.0);\n vec4 H1 = projection * vec4(rayEnd, 1.0);\n\n float k0 = 1.0 / H0.w, k1 = 1.0 / H1.w;\n\n vec3 Q0 = rayOrigin * k0, Q1 = rayEnd * k1;\n\n vec2 P0 = (H0.xy * k0 * 0.5 + 0.5) * viewportSize;\n vec2 P1 = (H1.xy * k1 * 0.5 + 0.5) * viewportSize;\n\n P1 += dot(P1 - P0, P1 - P0) < 0.0001 ? 0.01 : 0.0;\n vec2 delta = P1 - P0;\n\n bool permute = false;\n if (abs(delta.x) < abs(delta.y)) {\n permute = true;\n delta = delta.yx;\n P0 = P0.yx;\n P1 = P1.yx;\n }\n float stepDir = sign(delta.x);\n float invdx = stepDir / delta.x;\n\n vec3 dQ = (Q1 - Q0) * invdx;\n float dk = (k1 - k0) * invdx;\n\n vec2 dP = vec2(stepDir, delta.y * invdx);\n\n float strideScaler = 1.0 - min(1.0, -rayOrigin.z / pixelStrideZCutoff);\n float pixStride = 1.0 + strideScaler * pixelStride;\n\n dP *= pixStride; dQ *= pixStride; dk *= pixStride;\n\n vec4 pqk = vec4(P0, Q0.z, k0);\n vec4 dPQK = vec4(dP, dQ.z, dk);\n\n pqk += dPQK * jitter;\n float rayZFar = (dPQK.z * 0.5 + pqk.z) / (dPQK.w * 0.5 + pqk.w);\n float rayZNear;\n\n bool intersect = false;\n\n vec2 texelSize = 1.0 / viewportSize;\n\n iterationCount = 0.0;\n\n for (int i = 0; i < MAX_ITERATION; i++)\n {\n pqk += dPQK;\n\n rayZNear = rayZFar;\n rayZFar = (dPQK.z * 0.5 + pqk.z) / (dPQK.w * 0.5 + pqk.w);\n\n hitPixel = permute ? pqk.yx : pqk.xy;\n hitPixel *= texelSize;\n\n intersect = rayIntersectDepth(rayZNear, rayZFar, hitPixel);\n\n iterationCount += 1.0;\n\n dPQK *= 1.2;\n\n if (intersect) {\n break;\n }\n }\n\n Q0.xy += dQ.xy * iterationCount;\n Q0.z = pqk.z;\n hitPoint = Q0 / pqk.w;\n\n return intersect;\n}\n\nfloat calculateAlpha(\n float iterationCount, float reflectivity,\n vec2 hitPixel, vec3 hitPoint, float dist, vec3 rayDir\n)\n{\n float alpha = clamp(reflectivity, 0.0, 1.0);\n alpha *= 1.0 - (iterationCount / float(MAX_ITERATION));\n vec2 hitPixelNDC = hitPixel * 2.0 - 1.0;\n float maxDimension = min(1.0, max(abs(hitPixelNDC.x), abs(hitPixelNDC.y)));\n alpha *= 1.0 - max(0.0, maxDimension - screenEdgeFadeStart) / (1.0 - screenEdgeFadeStart);\n\n float _eyeFadeStart = eyeFadeStart;\n float _eyeFadeEnd = eyeFadeEnd;\n if (_eyeFadeStart > _eyeFadeEnd) {\n float tmp = _eyeFadeEnd;\n _eyeFadeEnd = _eyeFadeStart;\n _eyeFadeStart = tmp;\n }\n\n float eyeDir = clamp(rayDir.z, _eyeFadeStart, _eyeFadeEnd);\n alpha *= 1.0 - (eyeDir - _eyeFadeStart) / (_eyeFadeEnd - _eyeFadeStart);\n\n alpha *= 1.0 - clamp(dist / maxRayDistance, 0.0, 1.0);\n\n return alpha;\n}\n\n@import clay.util.rand\n\n@import clay.util.rgbm\n\nvoid main()\n{\n vec4 normalAndGloss = texture2D(gBufferTexture1, v_Texcoord);\n\n if (dot(normalAndGloss.rgb, vec3(1.0)) == 0.0) {\n discard;\n }\n\n float g = normalAndGloss.a;\n#if !defined(PHYSICALLY_CORRECT)\n if (g <= minGlossiness) {\n discard;\n }\n#endif\n\n float reflectivity = (g - minGlossiness) / (1.0 - minGlossiness);\n\n vec3 N = normalize(normalAndGloss.rgb * 2.0 - 1.0);\n N = normalize((toViewSpace * vec4(N, 0.0)).xyz);\n\n vec4 projectedPos = vec4(v_Texcoord * 2.0 - 1.0, fetchDepth(gBufferTexture2, v_Texcoord), 1.0);\n vec4 pos = projectionInv * projectedPos;\n vec3 rayOrigin = pos.xyz / pos.w;\n vec3 V = -normalize(rayOrigin);\n\n float ndv = clamp(dot(N, V), 0.0, 1.0);\n float iterationCount;\n float jitter = rand(fract(v_Texcoord + jitterOffset));\n\n#ifdef PHYSICALLY_CORRECT\n vec4 color = vec4(vec3(0.0), 1.0);\n vec4 albedoMetalness = texture2D(gBufferTexture3, v_Texcoord);\n vec3 albedo = albedoMetalness.rgb;\n float m = albedoMetalness.a;\n vec3 diffuseColor = albedo * (1.0 - m);\n vec3 spec = mix(vec3(0.04), albedo, m);\n\n float jitter2 = rand(fract(v_Texcoord)) * float(TOTAL_SAMPLES);\n\n for (int i = 0; i < SAMPLE_PER_FRAME; i++) {\n vec3 H = importanceSampleNormalGGX(float(i) + jitter2, 1.0 - g, N);\n vec3 rayDir = normalize(reflect(-V, H));\n#else\n vec3 rayDir = normalize(reflect(-V, N));\n#endif\n vec2 hitPixel;\n vec3 hitPoint;\n\n bool intersect = traceScreenSpaceRay(rayOrigin, rayDir, jitter, hitPixel, hitPoint, iterationCount);\n\n float dist = distance(rayOrigin, hitPoint);\n\n vec3 hitNormal = texture2D(gBufferTexture1, hitPixel).rgb * 2.0 - 1.0;\n hitNormal = normalize((toViewSpace * vec4(hitNormal, 0.0)).xyz);\n#ifdef PHYSICALLY_CORRECT\n float ndl = clamp(dot(N, rayDir), 0.0, 1.0);\n float vdh = clamp(dot(V, H), 0.0, 1.0);\n float ndh = clamp(dot(N, H), 0.0, 1.0);\n vec3 litTexel = vec3(0.0);\n if (dot(hitNormal, rayDir) < 0.0 && intersect) {\n litTexel = texture2D(sourceTexture, hitPixel).rgb;\n litTexel *= pow(clamp(1.0 - dist / 200.0, 0.0, 1.0), 3.0);\n\n }\n else {\n #ifdef SPECULARCUBEMAP_ENABLED\n vec3 rayDirW = normalize(toWorldSpace * vec4(rayDir, 0.0)).rgb;\n litTexel = RGBMDecode(textureCubeLodEXT(specularCubemap, rayDirW, 0.0), 8.12).rgb * specularIntensity;\n#endif\n }\n color.rgb += ndl * litTexel * (\n F_Schlick(ndl, spec) * G_Smith(g, ndv, ndl) * vdh / (ndh * ndv + 0.001)\n );\n }\n color.rgb /= float(SAMPLE_PER_FRAME);\n#else\n #if !defined(SPECULARCUBEMAP_ENABLED)\n if (dot(hitNormal, rayDir) >= 0.0) {\n discard;\n }\n if (!intersect) {\n discard;\n }\n#endif\n float alpha = clamp(calculateAlpha(iterationCount, reflectivity, hitPixel, hitPoint, dist, rayDir), 0.0, 1.0);\n vec4 color = texture2D(sourceTexture, hitPixel);\n color.rgb *= alpha;\n\n#ifdef SPECULARCUBEMAP_ENABLED\n vec3 rayDirW = normalize(toWorldSpace * vec4(rayDir, 0.0)).rgb;\n alpha = alpha * (intersect ? 1.0 : 0.0);\n float bias = (1.0 -g) * 5.0;\n color.rgb += (1.0 - alpha)\n * RGBMDecode(textureCubeLodEXT(specularCubemap, rayDirW, bias), 8.12).rgb\n * specularIntensity;\n#endif\n\n#endif\n\n gl_FragColor = encodeHDR(color);\n}\n@end\n\n@export ecgl.ssr.blur\n\nuniform sampler2D texture;\nuniform sampler2D gBufferTexture1;\nuniform sampler2D gBufferTexture2;\nuniform mat4 projection;\nuniform float depthRange : 0.05;\n\nvarying vec2 v_Texcoord;\n\nuniform vec2 textureSize;\nuniform float blurSize : 1.0;\n\n#ifdef BLEND\n #ifdef SSAOTEX_ENABLED\nuniform sampler2D ssaoTex;\n #endif\nuniform sampler2D sourceTexture;\n#endif\n\nfloat getLinearDepth(vec2 coord)\n{\n float depth = texture2D(gBufferTexture2, coord).r * 2.0 - 1.0;\n return projection[3][2] / (depth * projection[2][3] - projection[2][2]);\n}\n\n@import clay.util.rgbm\n\n\nvoid main()\n{\n @import clay.compositor.kernel.gaussian_9\n\n vec4 centerNTexel = texture2D(gBufferTexture1, v_Texcoord);\n float g = centerNTexel.a;\n float maxBlurSize = clamp(1.0 - g, 0.0, 1.0) * blurSize;\n#ifdef VERTICAL\n vec2 off = vec2(0.0, maxBlurSize / textureSize.y);\n#else\n vec2 off = vec2(maxBlurSize / textureSize.x, 0.0);\n#endif\n\n vec2 coord = v_Texcoord;\n\n vec4 sum = vec4(0.0);\n float weightAll = 0.0;\n\n vec3 cN = centerNTexel.rgb * 2.0 - 1.0;\n float cD = getLinearDepth(v_Texcoord);\n for (int i = 0; i < 9; i++) {\n vec2 coord = clamp((float(i) - 4.0) * off + v_Texcoord, vec2(0.0), vec2(1.0));\n float w = gaussianKernel[i]\n * clamp(dot(cN, texture2D(gBufferTexture1, coord).rgb * 2.0 - 1.0), 0.0, 1.0);\n float d = getLinearDepth(coord);\n w *= (1.0 - smoothstep(abs(cD - d) / depthRange, 0.0, 1.0));\n\n weightAll += w;\n sum += decodeHDR(texture2D(texture, coord)) * w;\n }\n\n#ifdef BLEND\n float aoFactor = 1.0;\n #ifdef SSAOTEX_ENABLED\n aoFactor = texture2D(ssaoTex, v_Texcoord).r;\n #endif\n gl_FragColor = encodeHDR(\n sum / weightAll * aoFactor + decodeHDR(texture2D(sourceTexture, v_Texcoord))\n );\n#else\n gl_FragColor = encodeHDR(sum / weightAll);\n#endif\n}\n\n@end";function ks(e){e=e||{},this._ssrPass=new mn({fragment:We.source("ecgl.ssr.main"),clearColor:[0,0,0,0]}),this._blurPass1=new mn({fragment:We.source("ecgl.ssr.blur"),clearColor:[0,0,0,0]}),this._blurPass2=new mn({fragment:We.source("ecgl.ssr.blur"),clearColor:[0,0,0,0]}),this._blendPass=new mn({fragment:We.source("clay.compositor.blend")}),this._blendPass.material.disableTexturesAll(),this._blendPass.material.enableTexture(["texture1","texture2"]),this._ssrPass.setUniform("gBufferTexture1",e.normalTexture),this._ssrPass.setUniform("gBufferTexture2",e.depthTexture),this._blurPass1.setUniform("gBufferTexture1",e.normalTexture),this._blurPass1.setUniform("gBufferTexture2",e.depthTexture),this._blurPass2.setUniform("gBufferTexture1",e.normalTexture),this._blurPass2.setUniform("gBufferTexture2",e.depthTexture),this._blurPass2.material.define("fragment","VERTICAL"),this._blurPass2.material.define("fragment","BLEND"),this._ssrTexture=new nr({type:Yt.HALF_FLOAT}),this._texture2=new nr({type:Yt.HALF_FLOAT}),this._texture3=new nr({type:Yt.HALF_FLOAT}),this._prevTexture=new nr({type:Yt.HALF_FLOAT}),this._currentTexture=new nr({type:Yt.HALF_FLOAT}),this._frameBuffer=new ci({depthBuffer:!1}),this._normalDistribution=null,this._totalSamples=256,this._samplePerFrame=4,this._ssrPass.material.define("fragment","SAMPLE_PER_FRAME",this._samplePerFrame),this._ssrPass.material.define("fragment","TOTAL_SAMPLES",this._totalSamples),this._downScale=1}We.import(Vs),ks.prototype.setAmbientCubemap=function(e,t){this._ssrPass.material.set("specularCubemap",e),this._ssrPass.material.set("specularIntensity",t);var r=e&&t;this._ssrPass.material[r?"enableTexture":"disableTexture"]("specularCubemap")},ks.prototype.update=function(e,t,r,i){var n=e.getWidth(),a=e.getHeight(),o=this._ssrTexture,s=this._texture2,l=this._texture3;o.width=this._prevTexture.width=this._currentTexture.width=n/this._downScale,o.height=this._prevTexture.height=this._currentTexture.height=a/this._downScale,s.width=l.width=n,s.height=l.height=a;var u=this._frameBuffer,h=this._ssrPass,c=this._blurPass1,d=this._blurPass2,f=this._blendPass,p=new Ct,m=new Ct;Ct.transpose(p,t.worldTransform),Ct.transpose(m,t.viewMatrix),h.setUniform("sourceTexture",r),h.setUniform("projection",t.projectionMatrix.array),h.setUniform("projectionInv",t.invProjectionMatrix.array),h.setUniform("toViewSpace",p.array),h.setUniform("toWorldSpace",m.array),h.setUniform("nearZ",t.near);var g=i/this._totalSamples*this._samplePerFrame;if(h.setUniform("jitterOffset",g),h.setUniform("sampleOffset",i*this._samplePerFrame),c.setUniform("textureSize",[o.width,o.height]),d.setUniform("textureSize",[n,a]),d.setUniform("sourceTexture",r),c.setUniform("projection",t.projectionMatrix.array),d.setUniform("projection",t.projectionMatrix.array),u.attach(o),u.bind(e),h.render(e),this._physicallyCorrect&&(u.attach(this._currentTexture),f.setUniform("texture1",this._prevTexture),f.setUniform("texture2",o),f.material.set({weight1:i>=1?.95:0,weight2:i>=1?.05:1}),f.render(e)),u.attach(s),c.setUniform("texture",this._physicallyCorrect?this._currentTexture:o),c.render(e),u.attach(l),d.setUniform("texture",s),d.render(e),u.unbind(e),this._physicallyCorrect){var _=this._prevTexture;this._prevTexture=this._currentTexture,this._currentTexture=_}},ks.prototype.getTargetTexture=function(){return this._texture3},ks.prototype.setParameter=function(e,t){"maxIteration"===e?this._ssrPass.material.define("fragment","MAX_ITERATION",t):this._ssrPass.setUniform(e,t)},ks.prototype.setPhysicallyCorrect=function(e){e?(this._normalDistribution||(this._normalDistribution=xn.generateNormalDistribution(64,this._totalSamples)),this._ssrPass.material.define("fragment","PHYSICALLY_CORRECT"),this._ssrPass.material.set("normalDistribution",this._normalDistribution),this._ssrPass.material.set("normalDistributionSize",[64,this._totalSamples])):this._ssrPass.material.undefine("fragment","PHYSICALLY_CORRECT"),this._physicallyCorrect=e},ks.prototype.setSSAOTexture=function(e){var t=this._blurPass2;e?(t.material.enableTexture("ssaoTex"),t.material.set("ssaoTex",e)):t.material.disableTexture("ssaoTex")},ks.prototype.isFinished=function(e){return!this._physicallyCorrect||e>this._totalSamples/this._samplePerFrame},ks.prototype.dispose=function(e){this._ssrTexture.dispose(e),this._texture2.dispose(e),this._texture3.dispose(e),this._prevTexture.dispose(e),this._currentTexture.dispose(e),this._frameBuffer.dispose(e)};var Ws=ks,Xs=[0,0,-.321585265978,-.154972575841,.458126042375,.188473391593,.842080129861,.527766490688,.147304551086,-.659453822776,-.331943915203,-.940619700594,.0479226680259,.54812163202,.701581552186,-.709825561388,-.295436780218,.940589268233,-.901489676764,.237713156085,.973570876096,-.109899459384,-.866792314779,-.451805525005,.330975007087,.800048655954,-.344275183665,.381779221166,-.386139432542,-.437418421534,-.576478634965,-.0148463392551,.385798197415,-.262426961053,-.666302061145,.682427250835,-.628010632582,-.732836215494,.10163141741,-.987658134403,.711995289051,-.320024291314,.0296005138058,.950296523438,.0130612307608,-.351024443122,-.879596633704,-.10478487883,.435712737232,.504254490347,.779203817497,.206477676721,.388264289969,-.896736162545,-.153106280781,-.629203242522,-.245517550697,.657969239148,.126830499058,.26862328493,-.634888119007,-.302301223431,.617074219636,.779817204925],js="@export ecgl.normal.vertex\n\n@import ecgl.common.transformUniforms\n\n@import ecgl.common.uv.header\n\n@import ecgl.common.attributes\n\nvarying vec3 v_Normal;\nvarying vec3 v_WorldPosition;\n\n@import ecgl.common.normalMap.vertexHeader\n\n@import ecgl.common.vertexAnimation.header\n\nvoid main()\n{\n\n @import ecgl.common.vertexAnimation.main\n\n @import ecgl.common.uv.main\n\n v_Normal = normalize((worldInverseTranspose * vec4(normal, 0.0)).xyz);\n v_WorldPosition = (world * vec4(pos, 1.0)).xyz;\n\n @import ecgl.common.normalMap.vertexMain\n\n gl_Position = worldViewProjection * vec4(pos, 1.0);\n\n}\n\n\n@end\n\n\n@export ecgl.normal.fragment\n\n#define ROUGHNESS_CHANEL 0\n\nuniform bool useBumpMap;\nuniform bool useRoughnessMap;\nuniform bool doubleSide;\nuniform float roughness;\n\n@import ecgl.common.uv.fragmentHeader\n\nvarying vec3 v_Normal;\nvarying vec3 v_WorldPosition;\n\nuniform mat4 viewInverse : VIEWINVERSE;\n\n@import ecgl.common.normalMap.fragmentHeader\n@import ecgl.common.bumpMap.header\n\nuniform sampler2D roughnessMap;\n\nvoid main()\n{\n vec3 N = v_Normal;\n \n bool flipNormal = false;\n if (doubleSide) {\n vec3 eyePos = viewInverse[3].xyz;\n vec3 V = normalize(eyePos - v_WorldPosition);\n\n if (dot(N, V) < 0.0) {\n flipNormal = true;\n }\n }\n\n @import ecgl.common.normalMap.fragmentMain\n\n if (useBumpMap) {\n N = bumpNormal(v_WorldPosition, v_Normal, N);\n }\n\n float g = 1.0 - roughness;\n\n if (useRoughnessMap) {\n float g2 = 1.0 - texture2D(roughnessMap, v_DetailTexcoord)[ROUGHNESS_CHANEL];\n g = clamp(g2 + (g - 0.5) * 2.0, 0.0, 1.0);\n }\n\n if (flipNormal) {\n N = -N;\n }\n\n gl_FragColor.rgb = (N.xyz + 1.0) * 0.5;\n gl_FragColor.a = g;\n}\n@end";function qs(e,t,r,i,n){var a=e.gl;t.setUniform(a,"1i",r,n),a.activeTexture(a.TEXTURE0+n),i.isRenderable()?i.bind(e):i.unbind(e)}function Zs(e,t,r,i,n){var a,o,s,l,u=e.gl;return function(n,h,c){if(!l||l.material!==n.material){var d=n.material,f=n.__program,p=d.get("roughness");null==p&&(p=1);var m=d.get("normalMap")||t,g=d.get("roughnessMap"),_=d.get("bumpMap"),v=d.get("uvRepeat"),y=d.get("uvOffset"),x=d.get("detailUvRepeat"),T=d.get("detailUvOffset"),b=!!_&&d.isTextureEnabled("bumpMap"),w=!!g&&d.isTextureEnabled("roughnessMap"),E=d.isDefined("fragment","DOUBLE_SIDED");_=_||r,g=g||i,c!==h?(h.set("normalMap",m),h.set("bumpMap",_),h.set("roughnessMap",g),h.set("useBumpMap",b),h.set("useRoughnessMap",w),h.set("doubleSide",E),null!=v&&h.set("uvRepeat",v),null!=y&&h.set("uvOffset",y),null!=x&&h.set("detailUvRepeat",x),null!=T&&h.set("detailUvOffset",T),h.set("roughness",p)):(f.setUniform(u,"1f","roughness",p),a!==m&&qs(e,f,"normalMap",m,0),o!==_&&_&&qs(e,f,"bumpMap",_,1),s!==g&&g&&qs(e,f,"roughnessMap",g,2),null!=v&&f.setUniform(u,"2f","uvRepeat",v),null!=y&&f.setUniform(u,"2f","uvOffset",y),null!=x&&f.setUniform(u,"2f","detailUvRepeat",x),null!=T&&f.setUniform(u,"2f","detailUvOffset",T),f.setUniform(u,"1i","useBumpMap",+b),f.setUniform(u,"1i","useRoughnessMap",+w),f.setUniform(u,"1i","doubleSide",+E)),a=m,o=_,s=g,l=n}}}function Ys(e){e=e||{},this._depthTex=new nr({format:Yt.DEPTH_COMPONENT,type:Yt.UNSIGNED_INT}),this._normalTex=new nr({type:Yt.HALF_FLOAT}),this._framebuffer=new ci,this._framebuffer.attach(this._normalTex),this._framebuffer.attach(this._depthTex,ci.DEPTH_ATTACHMENT),this._normalMaterial=new ee({shader:new We(We.source("ecgl.normal.vertex"),We.source("ecgl.normal.fragment"))}),this._normalMaterial.enableTexture(["normalMap","bumpMap","roughnessMap"]),this._defaultNormalMap=rn.createBlank("#000"),this._defaultBumpMap=rn.createBlank("#000"),this._defaultRoughessMap=rn.createBlank("#000"),this._debugPass=new mn({fragment:We.source("clay.compositor.output")}),this._debugPass.setUniform("texture",this._normalTex),this._debugPass.material.undefine("fragment","OUTPUT_ALPHA")}We.import(js),Ys.prototype.getDepthTexture=function(){return this._depthTex},Ys.prototype.getNormalTexture=function(){return this._normalTex},Ys.prototype.update=function(e,t,r){var i=e.getWidth(),n=e.getHeight(),a=this._depthTex,o=this._normalTex,s=this._normalMaterial;a.width=i,a.height=n,o.width=i,o.height=n;var l=t.getRenderList(r).opaque;this._framebuffer.bind(e),e.gl.clearColor(0,0,0,0),e.gl.clear(e.gl.COLOR_BUFFER_BIT|e.gl.DEPTH_BUFFER_BIT),e.gl.disable(e.gl.BLEND),e.renderPass(l,r,{getMaterial:function(){return s},ifRender:function(e){return e.renderNormal},beforeRender:Zs(e,this._defaultNormalMap,this._defaultBumpMap,this._defaultRoughessMap,this._normalMaterial),sort:e.opaqueSortCompare}),this._framebuffer.unbind(e)},Ys.prototype.renderDebug=function(e){this._debugPass.render(e)},Ys.prototype.dispose=function(e){this._depthTex.dispose(e),this._normalTex.dispose(e)};var Ks=Ys;function Qs(e){e=e||{},this._edgePass=new mn({fragment:We.source("ecgl.edge")}),this._edgePass.setUniform("normalTexture",e.normalTexture),this._edgePass.setUniform("depthTexture",e.depthTexture),this._targetTexture=new nr({type:Yt.HALF_FLOAT}),this._frameBuffer=new ci,this._frameBuffer.attach(this._targetTexture)}Qs.prototype.update=function(e,t,r,i){var n=e.getWidth(),a=e.getHeight(),o=this._targetTexture;o.width=n,o.height=a;var s=this._frameBuffer;s.bind(e),this._edgePass.setUniform("projectionInv",t.invProjectionMatrix.array),this._edgePass.setUniform("textureSize",[n,a]),this._edgePass.setUniform("texture",r),this._edgePass.render(e),s.unbind(e)},Qs.prototype.getTargetTexture=function(){return this._targetTexture},Qs.prototype.setParameter=function(e,t){this._edgePass.setUniform(e,t)},Qs.prototype.dispose=function(e){this._targetTexture.dispose(e),this._frameBuffer.dispose(e)};var Js=Qs,$s={type:"compositor",nodes:[{name:"source",type:"texture",outputs:{color:{}}},{name:"source_half",shader:"#source(clay.compositor.downsample)",inputs:{texture:"source"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 2)",height:"expr(height * 1.0 / 2)",type:"HALF_FLOAT"}}},parameters:{textureSize:"expr( [width * 1.0, height * 1.0] )"}},{name:"bright",shader:"#source(clay.compositor.bright)",inputs:{texture:"source_half"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 2)",height:"expr(height * 1.0 / 2)",type:"HALF_FLOAT"}}},parameters:{threshold:2,scale:4,textureSize:"expr([width * 1.0 / 2, height / 2])"}},{name:"bright_downsample_4",shader:"#source(clay.compositor.downsample)",inputs:{texture:"bright"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 4)",height:"expr(height * 1.0 / 4)",type:"HALF_FLOAT"}}},parameters:{textureSize:"expr( [width * 1.0 / 2, height / 2] )"}},{name:"bright_downsample_8",shader:"#source(clay.compositor.downsample)",inputs:{texture:"bright_downsample_4"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 8)",height:"expr(height * 1.0 / 8)",type:"HALF_FLOAT"}}},parameters:{textureSize:"expr( [width * 1.0 / 4, height / 4] )"}},{name:"bright_downsample_16",shader:"#source(clay.compositor.downsample)",inputs:{texture:"bright_downsample_8"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 16)",height:"expr(height * 1.0 / 16)",type:"HALF_FLOAT"}}},parameters:{textureSize:"expr( [width * 1.0 / 8, height / 8] )"}},{name:"bright_downsample_32",shader:"#source(clay.compositor.downsample)",inputs:{texture:"bright_downsample_16"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 32)",height:"expr(height * 1.0 / 32)",type:"HALF_FLOAT"}}},parameters:{textureSize:"expr( [width * 1.0 / 16, height / 16] )"}},{name:"bright_upsample_16_blur_h",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright_downsample_32"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 16)",height:"expr(height * 1.0 / 16)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:0,textureSize:"expr( [width * 1.0 / 32, height / 32] )"}},{name:"bright_upsample_16_blur_v",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright_upsample_16_blur_h"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 16)",height:"expr(height * 1.0 / 16)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:1,textureSize:"expr( [width * 1.0 / 16, height * 1.0 / 16] )"}},{name:"bright_upsample_8_blur_h",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright_downsample_16"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 8)",height:"expr(height * 1.0 / 8)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:0,textureSize:"expr( [width * 1.0 / 16, height * 1.0 / 16] )"}},{name:"bright_upsample_8_blur_v",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright_upsample_8_blur_h"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 8)",height:"expr(height * 1.0 / 8)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:1,textureSize:"expr( [width * 1.0 / 8, height * 1.0 / 8] )"}},{name:"bright_upsample_8_blend",shader:"#source(clay.compositor.blend)",inputs:{texture1:"bright_upsample_8_blur_v",texture2:"bright_upsample_16_blur_v"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 8)",height:"expr(height * 1.0 / 8)",type:"HALF_FLOAT"}}},parameters:{weight1:.3,weight2:.7}},{name:"bright_upsample_4_blur_h",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright_downsample_8"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 4)",height:"expr(height * 1.0 / 4)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:0,textureSize:"expr( [width * 1.0 / 8, height * 1.0 / 8] )"}},{name:"bright_upsample_4_blur_v",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright_upsample_4_blur_h"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 4)",height:"expr(height * 1.0 / 4)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:1,textureSize:"expr( [width * 1.0 / 4, height * 1.0 / 4] )"}},{name:"bright_upsample_4_blend",shader:"#source(clay.compositor.blend)",inputs:{texture1:"bright_upsample_4_blur_v",texture2:"bright_upsample_8_blend"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 4)",height:"expr(height * 1.0 / 4)",type:"HALF_FLOAT"}}},parameters:{weight1:.3,weight2:.7}},{name:"bright_upsample_2_blur_h",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright_downsample_4"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 2)",height:"expr(height * 1.0 / 2)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:0,textureSize:"expr( [width * 1.0 / 4, height * 1.0 / 4] )"}},{name:"bright_upsample_2_blur_v",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright_upsample_2_blur_h"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 2)",height:"expr(height * 1.0 / 2)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:1,textureSize:"expr( [width * 1.0 / 2, height * 1.0 / 2] )"}},{name:"bright_upsample_2_blend",shader:"#source(clay.compositor.blend)",inputs:{texture1:"bright_upsample_2_blur_v",texture2:"bright_upsample_4_blend"},outputs:{color:{parameters:{width:"expr(width * 1.0 / 2)",height:"expr(height * 1.0 / 2)",type:"HALF_FLOAT"}}},parameters:{weight1:.3,weight2:.7}},{name:"bright_upsample_full_blur_h",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright"},outputs:{color:{parameters:{width:"expr(width * 1.0)",height:"expr(height * 1.0)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:0,textureSize:"expr( [width * 1.0 / 2, height * 1.0 / 2] )"}},{name:"bright_upsample_full_blur_v",shader:"#source(clay.compositor.gaussian_blur)",inputs:{texture:"bright_upsample_full_blur_h"},outputs:{color:{parameters:{width:"expr(width * 1.0)",height:"expr(height * 1.0)",type:"HALF_FLOAT"}}},parameters:{blurSize:1,blurDir:1,textureSize:"expr( [width * 1.0, height * 1.0] )"}},{name:"bloom_composite",shader:"#source(clay.compositor.blend)",inputs:{texture1:"bright_upsample_full_blur_v",texture2:"bright_upsample_2_blend"},outputs:{color:{parameters:{width:"expr(width * 1.0)",height:"expr(height * 1.0)",type:"HALF_FLOAT"}}},parameters:{weight1:.3,weight2:.7}},{name:"coc",shader:"#source(ecgl.dof.coc)",outputs:{color:{parameters:{minFilter:"NEAREST",magFilter:"NEAREST",width:"expr(width * 1.0)",height:"expr(height * 1.0)"}}},parameters:{focalDist:50,focalRange:30}},{name:"dof_far_blur",shader:"#source(ecgl.dof.diskBlur)",inputs:{texture:"source",coc:"coc"},outputs:{color:{parameters:{width:"expr(width * 1.0)",height:"expr(height * 1.0)",type:"HALF_FLOAT"}}},parameters:{textureSize:"expr( [width * 1.0, height * 1.0] )"}},{name:"dof_near_blur",shader:"#source(ecgl.dof.diskBlur)",inputs:{texture:"source",coc:"coc"},outputs:{color:{parameters:{width:"expr(width * 1.0)",height:"expr(height * 1.0)",type:"HALF_FLOAT"}}},parameters:{textureSize:"expr( [width * 1.0, height * 1.0] )"},defines:{BLUR_NEARFIELD:null}},{name:"dof_coc_blur",shader:"#source(ecgl.dof.diskBlur)",inputs:{texture:"coc"},outputs:{color:{parameters:{minFilter:"NEAREST",magFilter:"NEAREST",width:"expr(width * 1.0)",height:"expr(height * 1.0)"}}},parameters:{textureSize:"expr( [width * 1.0, height * 1.0] )"},defines:{BLUR_COC:null}},{name:"dof_composite",shader:"#source(ecgl.dof.composite)",inputs:{original:"source",blurred:"dof_far_blur",nearfield:"dof_near_blur",coc:"coc",nearcoc:"dof_coc_blur"},outputs:{color:{parameters:{width:"expr(width * 1.0)",height:"expr(height * 1.0)",type:"HALF_FLOAT"}}}},{name:"composite",shader:"#source(clay.compositor.hdr.composite)",inputs:{texture:"source",bloom:"bloom_composite"},outputs:{color:{parameters:{width:"expr(width * 1.0)",height:"expr(height * 1.0)"}}},defines:{}},{name:"FXAA",shader:"#source(clay.compositor.fxaa)",inputs:{texture:"composite"}}]},el="@export ecgl.dof.coc\n\nuniform sampler2D depth;\n\nuniform float zNear: 0.1;\nuniform float zFar: 2000;\n\nuniform float focalDistance: 3;\nuniform float focalRange: 1;\nuniform float focalLength: 30;\nuniform float fstop: 2.8;\n\nvarying vec2 v_Texcoord;\n\n@import clay.util.encode_float\n\nvoid main()\n{\n float z = texture2D(depth, v_Texcoord).r * 2.0 - 1.0;\n\n float dist = 2.0 * zNear * zFar / (zFar + zNear - z * (zFar - zNear));\n\n float aperture = focalLength / fstop;\n\n float coc;\n\n float uppper = focalDistance + focalRange;\n float lower = focalDistance - focalRange;\n if (dist <= uppper && dist >= lower) {\n coc = 0.5;\n }\n else {\n float focalAdjusted = dist > uppper ? uppper : lower;\n\n coc = abs(aperture * (focalLength * (dist - focalAdjusted)) / (dist * (focalAdjusted - focalLength)));\n coc = clamp(coc, 0.0, 2.0) / 2.00001;\n\n if (dist < lower) {\n coc = -coc;\n }\n coc = coc * 0.5 + 0.5;\n }\n\n gl_FragColor = encodeFloat(coc);\n}\n@end\n\n\n@export ecgl.dof.composite\n\n#define DEBUG 0\n\nuniform sampler2D original;\nuniform sampler2D blurred;\nuniform sampler2D nearfield;\nuniform sampler2D coc;\nuniform sampler2D nearcoc;\nvarying vec2 v_Texcoord;\n\n@import clay.util.rgbm\n@import clay.util.float\n\nvoid main()\n{\n vec4 blurredColor = texture2D(blurred, v_Texcoord);\n vec4 originalColor = texture2D(original, v_Texcoord);\n\n float fCoc = decodeFloat(texture2D(coc, v_Texcoord));\n\n fCoc = abs(fCoc * 2.0 - 1.0);\n\n float weight = smoothstep(0.0, 1.0, fCoc);\n \n#ifdef NEARFIELD_ENABLED\n vec4 nearfieldColor = texture2D(nearfield, v_Texcoord);\n float fNearCoc = decodeFloat(texture2D(nearcoc, v_Texcoord));\n fNearCoc = abs(fNearCoc * 2.0 - 1.0);\n\n gl_FragColor = encodeHDR(\n mix(\n nearfieldColor, mix(originalColor, blurredColor, weight),\n pow(1.0 - fNearCoc, 4.0)\n )\n );\n#else\n gl_FragColor = encodeHDR(mix(originalColor, blurredColor, weight));\n#endif\n\n}\n\n@end\n\n\n\n@export ecgl.dof.diskBlur\n\n#define POISSON_KERNEL_SIZE 16;\n\nuniform sampler2D texture;\nuniform sampler2D coc;\nvarying vec2 v_Texcoord;\n\nuniform float blurRadius : 10.0;\nuniform vec2 textureSize : [512.0, 512.0];\n\nuniform vec2 poissonKernel[POISSON_KERNEL_SIZE];\n\nuniform float percent;\n\nfloat nrand(const in vec2 n) {\n return fract(sin(dot(n.xy ,vec2(12.9898,78.233))) * 43758.5453);\n}\n\n@import clay.util.rgbm\n@import clay.util.float\n\n\nvoid main()\n{\n vec2 offset = blurRadius / textureSize;\n\n float rnd = 6.28318 * nrand(v_Texcoord + 0.07 * percent );\n float cosa = cos(rnd);\n float sina = sin(rnd);\n vec4 basis = vec4(cosa, -sina, sina, cosa);\n\n#if !defined(BLUR_NEARFIELD) && !defined(BLUR_COC)\n offset *= abs(decodeFloat(texture2D(coc, v_Texcoord)) * 2.0 - 1.0);\n#endif\n\n#ifdef BLUR_COC\n float cocSum = 0.0;\n#else\n vec4 color = vec4(0.0);\n#endif\n\n\n float weightSum = 0.0;\n\n for (int i = 0; i < POISSON_KERNEL_SIZE; i++) {\n vec2 ofs = poissonKernel[i];\n\n ofs = vec2(dot(ofs, basis.xy), dot(ofs, basis.zw));\n\n vec2 uv = v_Texcoord + ofs * offset;\n vec4 texel = texture2D(texture, uv);\n\n float w = 1.0;\n#ifdef BLUR_COC\n float fCoc = decodeFloat(texel) * 2.0 - 1.0;\n cocSum += clamp(fCoc, -1.0, 0.0) * w;\n#else\n texel = texel;\n #if !defined(BLUR_NEARFIELD)\n float fCoc = decodeFloat(texture2D(coc, uv)) * 2.0 - 1.0;\n w *= abs(fCoc);\n #endif\n texel.rgb *= texel.a;\n color += texel * w;\n#endif\n\n weightSum += w;\n }\n\n#ifdef BLUR_COC\n gl_FragColor = encodeFloat(clamp(cocSum / weightSum, -1.0, 0.0) * 0.5 + 0.5);\n#else\n color /= weightSum;\n color.rgb /= (color.a + 0.0001);\n gl_FragColor = color;\n#endif\n}\n\n@end",tl="@export ecgl.edge\n\nuniform sampler2D texture;\n\nuniform sampler2D normalTexture;\nuniform sampler2D depthTexture;\n\nuniform mat4 projectionInv;\n\nuniform vec2 textureSize;\n\nuniform vec4 edgeColor: [0,0,0,0.8];\n\nvarying vec2 v_Texcoord;\n\nvec3 packColor(vec2 coord) {\n float z = texture2D(depthTexture, coord).r * 2.0 - 1.0;\n vec4 p = vec4(v_Texcoord * 2.0 - 1.0, z, 1.0);\n vec4 p4 = projectionInv * p;\n\n return vec3(\n texture2D(normalTexture, coord).rg,\n -p4.z / p4.w / 5.0\n );\n}\n\nvoid main() {\n vec2 cc = v_Texcoord;\n vec3 center = packColor(cc);\n\n float size = clamp(1.0 - (center.z - 10.0) / 100.0, 0.0, 1.0) * 0.5;\n float dx = size / textureSize.x;\n float dy = size / textureSize.y;\n\n vec2 coord;\n vec3 topLeft = packColor(cc+vec2(-dx, -dy));\n vec3 top = packColor(cc+vec2(0.0, -dy));\n vec3 topRight = packColor(cc+vec2(dx, -dy));\n vec3 left = packColor(cc+vec2(-dx, 0.0));\n vec3 right = packColor(cc+vec2(dx, 0.0));\n vec3 bottomLeft = packColor(cc+vec2(-dx, dy));\n vec3 bottom = packColor(cc+vec2(0.0, dy));\n vec3 bottomRight = packColor(cc+vec2(dx, dy));\n\n vec3 v = -topLeft-2.0*top-topRight+bottomLeft+2.0*bottom+bottomRight;\n vec3 h = -bottomLeft-2.0*left-topLeft+bottomRight+2.0*right+topRight;\n\n float edge = sqrt(dot(h, h) + dot(v, v));\n\n edge = smoothstep(0.8, 1.0, edge);\n\n gl_FragColor = mix(texture2D(texture, v_Texcoord), vec4(edgeColor.rgb, 1.0), edgeColor.a * edge);\n}\n@end";function rl(e,t){return{color:{parameters:{width:e,height:t}}}}We["import"](us),We["import"](cs),We["import"](fs),We["import"](ps),We["import"](ms),We["import"](gs),We["import"](_s),We["import"](ys),We["import"](xs),We["import"](el),We["import"](tl);var il=["composite","FXAA"];function nl(){this._width,this._height,this._dpr,this._sourceTexture=new nr({type:Yt.HALF_FLOAT}),this._depthTexture=new nr({format:Yt.DEPTH_COMPONENT,type:Yt.UNSIGNED_INT}),this._framebuffer=new ci,this._framebuffer.attach(this._sourceTexture),this._framebuffer.attach(this._depthTexture,ci.DEPTH_ATTACHMENT),this._normalPass=new Ks,this._compositor=Ps($s);var e=this._compositor.getNodeByName("source");e.texture=this._sourceTexture;var t=this._compositor.getNodeByName("coc");this._sourceNode=e,this._cocNode=t,this._compositeNode=this._compositor.getNodeByName("composite"),this._fxaaNode=this._compositor.getNodeByName("FXAA"),this._dofBlurNodes=["dof_far_blur","dof_near_blur","dof_coc_blur"].map((function(e){return this._compositor.getNodeByName(e)}),this),this._dofBlurKernel=0,this._dofBlurKernelSize=new Float32Array(0),this._finalNodesChain=il.map((function(e){return this._compositor.getNodeByName(e)}),this);var r={normalTexture:this._normalPass.getNormalTexture(),depthTexture:this._normalPass.getDepthTexture()};this._ssaoPass=new Hs(r),this._ssrPass=new Ws(r),this._edgePass=new Js(r)}nl.prototype.resize=function(e,t,r){r=r||1;e*=r,t*=r;var i=this._sourceTexture,n=this._depthTexture;i.width=e,i.height=t,n.width=e,n.height=t;var a={getWidth:function(){return e},getHeight:function(){return t},getDevicePixelRatio:function(){return r}};function o(e,t){if("function"===typeof e[t]){var r=e[t].__original||e[t];e[t]=function(e){return r.call(this,a)},e[t].__original=r}}this._compositor.nodes.forEach((function(e){for(var t in e.outputs){var r=e.outputs[t].parameters;r&&(o(r,"width"),o(r,"height"))}for(var i in e.parameters)o(e.parameters,i)})),this._width=e,this._height=t,this._dpr=r},nl.prototype.getWidth=function(){return this._width},nl.prototype.getHeight=function(){return this._height},nl.prototype._ifRenderNormalPass=function(){return this._enableSSAO||this._enableEdge||this._enableSSR},nl.prototype._getPrevNode=function(e){var t=il.indexOf(e.name)-1,r=this._finalNodesChain[t];while(r&&!this._compositor.getNodeByName(r.name))t-=1,r=this._finalNodesChain[t];return r},nl.prototype._getNextNode=function(e){var t=il.indexOf(e.name)+1,r=this._finalNodesChain[t];while(r&&!this._compositor.getNodeByName(r.name))t+=1,r=this._finalNodesChain[t];return r},nl.prototype._addChainNode=function(e){var t=this._getPrevNode(e),r=this._getNextNode(e);t&&(e.inputs.texture=t.name,r?(e.outputs=rl(this.getWidth.bind(this),this.getHeight.bind(this)),r.inputs.texture=e.name):e.outputs=null,this._compositor.addNode(e))},nl.prototype._removeChainNode=function(e){var t=this._getPrevNode(e),r=this._getNextNode(e);t&&(r?(t.outputs=rl(this.getWidth.bind(this),this.getHeight.bind(this)),r.inputs.texture=t.name):t.outputs=null,this._compositor.removeNode(e))},nl.prototype.updateNormal=function(e,t,r,i){this._ifRenderNormalPass()&&this._normalPass.update(e,t,r)},nl.prototype.updateSSAO=function(e,t,r,i){this._ssaoPass.update(e,r,i)},nl.prototype.enableSSAO=function(){this._enableSSAO=!0},nl.prototype.disableSSAO=function(){this._enableSSAO=!1},nl.prototype.enableSSR=function(){this._enableSSR=!0},nl.prototype.disableSSR=function(){this._enableSSR=!1},nl.prototype.getSSAOTexture=function(){return this._ssaoPass.getTargetTexture()},nl.prototype.getSourceFrameBuffer=function(){return this._framebuffer},nl.prototype.getSourceTexture=function(){return this._sourceTexture},nl.prototype.disableFXAA=function(){this._removeChainNode(this._fxaaNode)},nl.prototype.enableFXAA=function(){this._addChainNode(this._fxaaNode)},nl.prototype.enableBloom=function(){this._compositeNode.inputs.bloom="bloom_composite",this._compositor.dirty()},nl.prototype.disableBloom=function(){this._compositeNode.inputs.bloom=null,this._compositor.dirty()},nl.prototype.enableDOF=function(){this._compositeNode.inputs.texture="dof_composite",this._compositor.dirty()},nl.prototype.disableDOF=function(){this._compositeNode.inputs.texture="source",this._compositor.dirty()},nl.prototype.enableColorCorrection=function(){this._compositeNode.define("COLOR_CORRECTION"),this._enableColorCorrection=!0},nl.prototype.disableColorCorrection=function(){this._compositeNode.undefine("COLOR_CORRECTION"),this._enableColorCorrection=!1},nl.prototype.enableEdge=function(){this._enableEdge=!0},nl.prototype.disableEdge=function(){this._enableEdge=!1},nl.prototype.setBloomIntensity=function(e){this._compositeNode.setParameter("bloomIntensity",e)},nl.prototype.setSSAOParameter=function(e,t){switch(e){case"quality":var r={low:6,medium:12,high:32,ultra:62}[t]||12;this._ssaoPass.setParameter("kernelSize",r);break;case"radius":this._ssaoPass.setParameter(e,t),this._ssaoPass.setParameter("bias",t/200);break;case"intensity":this._ssaoPass.setParameter(e,t);break;default:0}},nl.prototype.setDOFParameter=function(e,t){switch(e){case"focalDistance":case"focalRange":case"fstop":this._cocNode.setParameter(e,t);break;case"blurRadius":for(var r=0;r=this._haltonSequence.length},render:function(e,t,r){var i=this._blendPass;0===this._frame?(i.setUniform("weight1",0),i.setUniform("weight2",1)):(i.setUniform("weight1",.9),i.setUniform("weight2",.1)),i.setUniform("texture1",this._prevFrameTex),i.setUniform("texture2",t||this._sourceTex),this._blendFb.attach(this._outputTex),this._blendFb.bind(e),i.render(e),this._blendFb.unbind(e),r||(this._outputPass.setUniform("texture",this._outputTex),this._outputPass.render(e));var n=this._prevFrameTex;this._prevFrameTex=this._outputTex,this._outputTex=n,this._frame++},dispose:function(e){this._sourceFb.dispose(e),this._blendFb.dispose(e),this._prevFrameTex.dispose(e),this._outputTex.dispose(e),this._sourceTex.dispose(e),this._outputPass.dispose(e),this._blendPass.dispose(e)}};var sl=ol;function ll(e){e=e||"perspective",this.layer=null,this.scene=new Xr,this.rootNode=this.scene,this.viewport={x:0,y:0,width:0,height:0},this.setProjection(e),this._compositor=new al,this._temporalSS=new sl,this._shadowMapPass=new Yo;for(var t=[],r=0,i=0;i<30;i++){for(var n=[],a=0;a<6;a++)n.push(4*Is(r,2)-2),n.push(4*Is(r,3)-2),r++;t.push(n)}this._pcfKernels=t,this.scene.on("beforerender",(function(e,t,r){this.needsTemporalSS()&&this._temporalSS.jitterProjection(e,r)}),this)}ll.prototype.setProjection=function(e){var t=this.camera;t&&t.update(),"perspective"===e?this.camera instanceof $r||(this.camera=new $r,t&&this.camera.setLocalTransform(t.localTransform)):this.camera instanceof un||(this.camera=new un,t&&this.camera.setLocalTransform(t.localTransform)),this.camera.near=.1,this.camera.far=2e3},ll.prototype.setViewport=function(e,t,r,i,n){this.camera instanceof $r&&(this.camera.aspect=r/i),n=n||1,this.viewport.x=e,this.viewport.y=t,this.viewport.width=r,this.viewport.height=i,this.viewport.devicePixelRatio=n,this._compositor.resize(r*n,i*n),this._temporalSS.resize(r*n,i*n)},ll.prototype.containPoint=function(e,t){var r=this.viewport,i=this.layer.renderer.getHeight();return t=i-t,e>=r.x&&t>=r.y&&e<=r.x+r.width&&t<=r.y+r.height};var ul=new le;ll.prototype.castRay=function(e,t,r){var i=this.layer.renderer,n=i.viewport;return i.viewport=this.viewport,i.screenToNDC(e,t,ul),this.camera.castRay(ul,r),i.viewport=n,r},ll.prototype.prepareRender=function(){this.scene.update(),this.camera.update(),this.scene.updateLights();var e=this.scene.updateRenderList(this.camera);this._needsSortProgressively=!1;for(var t=0;t30},ll.prototype._doRender=function(e,t,r){var i=this.scene,n=this.camera;r=r||0,this._updateTransparent(e,i,n,r),t||(this._shadowMapPass.kernelPCF=this._pcfKernels[0],this._shadowMapPass.render(e,i,n,!0)),this._updateShadowPCFKernel(r);var a=e.clearColor;if(e.gl.clearColor(a[0],a[1],a[2],a[3]),this._enablePostEffect&&(this.needsTemporalSS()&&this._temporalSS.jitterProjection(e,n),this._compositor.updateNormal(e,i,n,this._temporalSS.getFrame())),this._updateSSAO(e,i,n,this._temporalSS.getFrame()),this._enablePostEffect){var o=this._compositor.getSourceFrameBuffer();o.bind(e),e.gl.clear(e.gl.DEPTH_BUFFER_BIT|e.gl.COLOR_BUFFER_BIT),e.render(i,n,!0,!0),o.unbind(e),this.needsTemporalSS()&&t?(this._compositor.composite(e,i,n,this._temporalSS.getSourceFrameBuffer(),this._temporalSS.getFrame()),e.setViewport(this.viewport),this._temporalSS.render(e)):(e.setViewport(this.viewport),this._compositor.composite(e,i,n,null,0))}else if(this.needsTemporalSS()&&t){o=this._temporalSS.getSourceFrameBuffer();o.bind(e),e.saveClear(),e.clearBit=e.gl.DEPTH_BUFFER_BIT|e.gl.COLOR_BUFFER_BIT,e.render(i,n,!0,!0),e.restoreClear(),o.unbind(e),e.setViewport(this.viewport),this._temporalSS.render(e)}else e.setViewport(this.viewport),e.render(i,n,!0,!0)},ll.prototype._updateTransparent=function(e,t,r,i){for(var n=new gt,a=new Ct,o=r.getWorldPosition(),s=t.getRenderList(r).transparent,l=0;lthis.camera.far||e80*r){i=a=e[0],n=o=e[1];for(var p=r;pa&&(a=s),l>o&&(o=l);u=Math.max(a-i,o-n)}return Bl(d,f,r,i,n,u),f}function Ol(e,t,r,i,n){var a,o;if(n===su(e,t,r,i)>0)for(a=t;a=t;a-=i)o=nu(a,e[a],e[a+1],o);return o&&Jl(o,o.next)&&(au(o),o=o.next),o}function Il(e,t){if(!e)return e;t||(t=e);var r,i=e;do{if(r=!1,i.steiner||!Jl(i,i.next)&&0!==Ql(i.prev,i,i.next))i=i.next;else{if(au(i),i=t=i.prev,i===i.next)return null;r=!0}}while(r||i!==t);return t}function Bl(e,t,r,i,n,a,o){if(e){!o&&a&&Xl(e,i,n,a);var s,l,u=e;while(e.prev!==e.next)if(s=e.prev,l=e.next,a?Ul(e,i,n,a):Fl(e))t.push(s.i/r),t.push(e.i/r),t.push(l.i/r),au(e),e=l.next,u=l.next;else if(e=l,e===u){o?1===o?(e=zl(e,t,r),Bl(e,t,r,i,n,a,2)):2===o&&Gl(e,t,r,i,n,a):Bl(Il(e),t,r,i,n,a,1);break}}}function Fl(e){var t=e.prev,r=e,i=e.next;if(Ql(t,r,i)>=0)return!1;var n=e.next.next;while(n!==e.prev){if(Yl(t.x,t.y,r.x,r.y,i.x,i.y,n.x,n.y)&&Ql(n.prev,n,n.next)>=0)return!1;n=n.next}return!0}function Ul(e,t,r,i){var n=e.prev,a=e,o=e.next;if(Ql(n,a,o)>=0)return!1;var s=n.xa.x?n.x>o.x?n.x:o.x:a.x>o.x?a.x:o.x,h=n.y>a.y?n.y>o.y?n.y:o.y:a.y>o.y?a.y:o.y,c=ql(s,l,t,r,i),d=ql(u,h,t,r,i),f=e.nextZ;while(f&&f.z<=d){if(f!==e.prev&&f!==e.next&&Yl(n.x,n.y,a.x,a.y,o.x,o.y,f.x,f.y)&&Ql(f.prev,f,f.next)>=0)return!1;f=f.nextZ}f=e.prevZ;while(f&&f.z>=c){if(f!==e.prev&&f!==e.next&&Yl(n.x,n.y,a.x,a.y,o.x,o.y,f.x,f.y)&&Ql(f.prev,f,f.next)>=0)return!1;f=f.prevZ}return!0}function zl(e,t,r){var i=e;do{var n=i.prev,a=i.next.next;!Jl(n,a)&&$l(n,i,i.next,a)&&tu(n,a)&&tu(a,n)&&(t.push(n.i/r),t.push(i.i/r),t.push(a.i/r),au(i),au(i.next),i=e=a),i=i.next}while(i!==e);return i}function Gl(e,t,r,i,n,a){var o=e;do{var s=o.next.next;while(s!==o.prev){if(o.i!==s.i&&Kl(o,s)){var l=iu(o,s);return o=Il(o,o.next),l=Il(l,l.next),Bl(o,t,r,i,n,a),void Bl(l,t,r,i,n,a)}s=s.next}o=o.next}while(o!==e)}function Hl(e,t,r,i){var n,a,o,s,l,u=[];for(n=0,a=t.length;n=i.next.y&&i.next.y!==i.y){var s=i.x+(a-i.y)*(i.next.x-i.x)/(i.next.y-i.y);if(s<=n&&s>o){if(o=s,s===n){if(a===i.y)return i;if(a===i.next.y)return i.next}r=i.x=i.x&&i.x>=h&&n!==i.x&&Yl(ar.x)&&tu(i,e)&&(r=i,d=l)),i=i.next;return r}function Xl(e,t,r,i){var n=e;do{null===n.z&&(n.z=ql(n.x,n.y,t,r,i)),n.prevZ=n.prev,n.nextZ=n.next,n=n.next}while(n!==e);n.prevZ.nextZ=null,n.prevZ=null,jl(n)}function jl(e){var t,r,i,n,a,o,s,l,u=1;do{r=e,e=null,a=null,o=0;while(r){for(o++,i=r,s=0,t=0;t0||l>0&&i)0!==s&&(0===l||!i||r.z<=i.z)?(n=r,r=r.nextZ,s--):(n=i,i=i.nextZ,l--),a?a.nextZ=n:e=n,n.prevZ=a,a=n;r=i}a.nextZ=null,u*=2}while(o>1);return e}function ql(e,t,r,i,n){return e=32767*(e-r)/n,t=32767*(t-i)/n,e=16711935&(e|e<<8),e=252645135&(e|e<<4),e=858993459&(e|e<<2),e=1431655765&(e|e<<1),t=16711935&(t|t<<8),t=252645135&(t|t<<4),t=858993459&(t|t<<2),t=1431655765&(t|t<<1),e|t<<1}function Zl(e){var t=e,r=e;do{t.x=0&&(e-o)*(i-s)-(r-o)*(t-s)>=0&&(r-o)*(a-s)-(n-o)*(i-s)>=0}function Kl(e,t){return e.next.i!==t.i&&e.prev.i!==t.i&&!eu(e,t)&&tu(e,t)&&tu(t,e)&&ru(e,t)}function Ql(e,t,r){return(t.y-e.y)*(r.x-t.x)-(t.x-e.x)*(r.y-t.y)}function Jl(e,t){return e.x===t.x&&e.y===t.y}function $l(e,t,r,i){return!!(Jl(e,t)&&Jl(r,i)||Jl(e,i)&&Jl(r,t))||Ql(e,t,r)>0!==Ql(e,t,i)>0&&Ql(r,i,e)>0!==Ql(r,i,t)>0}function eu(e,t){var r=e;do{if(r.i!==e.i&&r.next.i!==e.i&&r.i!==t.i&&r.next.i!==t.i&&$l(r,r.next,e,t))return!0;r=r.next}while(r!==e);return!1}function tu(e,t){return Ql(e.prev,e,e.next)<0?Ql(e,t,e.next)>=0&&Ql(e,e.prev,t)>=0:Ql(e,t,e.prev)<0||Ql(e,e.next,t)<0}function ru(e,t){var r=e,i=!1,n=(e.x+t.x)/2,a=(e.y+t.y)/2;do{r.y>a!==r.next.y>a&&r.next.y!==r.y&&n<(r.next.x-r.x)*(a-r.y)/(r.next.y-r.y)+r.x&&(i=!i),r=r.next}while(r!==e);return i}function iu(e,t){var r=new ou(e.i,e.x,e.y),i=new ou(t.i,t.x,t.y),n=e.next,a=t.prev;return e.next=t,t.prev=e,r.next=n,n.prev=r,i.next=r,r.prev=i,a.next=i,i.prev=a,i}function nu(e,t,r,i){var n=new ou(e,t,r);return i?(n.next=i.next,n.prev=i,i.next.prev=n,i.next=n):(n.prev=n,n.next=n),n}function au(e){e.next.prev=e.prev,e.prev.next=e.next,e.prevZ&&(e.prevZ.nextZ=e.nextZ),e.nextZ&&(e.nextZ.prevZ=e.prevZ)}function ou(e,t,r){this.i=e,this.x=t,this.y=r,this.prev=null,this.next=null,this.z=null,this.prevZ=null,this.nextZ=null,this.steiner=!1}function su(e,t,r,i){for(var n=0,a=t,o=r-i;al&&s.push({pivot:Math.floor((u+l)/2),left:l,right:u});l=a[o].pivot+1,u=a[o].right;u>l&&s.push({pivot:Math.floor((u+l)/2),left:l,right:u})}a=this._parts=s}else for(o=0;o=2e4},doSortTriangles:function(e,t){var r=this.indices;if(0===t){var i=this.attributes.position;e=e.array;this._triangleZList&&this._triangleZList.length===this.triangleCount||(this._triangleZList=new Float32Array(this.triangleCount),this._sortedTriangleIndices=new Uint32Array(this.triangleCount),this._indicesTmp=new r.constructor(r.length),this._triangleZListTmp=new Float32Array(this.triangleCount));for(var n,a=0,o=0;o0,r={},n=0;n65535?new Uint32Array(3*o):new Uint16Array(3*o),d.material.shader!==t&&d.material.attachShader(t,!0),wa.setMaterialFromModel(t.__shading,d.material,e,r),s>0&&(this._linesMesh.geometry.resetOffset(),this._linesMesh.geometry.setVertexCount(s),this._linesMesh.geometry.setTriangleCount(l)),this._dataIndexOfVertex=new Uint32Array(a),this._vertexRangeOfDataIndex=new Uint32Array(2*(n-i))},_updateRegionMesh:function(e,t,r,i){for(var n=e.getData(),a=0,o=0,s=!1,l=this._polygonMesh,u=this._linesMesh,h=r;h0;b&&(T*=t.getDevicePixelRatio(),this._updateLinesGeometry(u.geometry,e,h,v,T,e.coordinateSystem.transform)),u.invisible=!b,u.material.set({color:g})}l=this._polygonMesh;l.material.transparent=s,l.material.depthMask=!s,l.geometry.updateBoundingBox(),l.frontFace=this.extrudeY?wa.Mesh.CCW:wa.Mesh.CW,l.material.get("normalMap")&&l.geometry.generateTangents(),l.seriesIndex=e.seriesIndex,l.on("mousemove",this._onmousemove,this),l.on("mouseout",this._onmouseout,this)},_updateDebugWireframe:function(e){var t=e.getModel("debug.wireframe");if(t.get("show")){var r=wa.parseColor(t.get("lineStyle.color")||"rgba(0,0,0,0.5)"),i=Rn.firstNotNull(t.get("lineStyle.width"),1),n=this._polygonMesh;n.geometry.generateBarycentric(),n.material.define("both","WIREFRAME_TRIANGLE"),n.material.set("wireframeLineColor",r),n.material.set("wireframeLineWidth",i)}},_onmousemove:function(e){var t=this._dataIndexOfVertex[e.triangle[0]];null==t&&(t=-1),t!==this._lastHoverDataIndex&&(this.downplay(this._lastHoverDataIndex),this.highlight(t),this._labelsBuilder.updateLabels([t])),this._lastHoverDataIndex=t,this._polygonMesh.dataIndex=t},_onmouseout:function(e){e.target&&(this.downplay(this._lastHoverDataIndex),this._lastHoverDataIndex=-1,this._polygonMesh.dataIndex=-1),this._labelsBuilder.updateLabels([])},_updateGroundPlane:function(e,t,r){var i=e.getModel("groundPlane",e);if(this._groundMesh.invisible=!i.get("show",!0),!this._groundMesh.invisible){var n=e.get("shading"),a=this._groundMaterials[n];a||(a=this._groundMaterials.lambert),wa.setMaterialFromModel(n,a,i,r),a.get("normalMap")&&this._groundMesh.geometry.generateTangents(),this._groundMesh.material=a,this._groundMesh.material.set("color",wa.parseColor(i.get("color"))),this._groundMesh.scale.set(t.size[0],t.size[2],1)}},_triangulation:function(e,t,r){this._triangulationResults=[];for(var i=[1/0,1/0,1/0],n=[-1/0,-1/0,-1/0],a=e.coordinateSystem,o=t;o1?i:0,N[H][g]=M.points[k+2],l.set(n+H,N[H]),s?(I[0]=(M.points[k]*_[0]-v[0])/x,I[1]=(M.points[k+2]*_[g]-v[g])/x):(I[0]=(V?B:B+G)/x,I[1]=(N[H][m]*_[m]-v[m])/x),h.set(n+H,I)}Au.sub(R,N[1],N[0]),Au.sub(P,N[3],N[0]),Au.cross(O,R,P),Au.normalize(O,O);for(H=0;H<4;H++)u.set(n+H,O),f&&c.set(n+H,o);for(H=0;H<6;H++)p[3*a+H]=D[H]+n;n+=4,a+=2,B+=G}}return t.dirty(),{vertexOffset:n,triangleOffset:a}},_getRegionLinesInfo:function(e,t,r){var i=0,n=0,a=t.getRegionModel(e),o=a.getModel("itemStyle"),s=o.get("borderWidth");if(s>0){var l=t.getRegionPolygonCoords(e);l.forEach((function(e){var t=e.exterior,a=e.interiors;i+=r.getPolylineVertexCount(t),n+=r.getPolylineTriangleCount(t);for(var o=0;othis._endIndex)){t-=this._startIndex;for(var i=this._vertexRangeOfDataIndex[2*t];i0},_displacementChanged:!0,_displacementScale:0,updateDisplacementHash:function(){var e=this.getDisplacementTexture(),t=this.getDisplacemenScale();this._displacementChanged=this._displacementTexture!==e||this._displacementScale!==t,this._displacementTexture=e,this._displacementScale=t},isDisplacementChanged:function(){return this._displacementChanged}});i["w"].merge(Xu.prototype,za),i["w"].merge(Xu.prototype,Ga),i["w"].merge(Xu.prototype,Ha),i["w"].merge(Xu.prototype,Ll);var ju=Xu,qu=Math.PI,Zu=Math.sin,Yu=Math.cos,Ku=Math.tan,Qu=Math.asin,Ju=Math.atan2,$u=qu/180,eh=864e5,th=2440588,rh=2451545;function ih(e){return e.valueOf()/eh-.5+th}function nh(e){return ih(e)-rh}var ah=23.4397*$u;function oh(e,t){return Ju(Zu(e)*Yu(ah)-Ku(t)*Zu(ah),Yu(e))}function sh(e,t){return Qu(Zu(t)*Yu(ah)+Yu(t)*Zu(ah)*Zu(e))}function lh(e,t,r){return Ju(Zu(e),Yu(e)*Zu(t)-Ku(r)*Yu(t))}function uh(e,t,r){return Qu(Zu(t)*Zu(r)+Yu(t)*Yu(r)*Yu(e))}function hh(e,t){return $u*(280.16+360.9856235*e)-t}function ch(e){return $u*(357.5291+.98560028*e)}function dh(e){var t=$u*(1.9148*Zu(e)+.02*Zu(2*e)+3e-4*Zu(3*e)),r=102.9372*$u;return e+t+r+qu}function fh(e){var t=ch(e),r=dh(t);return{dec:sh(r,0),ra:oh(r,0)}}var ph={getPosition:function(e,t,r){var i=$u*-r,n=$u*t,a=nh(e),o=fh(a),s=hh(a,i)-o.ra;return{azimuth:lh(s,n,o.dec),altitude:uh(s,n,o.dec)}}},mh=ph,gh="@export ecgl.atmosphere.vertex\nattribute vec3 position: POSITION;\nattribute vec3 normal : NORMAL;\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform mat4 normalMatrix : WORLDINVERSETRANSPOSE;\n\nvarying vec3 v_Normal;\n\nvoid main() {\n v_Normal = normalize((normalMatrix * vec4(normal, 0.0)).xyz);\n gl_Position = worldViewProjection * vec4(position, 1.0);\n}\n@end\n\n\n@export ecgl.atmosphere.fragment\nuniform mat4 viewTranspose: VIEWTRANSPOSE;\nuniform float glowPower;\nuniform vec3 glowColor;\n\nvarying vec3 v_Normal;\n\nvoid main() {\n float intensity = pow(1.0 - dot(v_Normal, (viewTranspose * vec4(0.0, 0.0, 1.0, 0.0)).xyz), glowPower);\n gl_FragColor = vec4(glowColor, intensity * intensity);\n}\n@end";wa.Shader["import"](oa),wa.Shader["import"](gh);var _h=i["d"].extend({type:"globe",__ecgl__:!0,_displacementScale:0,init:function(e,t){this.groupGL=new wa.Node,this._sphereGeometry=new wa.SphereGeometry({widthSegments:200,heightSegments:100,dynamic:!0}),this._overlayGeometry=new wa.SphereGeometry({widthSegments:80,heightSegments:40}),this._planeGeometry=new wa.PlaneGeometry,this._earthMesh=new wa.Mesh({renderNormal:!0}),this._atmosphereMesh=new wa.Mesh,this._atmosphereGeometry=new wa.SphereGeometry({widthSegments:80,heightSegments:40}),this._atmosphereMaterial=new wa.Material({shader:new wa.Shader(wa.Shader.source("ecgl.atmosphere.vertex"),wa.Shader.source("ecgl.atmosphere.fragment")),transparent:!0}),this._atmosphereMesh.geometry=this._atmosphereGeometry,this._atmosphereMesh.material=this._atmosphereMaterial,this._atmosphereMesh.frontFace=wa.Mesh.CW,this._lightRoot=new wa.Node,this._sceneHelper=new so,this._sceneHelper.initLight(this._lightRoot),this.groupGL.add(this._atmosphereMesh),this.groupGL.add(this._earthMesh),this._control=new Ya({zr:t.getZr()}),this._control.init(),this._layerMeshes={}},render:function(e,t,r){var i=e.coordinateSystem,n=e.get("shading");i.viewGL.add(this._lightRoot),e.get("show")?i.viewGL.add(this.groupGL):i.viewGL.remove(this.groupGL),this._sceneHelper.setScene(i.viewGL.scene),i.viewGL.setPostEffect(e.getModel("postEffect"),r),i.viewGL.setTemporalSuperSampling(e.getModel("temporalSuperSampling"));var a=this._earthMesh;a.geometry=this._sphereGeometry;var o="ecgl."+n;a.material&&a.material.shader.name===o||(a.material=wa.createMaterial(o)),wa.setMaterialFromModel(n,a.material,e,r),["roughnessMap","metalnessMap","detailMap","normalMap"].forEach((function(e){var t=a.material.get(e);t&&(t.flipY=!1)})),a.material.set("color",wa.parseColor(e.get("baseColor")));var s=.99*i.radius;if(a.scale.set(s,s,s),e.get("atmosphere.show")){a.material.define("both","ATMOSPHERE_ENABLED"),this._atmosphereMesh.invisible=!1,this._atmosphereMaterial.setUniforms({glowPower:e.get("atmosphere.glowPower")||6,glowColor:e.get("atmosphere.color")||"#ffffff"}),a.material.setUniforms({glowPower:e.get("atmosphere.innerGlowPower")||2,glowColor:e.get("atmosphere.color")||"#ffffff"});var l=e.get("atmosphere.offset")||5;this._atmosphereMesh.scale.set(s+l,s+l,s+l)}else a.material.undefine("both","ATMOSPHERE_ENABLED"),this._atmosphereMesh.invisible=!0;var u=a.material.setTextureImage("diffuseMap",e.get("baseTexture"),r,{flipY:!1,anisotropic:8});u&&u.surface&&u.surface.attachToMesh(a);var h=a.material.setTextureImage("bumpMap",e.get("heightTexture"),r,{flipY:!1,anisotropic:8});h&&h.surface&&h.surface.attachToMesh(a),a.material[e.get("postEffect.enable")?"define":"undefine"]("fragment","SRGB_DECODE"),this._updateLight(e,r),this._displaceVertices(e,r),this._updateViewControl(e,r),this._updateLayers(e,r)},afterRender:function(e,t,r,i){var n=i.renderer;this._sceneHelper.updateAmbientCubemap(n,e,r),this._sceneHelper.updateSkybox(n,e,r)},_updateLayers:function(e,t){var r=e.coordinateSystem,n=e.get("layers"),a=r.radius,o=[],s=[],l=[],u=[];i["w"].each(n,(function(e){var n=new i["f"](e),h=n.get("type"),c=wa.loadTexture(n.get("texture"),t,{flipY:!1,anisotropic:8});if(c.surface&&c.surface.attachToMesh(this._earthMesh),"blend"===h){var d=n.get("blendTo"),f=Rn.firstNotNull(n.get("intensity"),1);"emission"===d?(l.push(c),u.push(f)):(o.push(c),s.push(f))}else{var p=n.get("id"),m=this._layerMeshes[p];m||(m=this._layerMeshes[p]=new wa.Mesh({geometry:this._overlayGeometry,castShadow:!1,ignorePicking:!0}));var g=n.get("shading");"lambert"===g?(m.material=m.__lambertMaterial||new wa.Material({autoUpdateTextureStatus:!1,shader:wa.createShader("ecgl.lambert"),transparent:!0,depthMask:!1}),m.__lambertMaterial=m.material):(m.material=m.__colorMaterial||new wa.Material({autoUpdateTextureStatus:!1,shader:wa.createShader("ecgl.color"),transparent:!0,depthMask:!1}),m.__colorMaterial=m.material),m.material.enableTexture("diffuseMap");var _=n.get("distance"),v=a+(null==_?r.radius/100:_);m.scale.set(v,v,v),a=v;var y=this._blankTexture||(this._blankTexture=wa.createBlankTexture("rgba(255, 255, 255, 0)"));m.material.set("diffuseMap",y),wa.loadTexture(n.get("texture"),t,{flipY:!1,anisotropic:8},(function(e){e.surface&&e.surface.attachToMesh(m),m.material.set("diffuseMap",e),t.getZr().refresh()})),n.get("show")?this.groupGL.add(m):this.groupGL.remove(m)}}),this);var h=this._earthMesh.material;h.define("fragment","LAYER_DIFFUSEMAP_COUNT",o.length),h.define("fragment","LAYER_EMISSIVEMAP_COUNT",l.length),h.set("layerDiffuseMap",o),h.set("layerDiffuseIntensity",s),h.set("layerEmissiveMap",l),h.set("layerEmissionIntensity",u);var c=e.getModel("debug.wireframe");if(c.get("show")){h.define("both","WIREFRAME_TRIANGLE");var d=wa.parseColor(c.get("lineStyle.color")||"rgba(0,0,0,0.5)"),f=Rn.firstNotNull(c.get("lineStyle.width"),1);h.set("wireframeLineWidth",f),h.set("wireframeLineColor",d)}else h.undefine("both","WIREFRAME_TRIANGLE")},_updateViewControl:function(e,t){var r=e.coordinateSystem,i=e.getModel("viewControl"),n=(r.viewGL.camera,this);function a(){return{type:"globeChangeCamera",alpha:o.getAlpha(),beta:o.getBeta(),distance:o.getDistance()-r.radius,center:o.getCenter(),from:n.uid,globeId:e.id}}var o=this._control;o.setViewGL(r.viewGL);var s,l,u=i.get("targetCoord");null!=u&&(l=u[0]+90,s=u[1]),o.setFromViewControlModel(i,{baseDistance:r.radius,alpha:s,beta:l}),o.off("update"),o.on("update",(function(){t.dispatchAction(a())}))},_displaceVertices:function(e,t){var r=e.get("displacementQuality"),i=e.get("debug.wireframe.show"),n=e.coordinateSystem;if(e.isDisplacementChanged()||r!==this._displacementQuality||i!==this._showDebugWireframe){this._displacementQuality=r,this._showDebugWireframe=i;var a=this._sphereGeometry,o={low:100,medium:200,high:400,ultra:800}[r]||200,s=o/2;(a.widthSegments!==o||i)&&(a.widthSegments=o,a.heightSegments=s,a.build()),this._doDisplaceVertices(a,n),i&&a.generateBarycentric()}},_doDisplaceVertices:function(e,t){var r=e.attributes.position.value,i=e.attributes.texcoord0.value,n=e.__originalPosition;n&&n.length===r.length||(n=new Float32Array(r.length),n.set(r),e.__originalPosition=n);for(var a=t.displacementWidth,o=t.displacementHeight,s=t.displacementData,l=0;l50&&(o=1e3);var s=[];Ih.perspective(s,Fh,this.width/this.height,1,o),this.viewGL.camera.projectionMatrix.setArray(s),this.viewGL.camera.decomposeProjectionMatrix();s=Ih.identity([]);var l=this.dataToPoint(this.center);Ih.scale(s,s,[1,-1,1]),Ih.translate(s,s,[0,0,-e]),Ih.rotateX(s,s,t),Ih.rotateZ(s,s,-this.bearing/180*Math.PI),Ih.translate(s,s,[-l[0]*this.getScale()*zh,-l[1]*this.getScale()*zh,0]),this.viewGL.camera.viewMatrix.array=s;var u=[];Ih.invert(u,s),this.viewGL.camera.worldTransform.array=u,this.viewGL.camera.decomposeWorldTransform();var h,c=Bh*this.getScale();if(this.altitudeExtent&&!isNaN(this.boxHeight)){var d=this.altitudeExtent[1]-this.altitudeExtent[0];h=this.boxHeight/d*this.getScale()/Math.pow(2,this._initialZoom-this.zoomOffset)}else h=c/(2*Math.PI*6378e3*Math.abs(Math.cos(this.center[1]*(Math.PI/180))))*this.altitudeScale*zh;this.viewGL.rootNode.scale.set(this.getScale()*zh,this.getScale()*zh,h)}},getScale:function(){return Math.pow(2,this.zoom-this.zoomOffset)},projectOnTile:function(e,t){return this.projectOnTileWithScale(e,this.getScale()*Bh,t)},projectOnTileWithScale:function(e,t,r){var i=e[0],n=e[1],a=i*Uh/180,o=n*Uh/180,s=t*(a+Uh)/(2*Uh),l=t*(Uh-Math.log(Math.tan(Uh/4+.5*o)))/(2*Uh);return r=r||[],r[0]=s,r[1]=l,r},unprojectFromTile:function(e,t){return this.unprojectOnTileWithScale(e,this.getScale()*Bh,t)},unprojectOnTileWithScale:function(e,t,r){var i=e[0],n=e[1],a=i/t*(2*Uh)-Uh,o=2*(Math.atan(Math.exp(Uh-n/t*(2*Uh)))-Uh/4);return r=r||[],r[0]=180*a/Uh,r[1]=180*o/Uh,r},dataToPoint:function(e,t){return t=this.projectOnTileWithScale(e,Bh,t),t[0]-=this._origin[0],t[1]-=this._origin[1],t[2]=isNaN(e[2])?0:e[2],isNaN(e[2])||(t[2]=e[2],this.altitudeExtent&&(t[2]-=this.altitudeExtent[0])),t}};var Hh=Gh;function Vh(){Hh.apply(this,arguments)}Vh.prototype=new Hh,Vh.prototype.constructor=Vh,Vh.prototype.type="mapbox3D";var kh=Vh,Wh=function(e,t,r){function i(e,t){var r=t.getWidth(),i=t.getHeight(),n=t.getDevicePixelRatio();this.viewGL.setViewport(0,0,r,i,n),this.width=r,this.height=i,this.altitudeScale=e.get("altitudeScale"),this.boxHeight=e.get("boxHeight")}function n(e,t){if("auto"!==this.model.get("boxHeight")){var r=[1/0,-1/0];e.eachSeries((function(e){if(e.coordinateSystem===this){var t=e.getData(),i=e.coordDimToDataDim("alt")[0];if(i){var n=t.getDataExtent(i,!0);r[0]=Math.min(r[0],n[0]),r[1]=Math.max(r[1],n[1])}}}),this),r&&isFinite(r[1]-r[0])&&(this.altitudeExtent=r)}}return{dimensions:t.prototype.dimensions,create:function(a,o){var s=[];return a.eachComponent(e,(function(e){var r=e.__viewGL;r||(r=e.__viewGL=new hl,r.setRootNode(new wa.Node));var a=new t;a.viewGL=e.__viewGL,a.resize=i,a.resize(e,o),s.push(a),e.coordinateSystem=a,a.model=e,a.update=n})),a.eachSeries((function(t){if(t.get("coordinateSystem")===e){var r=t.getReferringComponents(e).models[0];if(r||(r=a.getComponent(e)),!r)throw new Error(e+' "'+Rn.firstNotNull(t.get(e+"Index"),t.get(e+"Id"),0)+'" not found');t.coordinateSystem=r.coordinateSystem}})),r&&r(s,a,o),s}}},Xh=Wh("mapbox3D",kh,(function(e){e.forEach((function(e){e.setCameraOption(e.model.getMapboxCameraOption())}))})),jh=Xh;function qh(e){e.registerComponentModel(Ch),e.registerComponentView(Oh),e.registerCoordinateSystem("mapbox3D",jh),e.registerAction({type:"mapbox3DChangeCamera",event:"mapbox3dcamerachanged",update:"mapbox3D:updateCamera"},(function(e,t){t.eachComponent({mainType:"mapbox3D",query:e},(function(t){t.setMapboxCameraOption(e)}))}))}Object(i["v"])(qh);var Zh=["zoom","center","pitch","bearing"],Yh=i["c"].extend({type:"maptalks3D",layoutMode:"box",coordinateSystem:null,defaultOption:{zlevel:-10,urlTemplate:"http://{s}.basemaps.cartocdn.com/light_all/{z}/{x}/{y}.png",attribution:'© OpenStreetMap contributors, © CARTO',center:[0,0],zoom:0,pitch:0,bearing:0,light:{main:{alpha:20,beta:30}},altitudeScale:1,boxHeight:"auto"},getMaptalksCameraOption:function(){var e=this;return Zh.reduce((function(t,r){return t[r]=e.get(r),t}),{})},setMaptalksCameraOption:function(e){null!=e&&Zh.forEach((function(t){null!=e[t]&&(this.option[t]=e[t])}),this)},getMaptalks:function(){return this._maptalks},setMaptalks:function(e){this._maptalks=e}});i["w"].merge(Yh.prototype,Ga),i["w"].merge(Yh.prototype,Ha);var Kh=Yh;function Qh(e,t,r,i){if(this.id=e,this.zr=t,this.dom=document.createElement("div"),this.dom.style.cssText="position:absolute;left:0;right:0;top:0;bottom:0;",!maptalks)throw new Error("Maptalks library must be included. See https://maptalks.org");this._maptalks=new maptalks.Map(this.dom,{center:r,zoom:i,doubleClickZoom:!1,fog:!1}),this._initEvents()}Qh.prototype.setUnpainted=function(){},Qh.prototype.resize=function(){this._maptalks.checkSize()},Qh.prototype.getMaptalks=function(){return this._maptalks},Qh.prototype.clear=function(){},Qh.prototype.refresh=function(){this._maptalks.checkSize()};var Jh=["mousedown","mouseup","click","dblclick","mousemove","mousewheel","DOMMouseScroll","touchstart","touchend","touchmove","touchcancel"];Qh.prototype._initEvents=function(){var e=this.dom;this._handlers=this._handlers||{contextmenu:function(e){return e.preventDefault(),!1}},Jh.forEach((function(t){this._handlers[t]=function(r){var i={};for(var n in r)i[n]=r[n];i.bubbles=!1;var a=new r.constructor(r.type,i);"mousewheel"===t||"DOMMouseScroll"===t?e.dispatchEvent(a):e.firstElementChild.dispatchEvent(a)},this.zr.dom.addEventListener(t,this._handlers[t])}),this),this.zr.dom.addEventListener("contextmenu",this._handlers.contextmenu)},Qh.prototype.dispose=function(){Jh.forEach((function(e){this.zr.dom.removeEventListener(e,this._handlers[e])}),this),this._maptalks.remove()};var $h=Qh;wa.Shader.import(Ph);var ec=i["d"].extend({type:"maptalks3D",__ecgl__:!0,init:function(e,t){this._groundMesh=new wa.Mesh({geometry:new wa.PlaneGeometry,material:new wa.Material({shader:new wa.Shader({vertex:wa.Shader.source("ecgl.displayShadow.vertex"),fragment:wa.Shader.source("ecgl.displayShadow.fragment")}),depthMask:!1}),renderOrder:-100,culling:!1,castShadow:!1,$ignorePicking:!0,renderNormal:!0})},_initMaptalksLayer:function(e,t){var r=t.getZr();this._zrLayer=new $h("maptalks3D",r,e.get("center"),e.get("zoom")),r.painter.insertLayer(-1e3,this._zrLayer),this._lightRoot=new wa.Node,this._sceneHelper=new so(this._lightRoot),this._sceneHelper.initLight(this._lightRoot);var i=this._zrLayer.getMaptalks(),n=this._dispatchInteractAction.bind(this,t,i);["zoomend","zooming","zoomstart","dragrotating","pitch","pitchend","movestart","moving","moveend","resize","touchstart","touchmove","touchend","animating"].forEach((function(e){i.on(e,n)}))},render:function(e,t,r){this._zrLayer||this._initMaptalksLayer(e,r);var i=this._zrLayer.getMaptalks(),n=e.get("urlTemplate"),a=i.getBaseLayer();n!==this._oldUrlTemplate&&(a?a.setOptions({urlTemplate:n,attribution:e.get("attribution")}):(a=new maptalks.TileLayer("maptalks-echarts-gl-baselayer",{urlTemplate:n,subdomains:["a","b","c"],attribution:e.get("attribution")}),i.setBaseLayer(a))),this._oldUrlTemplate=n,i.setCenter(e.get("center")),i.setZoom(e.get("zoom"),{animation:!1}),i.setPitch(e.get("pitch")),i.setBearing(e.get("bearing")),e.setMaptalks(i);var o=e.coordinateSystem;o.viewGL.scene.add(this._lightRoot),o.viewGL.add(this._groundMesh),this._updateGroundMesh(),this._sceneHelper.setScene(o.viewGL.scene),this._sceneHelper.updateLight(e),o.viewGL.setPostEffect(e.getModel("postEffect"),r),o.viewGL.setTemporalSuperSampling(e.getModel("temporalSuperSampling")),this._maptalks3DModel=e},afterRender:function(e,t,r,i){var n=i.renderer;this._sceneHelper.updateAmbientCubemap(n,e,r),this._sceneHelper.updateSkybox(n,e,r),e.coordinateSystem.viewGL.scene.traverse((function(e){e.material&&(e.material.define("fragment","NORMAL_UP_AXIS",2),e.material.define("fragment","NORMAL_FRONT_AXIS",1))}))},updateCamera:function(e,t,r,i){e.coordinateSystem.setCameraOption(i),this._updateGroundMesh(),r.getZr().refresh()},_dispatchInteractAction:function(e,t,r){e.dispatchAction({type:"maptalks3DChangeCamera",pitch:t.getPitch(),zoom:rc(t.getResolution())+1,center:t.getCenter().toArray(),bearing:t.getBearing(),maptalks3DId:this._maptalks3DModel&&this._maptalks3DModel.id})},_updateGroundMesh:function(){if(this._maptalks3DModel){var e=this._maptalks3DModel.coordinateSystem,t=e.dataToPoint(e.center);this._groundMesh.position.set(t[0],t[1],-.001);var r=new wa.Plane(new wa.Vector3(0,0,1),0),i=e.viewGL.camera.castRay(new wa.Vector2(-1,-1)),n=e.viewGL.camera.castRay(new wa.Vector2(1,1)),a=i.intersectPlane(r),o=n.intersectPlane(r),s=a.dist(o)/e.viewGL.rootNode.scale.x;this._groundMesh.scale.set(s,s,1)}},dispose:function(e,t){this._zrLayer&&this._zrLayer.dispose(),t.getZr().painter.delLayer(-1e3)}});const tc=12756274*Math.PI/(256*Math.pow(2,20));function rc(e){return 19-Math.log(e/tc)/Math.LN2}function ic(){Hh.apply(this,arguments),this.maxPitch=85,this.zoomOffset=1}ic.prototype=new Hh,ic.prototype.constructor=ic,ic.prototype.type="maptalks3D";var nc=ic,ac=Wh("maptalks3D",nc,(function(e){e.forEach((function(e){e.setCameraOption(e.model.getMaptalksCameraOption())}))})),oc=ac;function sc(e){e.registerComponentModel(Kh),e.registerComponentView(ec),e.registerCoordinateSystem("maptalks3D",oc),e.registerAction({type:"maptalks3DChangeCamera",event:"maptalks3dcamerachanged",update:"maptalks3D:updateCamera"},(function(e,t){t.eachComponent({mainType:"maptalks3D",query:e},(function(t){t.setMaptalksCameraOption(e)}))}))}Object(i["v"])(sc);var lc=Ja.vec3,uc=i["m"].dataStack.isDimensionStacked;function hc(e){var t=e[0],r=e[1];return!(t>0&&r>0||t<0&&r<0)}function cc(e,t){var r=e.getData(),n=e.get("barSize");if(null==n){var a,o,s=t.size,l=t.getAxis("x"),u=t.getAxis("y");a="category"===l.type?.7*l.getBandWidth():.6*Math.round(s[0]/Math.sqrt(r.count())),o="category"===u.type?.7*u.getBandWidth():.6*Math.round(s[1]/Math.sqrt(r.count())),n=[a,o]}else i["w"].isArray(n)||(n=[n,n]);var h=t.getAxis("z").scale.getExtent(),c=hc(h),d=["x","y","z"].map((function(t){return e.coordDimToDataDim(t)[0]})),f=uc(r,d[2]),p=f?r.getCalculationInfo("stackResultDimension"):d[2];r.each(d,(function(e,i,a,o){var s=r.get(p,o),l=f?s-a:c?0:h[0],u=t.dataToPoint([e,i,l]),d=t.dataToPoint([e,i,s]),m=lc.dist(u,d),g=[0,d[1]":"")+o.join(n?"
":", ")}var a=e.getData(),o=e.getRawValue(t),s=i["w"].isArray(o)?n(o):i["i"].encodeHTML(i["i"].addCommas(o)),l=a.getName(t),u=xu(a,t);i["w"].isObject(u)&&u.colorStops&&(u=(u.colorStops[0]||{}).color),u=u||"transparent";var h=i["i"].getTooltipMarker(u),c=e.name;return"\0-"===c&&(c=""),c=c?i["i"].encodeHTML(c)+(r?": ":"
"):"",r?h+c+s:c+h+(l?i["i"].encodeHTML(l)+": "+s:s)},Sc=function(e,t,r){r=r||e.getSource();var n=t||i["j"](e.get("coordinateSystem"))||["x","y","z"],a=i["m"].createDimensions(r,{dimensionsDefine:r.dimensionsDefine||e.get("dimensions"),encodeDefine:r.encodeDefine||e.get("encode"),coordDimensions:n.map((function(t){var r=e.getReferringComponents(t+"Axis3D").models[0];return{type:r&&"category"===r.get("type")?"ordinal":"float",name:t}}))});"cartesian3D"===e.get("coordinateSystem")&&a.forEach((function(t){if(n.indexOf(t.coordDim)>=0){var r=e.getReferringComponents(t.coordDim+"Axis3D").models[0];r&&"category"===r.get("type")&&(t.ordinalMeta=r.getOrdinalMeta())}}));var o=i["m"].dataStack.enableDataStack(e,a,{byIndex:!0,stackedCoordDimension:"z"}),s=new i["e"](a,e);return s.setCalculationInfo(o),s.initData(r),s},Ac=i["g"].extend({type:"series.bar3D",dependencies:["globe"],visualStyleAccessPathvisu:"itemStyle",getInitialData:function(e,t){return Sc(this)},getFormattedLabel:function(e,t,r,i){var n=bc.getFormattedLabel(this,e,t,r,i);return null==n&&(n=this.getData().get("z",e)),n},formatTooltip:function(e){return Ec(this,e)},defaultOption:{coordinateSystem:"cartesian3D",globeIndex:0,grid3DIndex:0,zlevel:-10,bevelSize:0,bevelSmoothness:2,onGridPlane:"xy",shading:"color",minHeight:0,itemStyle:{opacity:1},label:{show:!1,distance:2,textStyle:{fontSize:14,color:"#000",backgroundColor:"rgba(255,255,255,0.7)",padding:3,borderRadius:3}},emphasis:{label:{show:!0}},animationDurationUpdate:500}});i["w"].merge(Ac.prototype,Ll);var Mc=Ac,Lc=Ja.vec3,Cc=Ja.mat3,Dc=_r.extend((function(){return{attributes:{position:new _r.Attribute("position","float",3,"POSITION"),normal:new _r.Attribute("normal","float",3,"NORMAL"),color:new _r.Attribute("color","float",4,"COLOR"),prevPosition:new _r.Attribute("prevPosition","float",3),prevNormal:new _r.Attribute("prevNormal","float",3)},dynamic:!0,enableNormal:!1,bevelSize:1,bevelSegments:0,_dataIndices:null,_vertexOffset:0,_triangleOffset:0}}),{resetOffset:function(){this._vertexOffset=0,this._triangleOffset=0},setBarCount:function(e){var t=this.enableNormal,r=this.getBarVertexCount()*e,i=this.getBarTriangleCount()*e;this.vertexCount!==r&&(this.attributes.position.init(r),t?this.attributes.normal.init(r):this.attributes.normal.value=null,this.attributes.color.init(r)),this.triangleCount!==i&&(this.indices=r>65535?new Uint32Array(3*i):new Uint16Array(3*i),this._dataIndices=new Uint32Array(r))},getBarVertexCount:function(){var e=this.bevelSize>0?this.bevelSegments:0;return e>0?this._getBevelBarVertexCount(e):this.enableNormal?24:8},getBarTriangleCount:function(){var e=this.bevelSize>0?this.bevelSegments:0;return e>0?this._getBevelBarTriangleCount(e):12},_getBevelBarVertexCount:function(e){return 4*(e+1)*(e+1)*2},_getBevelBarTriangleCount:function(e){var t=4*e+3,r=2*e+1;return(t+1)*r*2+4},setColor:function(e,t){for(var r=this.getBarVertexCount(),i=r*e,n=r*(e+1),a=i;a0&&this.bevelSegments>0)this._addBevelBar(e,c,m,g,this.bevelSize,this.bevelSegments,_);else{Lc.copy(n,c),Lc.normalize(n,n),Lc.cross(a,m,n),Lc.normalize(a,a),Lc.cross(i,n,a),Lc.normalize(a,a),Lc.negate(o,i),Lc.negate(s,n),Lc.negate(l,a),t(u[0],e,i,g[0]/2),t(u[0],u[0],a,g[2]/2),t(u[1],e,i,g[0]/2),t(u[1],u[1],l,g[2]/2),t(u[2],e,o,g[0]/2),t(u[2],u[2],l,g[2]/2),t(u[3],e,o,g[0]/2),t(u[3],u[3],a,g[2]/2),t(r,e,n,g[1]),t(u[4],r,i,g[0]/2),t(u[4],u[4],a,g[2]/2),t(u[5],r,i,g[0]/2),t(u[5],u[5],l,g[2]/2),t(u[6],r,o,g[0]/2),t(u[6],u[6],l,g[2]/2),t(u[7],r,o,g[0]/2),t(u[7],u[7],a,g[2]/2);var x=this.attributes;if(this.enableNormal){h[0]=i,h[1]=o,h[2]=n,h[3]=s,h[4]=a,h[5]=l;for(var T=this._vertexOffset,b=0;b0&&(f++,h[3]<.99&&(p=!0))}})),o.geometry.setBarCount(f);var m=r.getLayout("orient"),g=this._barIndexOfData=new Int32Array(r.count());f=0;r.each((function(e){if(r.hasValue(e)){var t=r.getItemLayout(e),i=t[0],n=t[1],o=t[2],s=4*e;h[0]=c[s++],h[1]=c[s++],h[2]=c[s++],h[3]=c[s++],h[3]>0&&(a._barMesh.geometry.addBar(i,n,m,o,h,e),g[e]=f++)}else g[e]=-1})),o.geometry.dirty(),o.geometry.updateBoundingBox();var _=o.material;_.transparent=p,_.depthMask=!p,o.geometry.sortTriangles=p,this._initHandler(e,t)},_initHandler:function(e,t){var r=e.getData(),i=this._barMesh,n="cartesian3D"===e.coordinateSystem.type;i.seriesIndex=e.seriesIndex;var a=-1;i.off("mousemove"),i.off("mouseout"),i.on("mousemove",(function(e){var o=i.geometry.getDataIndexOfVertex(e.triangle[0]);o!==a&&(this._downplay(a),this._highlight(o),this._labelsBuilder.updateLabels([o]),n&&t.dispatchAction({type:"grid3DShowAxisPointer",value:[r.get("x",o),r.get("y",o),r.get("z",o,!0)]})),a=o,i.dataIndex=o}),this),i.on("mouseout",(function(e){this._downplay(a),this._labelsBuilder.updateLabels(),a=-1,i.dataIndex=-1,n&&t.dispatchAction({type:"grid3DHideAxisPointer"})}),this)},_highlight:function(e){var t=this._data;if(t){var r=this._barIndexOfData[e];if(!(r<0)){var n=t.getItemModel(e),a=n.getModel("emphasis.itemStyle"),o=a.get("color"),s=a.get("opacity");if(null==o){var l=xu(t,e);o=i["h"].lift(l,-.4)}null==s&&(s=Tu(t,e));var u=wa.parseColor(o);u[3]*=s,this._barMesh.geometry.setColor(r,u),this._api.getZr().refresh()}}},_downplay:function(e){var t=this._data;if(t){var r=this._barIndexOfData[e];if(!(r<0)){var i=xu(t,e),n=Tu(t,e),a=wa.parseColor(i);a[3]*=n,this._barMesh.geometry.setColor(r,a),this._api.getZr().refresh()}}},highlight:function(e,t,r,i){this._toggleStatus("highlight",e,t,r,i)},downplay:function(e,t,r,i){this._toggleStatus("downplay",e,t,r,i)},_toggleStatus:function(e,t,r,n,a){var o=t.getData(),s=Rn.queryDataIndex(o,a),l=this;null!=s?i["w"].each(bc.normalizeToArray(s),(function(t){"highlight"===e?this._highlight(t):this._downplay(t)}),this):o.each((function(t){"highlight"===e?l._highlight(t):l._downplay(t)}))},remove:function(){this.groupGL.removeAll()},dispose:function(){this._labelsBuilder.dispose(),this.groupGL.removeAll()}});function Oc(e){e.registerChartView(Pc),e.registerSeriesModel(Mc),xc(e),e.registerProcessor((function(e,t){e.eachSeriesByType("bar3d",(function(e){var t=e.getData();t.filterSelf((function(e){return t.hasValue(e)}))}))}))}Object(i["v"])(Oc);var Ic=i["g"].extend({type:"series.line3D",dependencies:["grid3D"],visualStyleAccessPath:"lineStyle",visualDrawType:"stroke",getInitialData:function(e,t){return Sc(this)},formatTooltip:function(e){return Ec(this,e)},defaultOption:{coordinateSystem:"cartesian3D",zlevel:-10,grid3DIndex:0,lineStyle:{width:2},animationDurationUpdate:500}}),Bc=Ic,Fc=r("9680"),Uc=Ja.vec3;wa.Shader.import(Mo);var zc=i["b"].extend({type:"line3D",__ecgl__:!0,init:function(e,t){this.groupGL=new wa.Node,this._api=t},render:function(e,t,r){var i=this._prevLine3DMesh;this._prevLine3DMesh=this._line3DMesh,this._line3DMesh=i,this._line3DMesh||(this._line3DMesh=new wa.Mesh({geometry:new ro({useNativeLine:!1,sortTriangles:!0}),material:new wa.Material({shader:wa.createShader("ecgl.meshLines3D")}),renderOrder:10}),this._line3DMesh.geometry.pick=this._pick.bind(this)),this.groupGL.remove(this._prevLine3DMesh),this.groupGL.add(this._line3DMesh);var n=e.coordinateSystem;if(n&&n.viewGL){n.viewGL.add(this.groupGL);var a=n.viewGL.isLinearSpace()?"define":"undefine";this._line3DMesh.material[a]("fragment","SRGB_DECODE")}this._doRender(e,r),this._data=e.getData(),this._camera=n.viewGL.camera,this.updateCamera(),this._updateAnimation(e)},updateCamera:function(){this._updateNDCPosition()},_doRender:function(e,t){var r=e.getData(),i=this._line3DMesh;i.geometry.resetOffset();var n=r.getLayout("points"),a=[],o=new Float32Array(n.length/3*4),s=0,l=!1;r.each((function(e){var t=xu(r,e),i=Tu(r,e);null==i&&(i=1),wa.parseColor(t,a),a[3]*=i,o[s++]=a[0],o[s++]=a[1],o[s++]=a[2],o[s++]=a[3],a[3]<.99&&(l=!0)})),i.geometry.setVertexCount(i.geometry.getPolylineVertexCount(n)),i.geometry.setTriangleCount(i.geometry.getPolylineTriangleCount(n)),i.geometry.addPolyline(n,o,Rn.firstNotNull(e.get("lineStyle.width"),1)),i.geometry.dirty(),i.geometry.updateBoundingBox();var u=i.material;u.transparent=l,u.depthMask=!l;var h=e.getModel("debug.wireframe");h.get("show")?(i.geometry.createAttribute("barycentric","float",3),i.geometry.generateBarycentric(),i.material.set("both","WIREFRAME_TRIANGLE"),i.material.set("wireframeLineColor",wa.parseColor(h.get("lineStyle.color")||"rgba(0,0,0,0.5)")),i.material.set("wireframeLineWidth",Rn.firstNotNull(h.get("lineStyle.width"),1))):i.material.set("both","WIREFRAME_TRIANGLE"),this._points=n,this._initHandler(e,t)},_updateAnimation:function(e){wa.updateVertexAnimation([["prevPosition","position"],["prevPositionPrev","positionPrev"],["prevPositionNext","positionNext"]],this._prevLine3DMesh,this._line3DMesh,e)},_initHandler:function(e,t){var r=e.getData(),i=e.coordinateSystem,n=this._line3DMesh,a=-1;n.seriesIndex=e.seriesIndex,n.off("mousemove"),n.off("mouseout"),n.on("mousemove",(function(e){var o=i.pointToData(e.point.array),s=r.indicesOfNearest("x",o[0])[0];s!==a&&(t.dispatchAction({type:"grid3DShowAxisPointer",value:[r.get("x",s),r.get("y",s),r.get("z",s)]}),n.dataIndex=s),a=s}),this),n.on("mouseout",(function(e){a=-1,n.dataIndex=-1,t.dispatchAction({type:"grid3DHideAxisPointer"})}),this)},_updateNDCPosition:function(){var e=new Ct,t=this._camera;Ct.multiply(e,t.projectionMatrix,t.viewMatrix);var r=this._positionNDC,i=this._points,n=i.length/3;r&&r.length/2===n||(r=this._positionNDC=new Float32Array(2*n));for(var a=[],o=0;o=0){var T=3*u,b=new gt(this._points[T],this._points[T+1],this._points[T+2]);a.push({dataIndex:u,point:b,pointWorld:b.clone(),target:this._line3DMesh,distance:this._camera.getWorldPosition().dist(b)})}},remove:function(){this.groupGL.removeAll()},dispose:function(){this.groupGL.removeAll()}});function Gc(e){e.registerChartView(zc),e.registerSeriesModel(Bc),e.registerLayout((function(e,t){e.eachSeriesByType("line3D",(function(e){var t=e.getData(),r=e.coordinateSystem;if(r){if("cartesian3D"!==r.type)return void 0;var i=new Float32Array(3*t.count()),n=[],a=[],o=r.dimensions,s=o.map((function(t){return e.coordDimToDataDim(t)[0]}));r&&t.each(s,(function(e,t,o,s){n[0]=e,n[1]=t,n[2]=o,r.dataToPoint(n,a),i[3*s]=a[0],i[3*s+1]=a[1],i[3*s+2]=a[2]})),t.setLayout("points",i)}}))}))}Object(i["v"])(Gc);var Hc=i["g"].extend({type:"series.scatter3D",dependencies:["globe","grid3D","geo3D"],visualStyleAccessPath:"itemStyle",hasSymbolVisual:!0,getInitialData:function(e,t){return Sc(this)},getFormattedLabel:function(e,t,r,i){var n=bc.getFormattedLabel(this,e,t,r,i);if(null==n){var a=this.getData(),o=a.dimensions[a.dimensions.length-1];n=a.get(o,e)}return n},formatTooltip:function(e){return Ec(this,e)},defaultOption:{coordinateSystem:"cartesian3D",zlevel:-10,progressive:1e5,progressiveThreshold:1e5,grid3DIndex:0,globeIndex:0,symbol:"circle",symbolSize:10,blendMode:"source-over",label:{show:!1,position:"right",distance:5,textStyle:{fontSize:14,color:"#000",backgroundColor:"rgba(255,255,255,0.7)",padding:3,borderRadius:3}},itemStyle:{opacity:.8},emphasis:{label:{show:!0}},animationDurationUpdate:500}});function Vc(e,t,r){t=t||document.createElement("canvas");t.width=e,t.height=e;var i=t.getContext("2d");return r&&r(i),t}function kc(e,t,r,n){i["w"].isArray(t)||(t=[t,t]);var a=Xc.getMarginByStyle(r,n),o=t[0]+a.left+a.right,s=t[1]+a.top+a.bottom,l=i["m"].createSymbol(e,0,0,t[0],t[1]),u=Math.max(o,s);l.x=a.left,l.y=a.top,o>s?l.y+=(u-s)/2:l.x+=(u-o)/2;var h=l.getBoundingRect();return l.x-=h.x,l.y-=h.y,l.setStyle(r),l.update(),l.__size=u,l}function Wc(e,t,r){var i=t.width,n=t.height,a=e.canvas.width,o=e.canvas.height,s=i/a,l=n/o;function u(e){return e<128?1:-1}function h(e,a){var o=1/0;e=Math.floor(e*s),a=Math.floor(a*l);for(var h=a*i+e,c=t.data[4*h],d=u(c),f=Math.max(a-r,0);f=2e4},doSortVertices:function(e,t){var r=this.indices,i=qc.create();if(!r){r=this.indices=this.vertexCount>65535?new Uint32Array(this.vertexCount):new Uint16Array(this.vertexCount);for(var n=0;n.05);else for(n=0;n<3;n++)this._progressiveQuickSort(3*t+n);this.dirtyIndices()},_simpleSort:function(e){var t=this._zList,r=this.indices;function i(e,r){return t[r]-t[e]}e?Array.prototype.sort.call(r,i):du.sort(r,i,0,r.length-1)},_progressiveQuickSort:function(e){var t=this._zList,r=this.indices;this._quickSort=this._quickSort||new du,this._quickSort.step(r,(function(e,r){return t[r]-t[e]}),e)}},Yc="@export ecgl.sdfSprite.vertex\n\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform float elapsedTime : 0;\n\nattribute vec3 position : POSITION;\n\n#ifdef VERTEX_SIZE\nattribute float size;\n#else\nuniform float u_Size;\n#endif\n\n#ifdef VERTEX_COLOR\nattribute vec4 a_FillColor: COLOR;\nvarying vec4 v_Color;\n#endif\n\n#ifdef VERTEX_ANIMATION\nattribute vec3 prevPosition;\nattribute float prevSize;\nuniform float percent : 1.0;\n#endif\n\n\n#ifdef POSITIONTEXTURE_ENABLED\nuniform sampler2D positionTexture;\n#endif\n\nvarying float v_Size;\n\nvoid main()\n{\n\n#ifdef POSITIONTEXTURE_ENABLED\n gl_Position = worldViewProjection * vec4(texture2D(positionTexture, position.xy).xy, -10.0, 1.0);\n#else\n\n #ifdef VERTEX_ANIMATION\n vec3 pos = mix(prevPosition, position, percent);\n #else\n vec3 pos = position;\n #endif\n gl_Position = worldViewProjection * vec4(pos, 1.0);\n#endif\n\n#ifdef VERTEX_SIZE\n#ifdef VERTEX_ANIMATION\n v_Size = mix(prevSize, size, percent);\n#else\n v_Size = size;\n#endif\n#else\n v_Size = u_Size;\n#endif\n\n#ifdef VERTEX_COLOR\n v_Color = a_FillColor;\n #endif\n\n gl_PointSize = v_Size;\n}\n\n@end\n\n@export ecgl.sdfSprite.fragment\n\nuniform vec4 color: [1, 1, 1, 1];\nuniform vec4 strokeColor: [1, 1, 1, 1];\nuniform float smoothing: 0.07;\n\nuniform float lineWidth: 0.0;\n\n#ifdef VERTEX_COLOR\nvarying vec4 v_Color;\n#endif\n\nvarying float v_Size;\n\nuniform sampler2D sprite;\n\n@import clay.util.srgb\n\nvoid main()\n{\n gl_FragColor = color;\n\n vec4 _strokeColor = strokeColor;\n\n#ifdef VERTEX_COLOR\n gl_FragColor *= v_Color;\n #endif\n\n#ifdef SPRITE_ENABLED\n float d = texture2D(sprite, gl_PointCoord).r;\n gl_FragColor.a *= smoothstep(0.5 - smoothing, 0.5 + smoothing, d);\n\n if (lineWidth > 0.0) {\n float sLineWidth = lineWidth / 2.0;\n\n float outlineMaxValue0 = 0.5 + sLineWidth;\n float outlineMaxValue1 = 0.5 + sLineWidth + smoothing;\n float outlineMinValue0 = 0.5 - sLineWidth - smoothing;\n float outlineMinValue1 = 0.5 - sLineWidth;\n\n if (d <= outlineMaxValue1 && d >= outlineMinValue0) {\n float a = _strokeColor.a;\n if (d <= outlineMinValue1) {\n a = a * smoothstep(outlineMinValue0, outlineMinValue1, d);\n }\n else {\n a = a * smoothstep(outlineMaxValue1, outlineMaxValue0, d);\n }\n gl_FragColor.rgb = mix(gl_FragColor.rgb * gl_FragColor.a, _strokeColor.rgb, a);\n gl_FragColor.a = gl_FragColor.a * (1.0 - a) + a;\n }\n }\n#endif\n\n#ifdef SRGB_DECODE\n gl_FragColor = sRGBToLinear(gl_FragColor);\n#endif\n}\n@end",Kc=Ja.vec4;wa.Shader.import(Yc);var Qc=wa.Mesh.extend((function(){var e=new wa.Geometry({dynamic:!0,attributes:{color:new wa.Geometry.Attribute("color","float",4,"COLOR"),position:new wa.Geometry.Attribute("position","float",3,"POSITION"),size:new wa.Geometry.Attribute("size","float",1),prevPosition:new wa.Geometry.Attribute("prevPosition","float",3),prevSize:new wa.Geometry.Attribute("prevSize","float",1)}});Object.assign(e,Zc);var t=new wa.Material({shader:wa.createShader("ecgl.sdfSprite"),transparent:!0,depthMask:!1});t.enableTexture("sprite"),t.define("both","VERTEX_COLOR"),t.define("both","VERTEX_SIZE");var r=new wa.Texture2D({image:document.createElement("canvas"),flipY:!1});return t.set("sprite",r),e.pick=this._pick.bind(this),{geometry:e,material:t,mode:wa.Mesh.POINTS,sizeScale:1}}),{_pick:function(e,t,r,i,n,a){var o=this._positionNDC;if(o)for(var s=r.viewport,l=2/s.width,u=2/s.height,h=this.geometry.vertexCount-1;h>=0;h--){var c;c=this.geometry.indices?this.geometry.indices[h]:h;var d=o[2*c],f=o[2*c+1],p=this.geometry.attributes.size.get(c)/this.sizeScale,m=p/2;if(e>d-m*l&&ef-m*u&&t2?(p=this._updateSymbolSprite(e,d,h,c),s.enableTexture("sprite")):s.disableTexture("sprite"),u.position.init(n-i);var m=[];if(f){s.undefine("VERTEX_SIZE"),s.undefine("VERTEX_COLOR");var g=vu(o),_=yu(o);wa.parseColor(g,m),m[3]*=_,s.set({color:m,u_Size:h.maxSize*this._sizeScale})}else s.set({color:[1,1,1,1]}),s.define("VERTEX_SIZE"),s.define("VERTEX_COLOR"),u.size.init(n-i),u.color.init(n-i),this._originalOpacity=new Float32Array(n-i);for(var v=o.getLayout("points"),y=u.position.value,x=0;x1?(n[0]=r.maxSize,n[1]=r.maxSize/r.aspect):(n[1]=r.maxSize,n[0]=r.maxSize*r.aspect),n[0]=n[0]||1,n[1]=n[1]||1,this._symbolType===r.type&&td(this._symbolSize,n)&&this._lineWidth===t.lineWidth||(jc.createSymbolSprite(r.type,n,{fill:"#fff",lineWidth:t.lineWidth,stroke:"transparent",shadowColor:"transparent",minMargin:Math.min(n[0]/2,10)},this._spriteImageCanvas),jc.createSDFFromCanvas(this._spriteImageCanvas,Math.min(this._spriteImageCanvas.width,32),$c,this._mesh.material.get("sprite").image),this._symbolType=r.type,this._symbolSize=n,this._lineWidth=t.lineWidth),this._spriteImageCanvas.width/r.maxSize*i},_updateMaterial:function(e,t){var r="lighter"===e.get("blendMode")?wa.additiveBlend:null,i=this._mesh.material;i.blend=r,i.set("lineWidth",t.lineWidth/$c);var n=wa.parseColor(t.stroke);i.set("strokeColor",n),i.transparent=!0,i.depthMask=!1,i.depthTest=!this.is2D,i.sortVertices=!this.is2D},_updateLabelBuilder:function(e,t,r){var i=e.getData(),n=this._mesh.geometry,a=n.attributes.position.value,o=(t=this._startDataIndex,this._mesh.sizeScale);this._labelsBuilder.updateData(i,t,r),this._labelsBuilder.getLabelPosition=function(e,r,i){var n=3*(e-t);return[a[n],a[n+1],a[n+2]]},this._labelsBuilder.getLabelDistance=function(e,r,i){var a=n.attributes.size.get(e-t)/o;return a/2+i},this._labelsBuilder.updateLabels()},_updateAnimation:function(e){wa.updateVertexAnimation([["prevPosition","position"],["prevSize","size"]],this._prevMesh,this._mesh,e)},_updateHandler:function(e,t,r){var i,n=e.getData(),a=this._mesh,o=this,s=-1,l=e.coordinateSystem&&"cartesian3D"===e.coordinateSystem.type;l&&(i=e.coordinateSystem.model),a.seriesIndex=e.seriesIndex,a.off("mousemove"),a.off("mouseout"),a.on("mousemove",(function(t){var u=t.vertexIndex+o._startDataIndex;u!==s&&(this.highlightOnMouseover&&(this.downplay(n,s),this.highlight(n,u),this._labelsBuilder.updateLabels([u])),l&&r.dispatchAction({type:"grid3DShowAxisPointer",value:[n.get(e.coordDimToDataDim("x")[0],u),n.get(e.coordDimToDataDim("y")[0],u),n.get(e.coordDimToDataDim("z")[0],u)],grid3DIndex:i.componentIndex})),a.dataIndex=u,s=u}),this),a.on("mouseout",(function(e){var t=e.vertexIndex+o._startDataIndex;this.highlightOnMouseover&&(this.downplay(n,t),this._labelsBuilder.updateLabels()),s=-1,a.dataIndex=-1,l&&r.dispatchAction({type:"grid3DHideAxisPointer",grid3DIndex:i.componentIndex})}),this)},updateLayout:function(e,t,r){var i=e.getData();if(this._mesh){var n=this._mesh.geometry.attributes.position.value,a=i.getLayout("points");if(this.is2D)for(var o=0;othis._endDataIndex||tthis._endDataIndex||t0?1:-1}wa.Shader.import(Md);var Dd=wa.Mesh.extend((function(){var e=new wa.Material({shader:new wa.Shader(wa.Shader.source("ecgl.trail2.vertex"),wa.Shader.source("ecgl.trail2.fragment")),transparent:!0,depthMask:!1}),t=new ro({dynamic:!0});return t.createAttribute("dist","float",1),t.createAttribute("distAll","float",1),t.createAttribute("start","float",1),{geometry:t,material:e,culling:!1,$ignorePicking:!0}}),{updateData:function(e,t,r){var i=e.hostModel,n=this.geometry,a=i.getModel("effect"),o=a.get("trailWidth")*t.getDevicePixelRatio(),s=a.get("trailLength"),l=i.get("effect.constantSpeed"),u=1e3*i.get("effect.period"),h=null!=l;h?this.material.set("speed",l/1e3):this.material.set("period",u),this.material[h?"define":"undefine"]("vertex","CONSTANT_SPEED");var c=i.get("polyline");n.trailLength=s,this.material.set("trailLength",s),n.resetOffset(),["position","positionPrev","positionNext"].forEach((function(e){n.attributes[e].value=r.attributes[e].value}));var d=["dist","distAll","start","offset","color"];d.forEach((function(e){n.attributes[e].init(n.vertexCount)})),n.indices=r.indices;var f=[],p=a.get("trailColor"),m=a.get("trailOpacity"),g=null!=p,_=null!=m;this.updateWorldTransform();var v=this.worldTransform.x.len(),y=this.worldTransform.y.len(),x=this.worldTransform.z.len(),T=0,b=0;e.each((function(t){var i=e.getItemLayout(t),a=_?m:Tu(e,t),s=xu(e,t);null==a&&(a=1),f=wa.parseColor(g?p:s,f),f[3]*=a;for(var l=c?r.getPolylineVertexCount(i):r.getCubicCurveVertexCount(i[0],i[1],i[2],i[3]),d=0,w=[],E=[],S=T;ST&&(d+=Ld.dist(w,E)),n.attributes.dist.set(S,d),Ld.copy(E,w);b=Math.max(b,d);var A=Math.random()*(h?d:u);for(S=T;S0;this._updateSurfaceMesh(this._surfaceMesh,e,h,f);var p=this._surfaceMesh.material;f?(p.define("WIREFRAME_QUAD"),p.set("wireframeLineWidth",d),p.set("wireframeLineColor",wa.parseColor(c.get("lineStyle.color")))):p.undefine("WIREFRAME_QUAD"),this._initHandler(e,r),this._updateAnimation(e)},_updateAnimation:function(e){wa.updateVertexAnimation([["prevPosition","position"],["prevNormal","normal"]],this._prevSurfaceMesh,this._surfaceMesh,e)},_createSurfaceMesh:function(){var e=new wa.Mesh({geometry:new wa.Geometry({dynamic:!0,sortTriangles:!0}),shadowDepthMaterial:new wa.Material({shader:new wa.Shader(wa.Shader.source("ecgl.sm.depth.vertex"),wa.Shader.source("ecgl.sm.depth.fragment"))}),culling:!1,renderOrder:10,renderNormal:!0});return e.geometry.createAttribute("barycentric","float",4),e.geometry.createAttribute("prevPosition","float",3),e.geometry.createAttribute("prevNormal","float",3),Object.assign(e.geometry,_u),e},_initHandler:function(e,t){var r=e.getData(),i=this._surfaceMesh,n=e.coordinateSystem;function a(e,t){for(var r=1/0,n=-1,a=[],o=0;o=0){var l=[];i.geometry.attributes.position.get(s,l);for(var u=n.pointToData(l),h=1/0,c=-1,d=[],f=0;f65535?Uint32Array:Uint16Array)((p-1)*(m-1)*6),b=function(e,t,r){r[1]=e*m+t,r[0]=e*m+t+1,r[3]=(e+1)*m+t+1,r[2]=(e+1)*m+t},w=!1;if(l){var E=[],S=[],A=0;_?h.init(n.vertexCount):h.value=null;for(var M=[[],[],[]],L=[],C=[],D=Hd.create(),N=function(e,t,r){var i=3*t;return r[0]=e[i],r[1]=e[i+1],r[2]=e[i+2],r},R=new Float32Array(o.length),P=new Float32Array(o.length/3*4),O=0;O0){if(Math.floor(s/h)===s/h)return[h,s/h];h--}return h=Math.floor(Math.sqrt(s)),[h,h]},dispose:function(){this.groupGL.removeAll()},remove:function(){this.groupGL.removeAll()}});function Wd(e){e.registerChartView(kd),e.registerSeriesModel(Gd),e.registerLayout((function(e,t){e.eachSeriesByType("surface",(function(e){var t=e.coordinateSystem;t&&t.type;var r=e.getData(),i=new Float32Array(3*r.count()),n=[NaN,NaN,NaN];if(t&&"cartesian3D"===t.type){var a=t.dimensions,o=a.map((function(t){return e.coordDimToDataDim(t)[0]}));r.each(o,(function(e,a,o,s){var l;l=r.hasValue(s)?t.dataToPoint([e,a,o]):n,i[3*s]=l[0],i[3*s+1]=l[1],i[3*s+2]=l[2]}))}r.setLayout("points",i)}))}))}function Xd(e,t){for(var r=[],i=0;i "+p)),c++)}var m=i["m"].createDimensions(e,{coordDimensions:["value"]});l=new i["e"](m,r),l.initData(e);var g=new i["e"](["value"],r);return g.initData(h,u),a&&a(l,g),of({mainData:l,struct:o,structAttr:"graph",datas:{node:l,edge:g},datasAttr:{node:"data",edge:"edgeData"}}),o.update(),o},lf=i["g"].extend({type:"series.graphGL",visualStyleAccessPath:"itemStyle",hasSymbolVisual:!0,init:function(e){lf.superApply(this,"init",arguments),this.legendDataProvider=function(){return this._categoriesData},this._updateCategoriesData()},mergeOption:function(e){lf.superApply(this,"mergeOption",arguments),this._updateCategoriesData()},getFormattedLabel:function(e,t,r,i){var n=bc.getFormattedLabel(this,e,t,r,i);if(null==n){var a=this.getData(),o=a.dimensions[a.dimensions.length-1];n=a.get(o,e)}return n},getInitialData:function(e,t){var r=e.edges||e.links||[],i=e.data||e.nodes||[],n=this;if(i&&r)return sf(i,r,this,!0,a).data;function a(e,r){e.wrapMethod("getItemModel",(function(e){const t=n._categoriesModels,r=e.getShallow("category"),i=t[r];return i&&(i.parentModel=e.parentModel,e.parentModel=i),e}));const i=t.getModel([]).getModel;function a(e,t){const r=i.call(this,e,t);return r.resolveParentPath=o,r}function o(e){if(e&&("label"===e[0]||"label"===e[1])){const t=e.slice();return"label"===e[0]?t[0]="edgeLabel":"label"===e[1]&&(t[1]="edgeLabel"),t}return e}r.wrapMethod("getItemModel",(function(e){return e.resolveParentPath=o,e.getModel=a,e}))}},getGraph:function(){return this.getData().graph},getEdgeData:function(){return this.getGraph().edgeData},getCategoriesData:function(){return this._categoriesData},formatTooltip:function(e,t,r){if("edge"===r){var n=this.getData(),a=this.getDataParams(e,r),o=n.graph.getEdgeByIndex(e),s=n.getName(o.node1.dataIndex),l=n.getName(o.node2.dataIndex),u=[];return null!=s&&u.push(s),null!=l&&u.push(l),u=i["i"].encodeHTML(u.join(" > ")),a.value&&(u+=" : "+i["i"].encodeHTML(a.value)),u}return lf.superApply(this,"formatTooltip",arguments)},_updateCategoriesData:function(){var e=(this.option.categories||[]).map((function(e){return null!=e.value?e:Object.assign({value:0},e)})),t=new i["e"](["value"],this);t.initData(e),this._categoriesData=t,this._categoriesModels=t.mapArray((function(e){return t.getItemModel(e,!0)}))},setView:function(e){null!=e.zoom&&(this.option.zoom=e.zoom),null!=e.offset&&(this.option.offset=e.offset)},setNodePosition:function(e){for(var t=0;t65535?this.indices instanceof Uint16Array&&(this.indices=new Uint32Array(this.indices)):this.indices instanceof Uint32Array&&(this.indices=new Uint16Array(this.indices)))},setTriangleCount:function(e){this.triangleCount!==e&&(this.indices=0===e?null:this.vertexCount>65535?new Uint32Array(3*e):new Uint16Array(3*e))},_getCubicCurveApproxStep:function(e,t,r,i){var n=hf.dist(e,t)+hf.dist(r,t)+hf.dist(i,r),a=1/(n+1)*this.segmentScale;return a},getCubicCurveVertexCount:function(e,t,r,i){var n=this._getCubicCurveApproxStep(e,t,r,i),a=Math.ceil(1/n);return this.useNativeLine?2*a:2*a+2},getCubicCurveTriangleCount:function(e,t,r,i){var n=this._getCubicCurveApproxStep(e,t,r,i),a=Math.ceil(1/n);return this.useNativeLine?0:2*a},getLineVertexCount:function(){return this.getPolylineVertexCount(cf)},getLineTriangleCount:function(){return this.getPolylineTriangleCount(cf)},getPolylineVertexCount:function(e){var t;if("number"===typeof e)t=e;else{var r="number"!==typeof e[0];t=r?e.length:e.length/2}return this.useNativeLine?2*(t-1):2*(t-1)+2},getPolylineTriangleCount:function(e){var t;if("number"===typeof e)t=e;else{var r="number"!==typeof e[0];t=r?e.length:e.length/2}return this.useNativeLine?0:2*(t-1)},addCubicCurve:function(e,t,r,i,n,a){null==a&&(a=1);var o=e[0],s=e[1],l=t[0],u=t[1],h=r[0],c=r[1],d=i[0],f=i[1],p=this._getCubicCurveApproxStep(e,t,r,i),m=p*p,g=m*p,_=3*p,v=3*m,y=6*m,x=6*g,T=o-2*l+h,b=s-2*u+c,w=3*(l-h)-o+d,E=3*(u-c)-s+f,S=o,A=s,M=(l-o)*_+T*v+w*g,L=(u-s)*_+b*v+E*g,C=T*y+w*x,D=b*y+E*x,N=w*x,R=E*x,P=0,O=0,I=Math.ceil(1/p),B=new Float32Array(3*(I+1)),F=(B=[],0);for(O=0;O1&&(S=M>0?Math.min(S,d):Math.max(S,d),A=L>0?Math.min(A,f):Math.max(A,f));this.addPolyline(B,n,a)},addLine:function(e,t,r,i){this.addPolyline([e,t],r,i)},addPolyline:function(){var e=hf.create(),t=hf.create(),r=hf.create(),i=hf.create(),n=[],a=[],o=[];return function(s,l,u,h,c){if(s.length){var d="number"!==typeof s[0];if(null==c&&(c=d?s.length:s.length/2),!(c<2)){null==h&&(h=0),null==u&&(u=1),this._itemVertexOffsets.push(this._vertexOffset);for(var f,p=d?"number"!==typeof l[0]:l.length/4===c,m=this.attributes.position,g=this.attributes.color,_=this.attributes.offset,v=this.attributes.normal,y=this.indices,x=this._vertexOffset,T=0;T1&&(m.copy(x,x-1),g.copy(x,x-1),x++);else{var E;if(T0){hf.sub(e,n,o),hf.sub(t,a,n),hf.normalize(e,e),hf.normalize(t,t),hf.add(i,e,t),hf.normalize(i,i);var S=u/2*Math.min(1/hf.dot(e,i),2);r[0]=-i[1],r[1]=i[0],E=S}else hf.sub(e,a,n),hf.normalize(e,e),r[0]=-e[1],r[1]=e[0],E=u/2}else hf.sub(e,n,o),hf.normalize(e,e),r[0]=-e[1],r[1]=e[0],E=u/2;v.set(x,r),v.set(x+1,r),_.set(x,E),_.set(x+1,-E),hf.copy(o,n),m.set(x,n),m.set(x+1,n),g.set(x,f),g.set(x+1,f),x+=2}if(this.useNativeLine)g.set(x,f),m.set(x,n),x++;else if(T>0){var A=3*this._faceOffset;y=this.indices;y[A]=x-4,y[A+1]=x-3,y[A+2]=x-2,y[A+3]=x-3,y[A+4]=x-1,y[A+5]=x-2,this._faceOffset+=2}}this._vertexOffset=x}}}}(),setItemColor:function(e,t){for(var r=this._itemVertexOffsets[e],i=e 0.0) {\n float factor = 0.0;\n if (preventOverlap) {\n float d = sqrt(d2);\n d = d - n0.w - n1.w;\n if (d > 0.0) {\n factor = scaling * n0.z * n1.z / (d * d);\n }\n else if (d < 0.0) {\n factor = scaling * 100.0 * n0.z * n1.z;\n }\n }\n else {\n factor = scaling * n0.z * n1.z / d2;\n }\n force += dir * factor;\n }\n }\n\n vec2 dir = gravityCenter - n0.xy;\n float d = 1.0;\n if (!strongGravityMode) {\n d = length(dir);\n }\n\n force += dir * n0.z * gravity / (d + 1.0);\n\n gl_FragColor = vec4(force, 0.0, 1.0);\n}\n@end\n\n@export ecgl.forceAtlas2.updateEdgeAttraction.vertex\n\nattribute vec2 node1;\nattribute vec2 node2;\nattribute float weight;\n\nuniform sampler2D positionTex;\nuniform float edgeWeightInfluence;\nuniform bool preventOverlap;\nuniform bool linLogMode;\n\nuniform vec2 windowSize: WINDOW_SIZE;\n\nvarying vec2 v_Force;\n\nvoid main() {\n\n vec4 n0 = texture2D(positionTex, node1);\n vec4 n1 = texture2D(positionTex, node2);\n\n vec2 dir = n1.xy - n0.xy;\n float d = length(dir);\n float w;\n if (edgeWeightInfluence == 0.0) {\n w = 1.0;\n }\n else if (edgeWeightInfluence == 1.0) {\n w = weight;\n }\n else {\n w = pow(weight, edgeWeightInfluence);\n }\n vec2 offset = vec2(1.0 / windowSize.x, 1.0 / windowSize.y);\n vec2 scale = vec2((windowSize.x - 1.0) / windowSize.x, (windowSize.y - 1.0) / windowSize.y);\n vec2 pos = node1 * scale * 2.0 - 1.0;\n gl_Position = vec4(pos + offset, 0.0, 1.0);\n gl_PointSize = 1.0;\n\n float factor;\n if (preventOverlap) {\n d = d - n1.w - n0.w;\n }\n if (d <= 0.0) {\n v_Force = vec2(0.0);\n return;\n }\n\n if (linLogMode) {\n factor = w * log(d) / d;\n }\n else {\n factor = w;\n }\n v_Force = dir * factor;\n}\n@end\n\n@export ecgl.forceAtlas2.updateEdgeAttraction.fragment\n\nvarying vec2 v_Force;\n\nvoid main() {\n gl_FragColor = vec4(v_Force, 0.0, 0.0);\n}\n@end\n\n@export ecgl.forceAtlas2.calcWeightedSum.vertex\n\nattribute vec2 node;\n\nvarying vec2 v_NodeUv;\n\nvoid main() {\n\n v_NodeUv = node;\n gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n gl_PointSize = 1.0;\n}\n@end\n\n@export ecgl.forceAtlas2.calcWeightedSum.fragment\n\nvarying vec2 v_NodeUv;\n\nuniform sampler2D positionTex;\nuniform sampler2D forceTex;\nuniform sampler2D forcePrevTex;\n\nvoid main() {\n vec2 force = texture2D(forceTex, v_NodeUv).rg;\n vec2 forcePrev = texture2D(forcePrevTex, v_NodeUv).rg;\n\n float mass = texture2D(positionTex, v_NodeUv).z;\n float swing = length(force - forcePrev) * mass;\n float traction = length(force + forcePrev) * 0.5 * mass;\n\n gl_FragColor = vec4(swing, traction, 0.0, 0.0);\n}\n@end\n\n@export ecgl.forceAtlas2.calcGlobalSpeed\n\nuniform sampler2D globalSpeedPrevTex;\nuniform sampler2D weightedSumTex;\nuniform float jitterTolerence;\n\nvoid main() {\n vec2 weightedSum = texture2D(weightedSumTex, vec2(0.5)).xy;\n float prevGlobalSpeed = texture2D(globalSpeedPrevTex, vec2(0.5)).x;\n float globalSpeed = jitterTolerence * jitterTolerence\n * weightedSum.y / weightedSum.x;\n if (prevGlobalSpeed > 0.0) {\n globalSpeed = min(globalSpeed / prevGlobalSpeed, 1.5) * prevGlobalSpeed;\n }\n gl_FragColor = vec4(globalSpeed, 0.0, 0.0, 1.0);\n}\n@end\n\n@export ecgl.forceAtlas2.updatePosition\n\nuniform sampler2D forceTex;\nuniform sampler2D forcePrevTex;\nuniform sampler2D positionTex;\nuniform sampler2D globalSpeedTex;\n\nvarying vec2 v_Texcoord;\n\nvoid main() {\n vec2 force = texture2D(forceTex, v_Texcoord).xy;\n vec2 forcePrev = texture2D(forcePrevTex, v_Texcoord).xy;\n vec4 node = texture2D(positionTex, v_Texcoord);\n\n float globalSpeed = texture2D(globalSpeedTex, vec2(0.5)).r;\n float swing = length(force - forcePrev);\n float speed = 0.1 * globalSpeed / (0.1 + globalSpeed * sqrt(swing));\n\n float df = length(force);\n if (df > 0.0) {\n speed = min(df * speed, 10.0) / df;\n\n gl_FragColor = vec4(node.xy + speed * force, node.zw);\n }\n else {\n gl_FragColor = node;\n }\n}\n@end\n\n@export ecgl.forceAtlas2.edges.vertex\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\n\nattribute vec2 node;\nattribute vec4 a_Color : COLOR;\nvarying vec4 v_Color;\n\nuniform sampler2D positionTex;\n\nvoid main()\n{\n gl_Position = worldViewProjection * vec4(\n texture2D(positionTex, node).xy, -10.0, 1.0\n );\n v_Color = a_Color;\n}\n@end\n\n@export ecgl.forceAtlas2.edges.fragment\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\nvarying vec4 v_Color;\nvoid main() {\n gl_FragColor = color * v_Color;\n}\n@end";wa.Shader.import(pf);var mf={repulsionByDegree:!0,linLogMode:!1,strongGravityMode:!1,gravity:1,scaling:1,edgeWeightInfluence:1,jitterTolerence:.1,preventOverlap:!1,dissuadeHubs:!1,gravityCenter:null};function gf(e){var t={type:wa.Texture.FLOAT,minFilter:wa.Texture.NEAREST,magFilter:wa.Texture.NEAREST};this._positionSourceTex=new wa.Texture2D(t),this._positionSourceTex.flipY=!1,this._positionTex=new wa.Texture2D(t),this._positionPrevTex=new wa.Texture2D(t),this._forceTex=new wa.Texture2D(t),this._forcePrevTex=new wa.Texture2D(t),this._weightedSumTex=new wa.Texture2D(t),this._weightedSumTex.width=this._weightedSumTex.height=1,this._globalSpeedTex=new wa.Texture2D(t),this._globalSpeedPrevTex=new wa.Texture2D(t),this._globalSpeedTex.width=this._globalSpeedTex.height=1,this._globalSpeedPrevTex.width=this._globalSpeedPrevTex.height=1,this._nodeRepulsionPass=new mn({fragment:wa.Shader.source("ecgl.forceAtlas2.updateNodeRepulsion")}),this._positionPass=new mn({fragment:wa.Shader.source("ecgl.forceAtlas2.updatePosition")}),this._globalSpeedPass=new mn({fragment:wa.Shader.source("ecgl.forceAtlas2.calcGlobalSpeed")}),this._copyPass=new mn({fragment:wa.Shader.source("clay.compositor.output")});var r=function(e){e.blendEquation(e.FUNC_ADD),e.blendFunc(e.ONE,e.ONE)};this._edgeForceMesh=new wa.Mesh({geometry:new wa.Geometry({attributes:{node1:new wa.Geometry.Attribute("node1","float",2),node2:new wa.Geometry.Attribute("node2","float",2),weight:new wa.Geometry.Attribute("weight","float",1)},dynamic:!0,mainAttribute:"node1"}),material:new wa.Material({transparent:!0,shader:wa.createShader("ecgl.forceAtlas2.updateEdgeAttraction"),blend:r,depthMask:!1,depthText:!1}),mode:wa.Mesh.POINTS}),this._weightedSumMesh=new wa.Mesh({geometry:new wa.Geometry({attributes:{node:new wa.Geometry.Attribute("node","float",2)},dynamic:!0,mainAttribute:"node"}),material:new wa.Material({transparent:!0,shader:wa.createShader("ecgl.forceAtlas2.calcWeightedSum"),blend:r,depthMask:!1,depthText:!1}),mode:wa.Mesh.POINTS}),this._framebuffer=new ci({depthBuffer:!1}),this._dummyCamera=new wa.OrthographicCamera({left:-1,right:1,top:1,bottom:-1,near:0,far:100}),this._globalSpeed=0}gf.prototype.updateOption=function(e){for(var t in mf)this[t]=mf[t];var r=this._nodes.length;if(this.jitterTolerence=r>5e4?10:r>5e3?1:.1,this.scaling=r>100?2:10,e)for(var t in mf)null!=e[t]&&(this[t]=e[t]);if(this.repulsionByDegree)for(var i=this._positionSourceTex.pixels,n=0;ne},gf.prototype._swapTexture=function(){var e=this._positionPrevTex;this._positionPrevTex=this._positionTex,this._positionTex=e;e=this._forcePrevTex;this._forcePrevTex=this._forceTex,this._forceTex=e;e=this._globalSpeedPrevTex;this._globalSpeedPrevTex=this._globalSpeedTex,this._globalSpeedTex=e},gf.prototype._initFromSource=function(e){this._framebuffer.attach(this._positionPrevTex),this._framebuffer.bind(e),this._copyPass.setUniform("texture",this._positionSourceTex),this._copyPass.render(e),e.gl.clearColor(0,0,0,0),this._framebuffer.attach(this._forcePrevTex),e.gl.clear(e.gl.COLOR_BUFFER_BIT),this._framebuffer.attach(this._globalSpeedPrevTex),e.gl.clear(e.gl.COLOR_BUFFER_BIT),this._framebuffer.unbind(e)},gf.prototype._resize=function(e,t){["_positionSourceTex","_positionTex","_positionPrevTex","_forceTex","_forcePrevTex"].forEach((function(r){this[r].width=e,this[r].height=t,this[r].dirty()}),this)},gf.prototype.dispose=function(e){this._framebuffer.dispose(e),this._copyPass.dispose(e),this._nodeRepulsionPass.dispose(e),this._positionPass.dispose(e),this._globalSpeedPass.dispose(e),this._edgeForceMesh.geometry.dispose(e),this._weightedSumMesh.geometry.dispose(e),this._positionSourceTex.dispose(e),this._positionTex.dispose(e),this._positionPrevTex.dispose(e),this._forceTex.dispose(e),this._forcePrevTex.dispose(e),this._weightedSumTex.dispose(e),this._globalSpeedTex.dispose(e),this._globalSpeedPrevTex.dispose(e)};var _f=gf;function vf(){var e={create:function(){return new Float32Array(2)},dist:function(e,t){var r=t[0]-e[0],i=t[1]-e[1];return Math.sqrt(r*r+i*i)},len:function(e){var t=e[0],r=e[1];return Math.sqrt(t*t+r*r)},scaleAndAdd:function(e,t,r,i){return e[0]=t[0]+r[0]*i,e[1]=t[1]+r[1]*i,e},scale:function(e,t,r){return e[0]=t[0]*r,e[1]=t[1]*r,e},add:function(e,t,r){return e[0]=t[0]+r[0],e[1]=t[1]+r[1],e},sub:function(e,t,r){return e[0]=t[0]-r[0],e[1]=t[1]-r[1],e},normalize:function(e,t){var r=t[0],i=t[1],n=r*r+i*i;return n>0&&(n=1/Math.sqrt(n),e[0]=t[0]*n,e[1]=t[1]*n),e},negate:function(e,t){return e[0]=-t[0],e[1]=-t[1],e},copy:function(e,t){return e[0]=t[0],e[1]=t[1],e},set:function(e,t,r){return e[0]=t,e[1]=r,e}};function t(){this.subRegions=[],this.nSubRegions=0,this.node=null,this.mass=0,this.centerOfMass=null,this.bbox=new Float32Array(4),this.size=0}var r=t.prototype;function i(){this.position=new Float32Array(2),this.force=e.create(),this.forcePrev=e.create(),this.mass=1,this.inDegree=0,this.outDegree=0}function n(e,t){this.source=e,this.target=t,this.weight=1}function a(){this.autoSettings=!0,this.barnesHutOptimize=!0,this.barnesHutTheta=1.5,this.repulsionByDegree=!0,this.linLogMode=!1,this.strongGravityMode=!1,this.gravity=1,this.scaling=1,this.edgeWeightInfluence=1,this.jitterTolerence=.1,this.preventOverlap=!1,this.dissuadeHubs=!1,this.rootRegion=new t,this.rootRegion.centerOfMass=e.create(),this.nodes=[],this.edges=[],this.bbox=new Float32Array(4),this.gravityCenter=null,this._massArr=null,this._swingingArr=null,this._sizeArr=null,this._globalSpeed=0}r.beforeUpdate=function(){for(var e=0;e=e&&this.bbox[1]<=t&&this.bbox[3]>=t},r.setBBox=function(e,t,r,i){this.bbox[0]=e,this.bbox[1]=t,this.bbox[2]=r,this.bbox[3]=i,this.size=(r-e+i-t)/2},r._newSubRegion=function(){var e=this.subRegions[this.nSubRegions];return e||(e=new t,this.subRegions[this.nSubRegions]=e),this.nSubRegions++,e},r._addNodeToSubRegion=function(e){var t=this.findSubRegion(e.position[0],e.position[1]),r=this.bbox;if(!t){var i=(r[0]+r[2])/2,n=(r[1]+r[3])/2,a=(r[2]-r[0])/2,o=(r[3]-r[1])/2,s=e.position[0]>=i?1:0,l=e.position[1]>=n?1:0;t=this._newSubRegion();t.setBBox(s*a+r[0],l*o+r[1],(s+1)*a+r[0],(l+1)*o+r[1])}t.addNode(e)},r._updateCenterOfMass=function(e){null==this.centerOfMass&&(this.centerOfMass=new Float32Array(2));var t=this.centerOfMass[0]*this.mass,r=this.centerOfMass[1]*this.mass;t+=e.position[0]*e.mass,r+=e.position[1]*e.mass,this.mass+=e.mass,this.centerOfMass[0]=t/this.mass,this.centerOfMass[1]=r/this.mass};var o=a.prototype;o.initNodes=function(e,t,r){var n=t.length;this.nodes.length=0;for(var a="undefined"!=typeof r,o=0;o0&&(this.strongGravityMode?this.applyNodeStrongGravity(n):this.applyNodeGravity(n))}for(r=0;r0&&(d=Math.min(d/this._globalSpeed,1.5)*this._globalSpeed),this._globalSpeed=d;for(r=0;r0&&(f=Math.min(p*f,10)/p,e.scaleAndAdd(i.position,i.position,i.force,f))}},o.applyRegionToNodeRepulsion=function(){var t=e.create();return function(r,i){if(r.node)this.applyNodeToNodeRepulsion(r.node,i,!0);else{e.sub(t,i.position,r.centerOfMass);var n=t[0]*t[0]+t[1]*t[1];if(n>this.barnesHutTheta*r.size*r.size){var a=this.scaling*i.mass*r.mass/n;e.scaleAndAdd(i.force,i.force,t,a)}else for(var o=0;o0)o=this.scaling*r.mass*i.mass/(s*s);else{if(!(s<0))return;o=100*this.scaling*r.mass*i.mass}}else o=this.scaling*r.mass*i.mass/a;e.scaleAndAdd(r.force,r.force,t,o),e.scaleAndAdd(i.force,i.force,t,-o)}}}}(),o.applyEdgeAttraction=function(){var t=e.create();return function(r){var i=r.source,n=r.target;e.sub(t,i.position,n.position);var a,o,s=e.len(t);a=0===this.edgeWeightInfluence?1:1===this.edgeWeightInfluence?r.weight:Math.pow(r.weight,this.edgeWeightInfluence),this.preventOverlap&&(s=s-i.size-n.size,s<=0)||(o=this.linLogMode?-a*Math.log(s+1)/(s+1):-a,e.scaleAndAdd(i.force,i.force,t,o),e.scaleAndAdd(n.force,n.force,t,-o))}}(),o.applyNodeGravity=function(){var t=e.create();return function(r){e.sub(t,this.gravityCenter,r.position);var i=e.len(t);e.scaleAndAdd(r.force,r.force,t,this.gravity*r.mass/(i+1))}}(),o.applyNodeStrongGravity=function(){var t=e.create();return function(r){e.sub(t,this.gravityCenter,r.position),e.scaleAndAdd(r.force,r.force,t,this.gravity*r.mass)}}(),o.updateBBox=function(){for(var e=1/0,t=1/0,r=-1/0,i=-1/0,n=0;n5e4?10:a>5e3?1:.1,t.scaling=a>100?2:10,t.barnesHutOptimize=a>1e3,e)for(var r in Tf)null!=e[r]&&(t[r]=e[r]);if(!t.gravityCenter){for(var o=[1/0,1/0],s=[-1/0,-1/0],l=0;le},bf.prototype.getNodePosition=function(e,t){if(t||(t=new Float32Array(2*this._nodes.length)),this._positionArr)for(var r=0;r0?1.1:.9,a=Math.max(Math.min(this._zoom*n,this.maxZoom),this.minZoom);n=a/this._zoom;var o=this._convertPos(r,i),s=(o.x-this._dx)*(n-1),l=(o.y-this._dy)*(n-1);this._dx-=s,this._dy-=l,this._zoom=a,this._needsUpdate=!0}}},dispose:function(){var e=this.zr;e.off("mousedown",this._mouseDownHandler),e.off("mousemove",this._mouseMoveHandler),e.off("mouseup",this._mouseUpHandler),e.off("mousewheel",this._mouseWheelHandler),e.off("globalout",this._mouseUpHandler),e.animation.off("frame",this._update)}}),Sf=Ef,Af="@export ecgl.lines2D.vertex\n\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\n\nattribute vec2 position: POSITION;\nattribute vec4 a_Color : COLOR;\nvarying vec4 v_Color;\n\n#ifdef POSITIONTEXTURE_ENABLED\nuniform sampler2D positionTexture;\n#endif\n\nvoid main()\n{\n gl_Position = worldViewProjection * vec4(position, -10.0, 1.0);\n\n v_Color = a_Color;\n}\n\n@end\n\n@export ecgl.lines2D.fragment\n\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\n\nvarying vec4 v_Color;\n\nvoid main()\n{\n gl_FragColor = color * v_Color;\n}\n@end\n\n\n@export ecgl.meshLines2D.vertex\n\nattribute vec2 position: POSITION;\nattribute vec2 normal;\nattribute float offset;\nattribute vec4 a_Color : COLOR;\n\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform vec4 viewport : VIEWPORT;\n\nvarying vec4 v_Color;\nvarying float v_Miter;\n\nvoid main()\n{\n vec4 p2 = worldViewProjection * vec4(position + normal, -10.0, 1.0);\n gl_Position = worldViewProjection * vec4(position, -10.0, 1.0);\n\n p2.xy /= p2.w;\n gl_Position.xy /= gl_Position.w;\n\n vec2 N = normalize(p2.xy - gl_Position.xy);\n gl_Position.xy += N * offset / viewport.zw * 2.0;\n\n gl_Position.xy *= gl_Position.w;\n\n v_Color = a_Color;\n}\n@end\n\n\n@export ecgl.meshLines2D.fragment\n\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\n\nvarying vec4 v_Color;\nvarying float v_Miter;\n\nvoid main()\n{\n gl_FragColor = color * v_Color;\n}\n\n@end",Mf=Ja.vec2;wa.Shader.import(Af);var Lf=1,Cf=i["b"].extend({type:"graphGL",__ecgl__:!0,init:function(e,t){this.groupGL=new wa.Node,this.viewGL=new hl("orthographic"),this.viewGL.camera.left=this.viewGL.camera.right=0,this.viewGL.add(this.groupGL),this._pointsBuilder=new id(!0,t),this._forceEdgesMesh=new wa.Mesh({material:new wa.Material({shader:wa.createShader("ecgl.forceAtlas2.edges"),transparent:!0,depthMask:!1,depthTest:!1}),$ignorePicking:!0,geometry:new wa.Geometry({attributes:{node:new wa.Geometry.Attribute("node","float",2),color:new wa.Geometry.Attribute("color","float",4,"COLOR")},dynamic:!0,mainAttribute:"node"}),renderOrder:-1,mode:wa.Mesh.LINES}),this._edgesMesh=new wa.Mesh({material:new wa.Material({shader:wa.createShader("ecgl.meshLines2D"),transparent:!0,depthMask:!1,depthTest:!1}),$ignorePicking:!0,geometry:new ff({useNativeLine:!1,dynamic:!0}),renderOrder:-1,culling:!1}),this._layoutId=0,this._control=new Sf({zr:t.getZr(),viewGL:this.viewGL}),this._control.setTarget(this.groupGL),this._control.init(),this._clickHandler=this._clickHandler.bind(this)},render:function(e,t,r){this.groupGL.add(this._pointsBuilder.rootNode),this._model=e,this._api=r,this._initLayout(e,t,r),this._pointsBuilder.update(e,t,r),this._forceLayoutInstance instanceof _f||this.groupGL.remove(this._forceEdgesMesh),this._updateCamera(e,r),this._control.off("update"),this._control.on("update",(function(){r.dispatchAction({type:"graphGLRoam",seriesId:e.id,zoom:this._control.getZoom(),offset:this._control.getOffset()}),this._pointsBuilder.updateView(this.viewGL.camera)}),this),this._control.setZoom(Rn.firstNotNull(e.get("zoom"),1)),this._control.setOffset(e.get("offset")||[0,0]);var i=this._pointsBuilder.getPointsMesh();if(i.off("mousemove",this._mousemoveHandler),i.off("mouseout",this._mouseOutHandler,this),r.getZr().off("click",this._clickHandler),this._pointsBuilder.highlightOnMouseover=!0,e.get("focusNodeAdjacency")){var n=e.get("focusNodeAdjacencyOn");"click"===n?r.getZr().on("click",this._clickHandler):"mouseover"===n&&(i.on("mousemove",this._mousemoveHandler,this),i.on("mouseout",this._mouseOutHandler,this),this._pointsBuilder.highlightOnMouseover=!1)}this._lastMouseOverDataIndex=-1},_clickHandler:function(e){if(!this._layouting){var t=this._pointsBuilder.getPointsMesh().dataIndex;t>=0?this._api.dispatchAction({type:"graphGLFocusNodeAdjacency",seriesId:this._model.id,dataIndex:t}):this._api.dispatchAction({type:"graphGLUnfocusNodeAdjacency",seriesId:this._model.id})}},_mousemoveHandler:function(e){if(!this._layouting){var t=this._pointsBuilder.getPointsMesh().dataIndex;t>=0?t!==this._lastMouseOverDataIndex&&this._api.dispatchAction({type:"graphGLFocusNodeAdjacency",seriesId:this._model.id,dataIndex:t}):this._mouseOutHandler(e),this._lastMouseOverDataIndex=t}},_mouseOutHandler:function(e){this._layouting||(this._api.dispatchAction({type:"graphGLUnfocusNodeAdjacency",seriesId:this._model.id}),this._lastMouseOverDataIndex=-1)},_updateForceEdgesGeometry:function(e,t){var r=this._forceEdgesMesh.geometry,i=t.getEdgeData(),n=0,a=this._forceLayoutInstance,o=2*i.count();r.attributes.node.init(o),r.attributes.color.init(o),i.each((function(t){var o=e[t];r.attributes.node.set(n,a.getNodeUV(o.node1)),r.attributes.node.set(n+1,a.getNodeUV(o.node2));var s=xu(i,o.dataIndex),l=wa.parseColor(s);l[3]*=Rn.firstNotNull(Tu(i,o.dataIndex),1),r.attributes.color.set(n,l),r.attributes.color.set(n+1,l),n+=2})),r.dirty()},_updateMeshLinesGeometry:function(){var e=this._model.getEdgeData(),t=this._edgesMesh.geometry,r=(e=this._model.getEdgeData(),this._model.getData().getLayout("points"));t.resetOffset(),t.setVertexCount(e.count()*t.getLineVertexCount()),t.setTriangleCount(e.count()*t.getLineTriangleCount());var i=[],n=[],a=["lineStyle","width"];this._originalEdgeColors=new Float32Array(4*e.count()),this._edgeIndicesMap=new Float32Array(e.count()),e.each((function(o){var s=e.graph.getEdgeByIndex(o),l=2*s.node1.dataIndex,u=2*s.node2.dataIndex;i[0]=r[l],i[1]=r[l+1],n[0]=r[u],n[1]=r[u+1];var h=xu(e,s.dataIndex),c=wa.parseColor(h);c[3]*=Rn.firstNotNull(Tu(e,s.dataIndex),1);var d=e.getItemModel(s.dataIndex),f=Rn.firstNotNull(d.get(a),1)*this._api.getDevicePixelRatio();t.addLine(i,n,c,f);for(var p=0;p<4;p++)this._originalEdgeColors[4*s.dataIndex+p]=c[p];this._edgeIndicesMap[s.dataIndex]=o}),this),t.dirty()},_updateForceNodesGeometry:function(e){for(var t=this._pointsBuilder.getPointsMesh(),r=[],i=0;i=f&&(l._syncNodePosition(e),d=0),r.getZr().refresh(),Object(Ea["a"])((function(){p(t)}))}))};Object(Ea["a"])((function(){l._forceLayoutInstanceToDispose&&(l._forceLayoutInstanceToDispose.dispose(n.layer.renderer),l._forceLayoutInstanceToDispose=null),p(u)})),this._layouting=!0}}},stopLayout:function(e,t,r,i){i&&null!=i.from&&i.from!==this.uid||(this._layoutId=0,this.groupGL.remove(this._forceEdgesMesh),this.groupGL.add(this._edgesMesh),this._forceLayoutInstance&&this.viewGL.layer&&(i&&i.beforeLayout||(this._syncNodePosition(e),this._updateAfterLayout(e,t,r)),this._api.getZr().refresh(),this._layouting=!1))},_syncNodePosition:function(e){var t=this._forceLayoutInstance.getNodePosition(this.viewGL.layer.renderer);e.getData().setLayout("points",t),e.setNodePosition(t)},_updateAfterLayout:function(e,t,r){this._updateMeshLinesGeometry(),this._pointsBuilder.removePositionTexture(),this._pointsBuilder.updateLayout(e,t,r),this._pointsBuilder.updateView(this.viewGL.camera),this._pointsBuilder.updateLabels(),this._pointsBuilder.showLabels()},focusNodeAdjacency:function(e,t,r,i){var n=this._model.getData();this._downplayAll();var a=i.dataIndex,o=n.graph,s=[],l=o.getNodeByIndex(a);s.push(l),l.edges.forEach((function(e){e.dataIndex<0||(e.node1!==l&&s.push(e.node1),e.node2!==l&&s.push(e.node2))}),this),this._pointsBuilder.fadeOutAll(.05),this._fadeOutEdgesAll(.05),s.forEach((function(e){this._pointsBuilder.highlight(n,e.dataIndex)}),this),this._pointsBuilder.updateLabels(s.map((function(e){return e.dataIndex})));var u=[];l.edges.forEach((function(e){e.dataIndex>=0&&(this._highlightEdge(e.dataIndex),u.push(e))}),this),this._focusNodes=s,this._focusEdges=u},unfocusNodeAdjacency:function(e,t,r,i){this._downplayAll(),this._pointsBuilder.fadeInAll(),this._fadeInEdgesAll(),this._pointsBuilder.updateLabels()},_highlightEdge:function(e){var t=this._model.getEdgeData().getItemModel(e),r=wa.parseColor(t.get("emphasis.lineStyle.color")||t.get("lineStyle.color")),i=Rn.firstNotNull(t.get("emphasis.lineStyle.opacity"),t.get("lineStyle.opacity"),1);r[3]*=i,this._edgesMesh.geometry.setItemColor(this._edgeIndicesMap[e],r)},_downplayAll:function(){this._focusNodes&&this._focusNodes.forEach((function(e){this._pointsBuilder.downplay(this._model.getData(),e.dataIndex)}),this),this._focusEdges&&this._focusEdges.forEach((function(e){this._downplayEdge(e.dataIndex)}),this)},_downplayEdge:function(e){var t=this._getColor(e,[]);this._edgesMesh.geometry.setItemColor(this._edgeIndicesMap[e],t)},_setEdgeFade:function(){var e=[];return function(t,r){this._getColor(t,e),e[3]*=r,this._edgesMesh.geometry.setItemColor(this._edgeIndicesMap[t],e)}}(),_getColor:function(e,t){for(var r=0;r<4;r++)t[r]=this._originalEdgeColors[4*e+r];return t},_fadeOutEdgesAll:function(e){var t=this._model.getData().graph;t.eachEdge((function(t){this._setEdgeFade(t.dataIndex,e)}),this)},_fadeInEdgesAll:function(){this._fadeOutEdgesAll(1)},_updateCamera:function(e,t){this.viewGL.setViewport(0,0,t.getWidth(),t.getHeight(),t.getDevicePixelRatio());for(var r=this.viewGL.camera,i=e.getData(),n=i.getLayout("points"),a=Mf.create(1/0,1/0),o=Mf.create(-1/0,-1/0),s=[],l=0;lr.left&&hr.top)){var c=Math.max(o[0]-a[0],10),d=c/t.getWidth()*t.getHeight();c*=1.4,d*=1.4,a[0]-=.2*c,r.left=a[0],r.top=u-d/2,r.bottom=u+d/2,r.right=c+a[0],r.near=0,r.far=100}},dispose:function(){var e=this.viewGL.layer.renderer;this._forceLayoutInstance&&this._forceLayoutInstance.dispose(e),this.groupGL.removeAll(),this._layoutId=-1,this._pointsBuilder.dispose()},remove:function(){this.groupGL.removeAll(),this._control.dispose()}});function Df(e){return e instanceof Array||(e=[e,e]),e}function Nf(e){function t(){}e.registerChartView(Cf),e.registerSeriesModel(uf),e.registerVisual((function(e){const t={};e.eachSeriesByType("graphGL",(function(e){var r=e.getCategoriesData(),n=e.getData(),a={};r.each((function(i){var n=r.getName(i);a["ec-"+n]=i;var o=r.getItemModel(i),s=o.getModel("itemStyle").getItemStyle();s.fill||(s.fill=e.getColorFromPalette(n,t)),r.setItemVisual(i,"style",s);var l=["symbol","symbolSize","symbolKeepAspect"];for(let e=0;e65535?new Uint32Array(3*i):new Uint16Array(3*i))},addLine:function(e){var t=this._vertexOffset;this.attributes.position.set(t,[e[0],e[1],1]),this.attributes.position.set(t+1,[e[0],e[1],-1]),this.attributes.position.set(t+2,[e[0],e[1],2]),this.attributes.position.set(t+3,[e[0],e[1],-2]),this.setTriangleIndices(this._faceOffset++,[t,t+1,t+2]),this.setTriangleIndices(this._faceOffset++,[t+1,t+2,t+3]),this._vertexOffset+=4}}),Of=Pf,If="@export ecgl.vfParticle.particle.fragment\n\nuniform sampler2D particleTexture;\nuniform sampler2D spawnTexture;\nuniform sampler2D velocityTexture;\n\nuniform float deltaTime;\nuniform float elapsedTime;\n\nuniform float speedScaling : 1.0;\n\nuniform vec2 textureSize;\nuniform vec4 region : [0, 0, 1, 1];\nuniform float firstFrameTime;\n\nvarying vec2 v_Texcoord;\n\n\nvoid main()\n{\n vec4 p = texture2D(particleTexture, v_Texcoord);\n bool spawn = false;\n if (p.w <= 0.0) {\n p = texture2D(spawnTexture, fract(v_Texcoord + elapsedTime / 10.0));\n p.w -= firstFrameTime;\n spawn = true;\n }\n vec2 v = texture2D(velocityTexture, fract(p.xy * region.zw + region.xy)).xy;\n v = (v - 0.5) * 2.0;\n p.z = length(v);\n p.xy += v * deltaTime / 10.0 * speedScaling;\n p.w -= deltaTime;\n\n if (spawn || p.xy != fract(p.xy)) {\n p.z = 0.0;\n }\n p.xy = fract(p.xy);\n\n gl_FragColor = p;\n}\n@end\n\n@export ecgl.vfParticle.renderPoints.vertex\n\n#define PI 3.1415926\n\nattribute vec2 texcoord : TEXCOORD_0;\n\nuniform sampler2D particleTexture;\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\n\nuniform float size : 1.0;\n\nvarying float v_Mag;\nvarying vec2 v_Uv;\n\nvoid main()\n{\n vec4 p = texture2D(particleTexture, texcoord);\n\n if (p.w > 0.0 && p.z > 1e-5) {\n gl_Position = worldViewProjection * vec4(p.xy * 2.0 - 1.0, 0.0, 1.0);\n }\n else {\n gl_Position = vec4(100000.0, 100000.0, 100000.0, 1.0);\n }\n\n v_Mag = p.z;\n v_Uv = p.xy;\n\n gl_PointSize = size;\n}\n\n@end\n\n@export ecgl.vfParticle.renderPoints.fragment\n\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\nuniform sampler2D gradientTexture;\nuniform sampler2D colorTexture;\nuniform sampler2D spriteTexture;\n\nvarying float v_Mag;\nvarying vec2 v_Uv;\n\nvoid main()\n{\n gl_FragColor = color;\n#ifdef SPRITETEXTURE_ENABLED\n gl_FragColor *= texture2D(spriteTexture, gl_PointCoord);\n if (color.a == 0.0) {\n discard;\n }\n#endif\n#ifdef GRADIENTTEXTURE_ENABLED\n gl_FragColor *= texture2D(gradientTexture, vec2(v_Mag, 0.5));\n#endif\n#ifdef COLORTEXTURE_ENABLED\n gl_FragColor *= texture2D(colorTexture, v_Uv);\n#endif\n}\n\n@end\n\n@export ecgl.vfParticle.renderLines.vertex\n\n#define PI 3.1415926\n\nattribute vec3 position : POSITION;\n\nuniform sampler2D particleTexture;\nuniform sampler2D prevParticleTexture;\n\nuniform float size : 1.0;\nuniform vec4 vp: VIEWPORT;\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\n\nvarying float v_Mag;\nvarying vec2 v_Uv;\n\n@import clay.util.rand\n\nvoid main()\n{\n vec4 p = texture2D(particleTexture, position.xy);\n vec4 p2 = texture2D(prevParticleTexture, position.xy);\n\n p.xy = p.xy * 2.0 - 1.0;\n p2.xy = p2.xy * 2.0 - 1.0;\n\n if (p.w > 0.0 && p.z > 1e-5) {\n vec2 dir = normalize(p.xy - p2.xy);\n vec2 norm = vec2(dir.y / vp.z, -dir.x / vp.w) * sign(position.z) * size;\n if (abs(position.z) == 2.0) {\n gl_Position = vec4(p.xy + norm, 0.0, 1.0);\n v_Uv = p.xy;\n v_Mag = p.z;\n }\n else {\n gl_Position = vec4(p2.xy + norm, 0.0, 1.0);\n v_Mag = p2.z;\n v_Uv = p2.xy;\n }\n gl_Position = worldViewProjection * gl_Position;\n }\n else {\n gl_Position = vec4(100000.0, 100000.0, 100000.0, 1.0);\n }\n}\n\n@end\n\n@export ecgl.vfParticle.renderLines.fragment\n\nuniform vec4 color : [1.0, 1.0, 1.0, 1.0];\nuniform sampler2D gradientTexture;\nuniform sampler2D colorTexture;\n\nvarying float v_Mag;\nvarying vec2 v_Uv;\n\nvoid main()\n{\n gl_FragColor = color;\n #ifdef GRADIENTTEXTURE_ENABLED\n gl_FragColor *= texture2D(gradientTexture, vec2(v_Mag, 0.5));\n#endif\n#ifdef COLORTEXTURE_ENABLED\n gl_FragColor *= texture2D(colorTexture, v_Uv);\n#endif\n}\n\n@end\n";function Bf(e){var t=document.createElement("canvas");t.width=t.height=e;var r=t.getContext("2d");return r.fillStyle="#fff",r.arc(e/2,e/2,e/2,0,2*Math.PI),r.fill(),t}We["import"](If);var Ff=function(){this.motionBlurFactor=.99,this.vectorFieldTexture=new nr({type:Yt.FLOAT,flipY:!1}),this.particleLife=[5,20],this._particleType="point",this._particleSize=1,this.particleColor=[1,1,1,1],this.particleSpeedScaling=1,this._thisFrameTexture=null,this._particlePass=null,this._spawnTexture=null,this._particleTexture0=null,this._particleTexture1=null,this._particlePointsMesh=null,this._surfaceFrameBuffer=null,this._elapsedTime=0,this._scene=null,this._camera=null,this._lastFrameTexture=null,this._supersampling=1,this._downsampleTextures=[],this._width=512,this._height=512,this.init()};Ff.prototype={constructor:Ff,init:function(){var e={type:Yt.FLOAT,minFilter:Yt.NEAREST,magFilter:Yt.NEAREST,useMipmap:!1};this._spawnTexture=new nr(e),this._particleTexture0=new nr(e),this._particleTexture1=new nr(e),this._frameBuffer=new ci({depthBuffer:!1}),this._particlePass=new mn({fragment:We.source("ecgl.vfParticle.particle.fragment")}),this._particlePass.setUniform("velocityTexture",this.vectorFieldTexture),this._particlePass.setUniform("spawnTexture",this._spawnTexture),this._downsamplePass=new mn({fragment:We.source("clay.compositor.downsample")});var t=new Qt({renderOrder:10,material:new ee({shader:new We(We.source("ecgl.vfParticle.renderPoints.vertex"),We.source("ecgl.vfParticle.renderPoints.fragment"))}),mode:Qt.POINTS,geometry:new _r({dynamic:!0,mainAttribute:"texcoord0"})}),r=new Qt({renderOrder:10,material:new ee({shader:new We(We.source("ecgl.vfParticle.renderLines.vertex"),We.source("ecgl.vfParticle.renderLines.fragment"))}),geometry:new Of,culling:!1}),i=new Qt({material:new ee({shader:new We(We.source("ecgl.color.vertex"),We.source("ecgl.color.fragment"))}),geometry:new gi});i.material.enableTexture("diffuseMap"),this._particlePointsMesh=t,this._particleLinesMesh=r,this._lastFrameFullQuadMesh=i,this._camera=new un,this._thisFrameTexture=new nr,this._lastFrameTexture=new nr},setParticleDensity:function(e,t){for(var r=e*t,i=new Float32Array(4*r),n=0,a=this.particleLife,o=0;o0?e[e.length-1]:this._lastFrameTexture},setRegion:function(e){this._particlePass.setUniform("region",e)},resize:function(e,t){this._lastFrameTexture.width=e*this._supersampling,this._lastFrameTexture.height=t*this._supersampling,this._thisFrameTexture.width=e*this._supersampling,this._thisFrameTexture.height=t*this._supersampling,this._width=e,this._height=t},setParticleSize:function(e){var t=this._getParticleMesh();if(e<=2)return t.material.disableTexture("spriteTexture"),void(t.material.transparent=!1);this._spriteTexture||(this._spriteTexture=new nr),this._spriteTexture.image&&this._spriteTexture.image.width===e||(this._spriteTexture.image=Bf(e),this._spriteTexture.dirty()),t.material.transparent=!0,t.material.enableTexture("spriteTexture"),t.material.set("spriteTexture",this._spriteTexture),this._particleSize=e},setGradientTexture:function(e){var t=this._getParticleMesh().material;t[e?"enableTexture":"disableTexture"]("gradientTexture"),t.setUniform("gradientTexture",e)},setColorTextureImage:function(e,t){var r=this._getParticleMesh().material;r.setTextureImage("colorTexture",e,t,{flipY:!0})},setParticleType:function(e){this._particleType=e},clearFrame:function(e){var t=this._frameBuffer;t.attach(this._lastFrameTexture),t.bind(e),e.gl.clear(e.gl.DEPTH_BUFFER_BIT|e.gl.COLOR_BUFFER_BIT),t.unbind(e)},setSupersampling:function(e){this._supersampling=e,this.resize(this._width,this._height)},_updateDownsampleTextures:function(e,t){for(var r=this._downsampleTextures,i=Math.max(Math.floor(Math.log(this._supersampling/t.getDevicePixelRatio())/Math.log(2)),0),n=2,a=this._width*this._supersampling,o=this._height*this._supersampling,s=0;s=359;s&&(n[0]>0&&(n[0]=0),a[0]1?(t.material.shader!==this._meshLinesShader&&t.material.attachShader(this._meshLinesShader),t.mode=wa.Mesh.TRIANGLES):(t.material.shader!==this._nativeLinesShader&&t.material.attachShader(this._nativeLinesShader),t.mode=wa.Mesh.LINES),r=r||0,i=i||n.count(),s.resetOffset();var h=0,c=0,d=[],f=[],p=[],m=[],g=[],_=.3,v=.7;function y(){f[0]=d[0]*v+m[0]*_-(d[1]-m[1])*a,f[1]=d[1]*v+m[1]*_-(m[0]-d[0])*a,p[0]=d[0]*_+m[0]*v-(d[1]-m[1])*a,p[1]=d[1]*_+m[1]*v-(m[0]-d[0])*a}if(o||0!==a)for(var x=r;x