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@babylonjs/gui

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For usage documentation please visit the [GUI documentation](https://doc.babylonjs.com/features/featuresDeepDive/gui/).

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// Do not edit. import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js"; const name = "mrdlFrontplateVertexShader"; const shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;attribute vec2 uv;attribute vec3 tangent;attribute vec4 color;uniform float _Radius_;uniform float _Line_Width_;uniform bool _Relative_To_Height_;uniform float _Filter_Width_;uniform vec4 _Edge_Color_;uniform float _Fade_Out_;uniform bool _Smooth_Edges_;uniform bool _Blob_Enable_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Inner_Fade_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform float _Blob_Pulse_Max_Size_;uniform bool _Blob_Enable_2_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Inner_Fade_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Gaze_Intensity_;uniform float _Gaze_Focus_;uniform sampler2D _Blob_Texture_;uniform float _Selection_Fuzz_;uniform float _Selected_;uniform float _Selection_Fade_;uniform float _Selection_Fade_Size_;uniform float _Selected_Distance_;uniform float _Selected_Fade_Length_;uniform float _Proximity_Max_Intensity_;uniform float _Proximity_Far_Distance_;uniform float _Proximity_Near_Radius_;uniform float _Proximity_Anisotropy_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Blob_Vertex_B40( vec3 Position, vec3 Normal, vec3 Tangent, vec3 Bitangent, vec3 Blob_Position, float Intensity, float Blob_Near_Size, float Blob_Far_Size, float Blob_Near_Distance, float Blob_Far_Distance, vec4 Vx_Color, vec2 UV, vec3 Face_Center, vec2 Face_Size, vec2 In_UV, float Blob_Fade_Length, float Selection_Fade, float Selection_Fade_Size, float Inner_Fade, float Blob_Pulse, float Blob_Fade, float Blob_Enabled, float DistanceOffset, out vec3 Out_Position, out vec2 Out_UV, out vec3 Blob_Info, out vec2 Blob_Relative_UV) {float blobSize,fadeIn;vec3 Hit_Position;Blob_Info=vec3(0.0,0.0,0.0);float Hit_Distance=dot(Blob_Position-Face_Center,Normal)+DistanceOffset*Blob_Far_Distance;Hit_Position=Blob_Position-Hit_Distance*Normal;float absD=abs(Hit_Distance);float lerpVal=clamp((absD-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);fadeIn=1.0-clamp((absD-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float innerFade=1.0-clamp(-Hit_Distance/Inner_Fade,0.0,1.0);float farClip=clamp(1.0-step(Blob_Far_Distance+Blob_Fade_Length,absD),0.0,1.0);float size=mix(Blob_Near_Size,Blob_Far_Size,lerpVal)*farClip;blobSize=mix(size,Selection_Fade_Size,Selection_Fade)*innerFade*Blob_Enabled;Blob_Info.x=lerpVal*0.5+0.5;Blob_Info.y=fadeIn*Intensity*(1.0-Selection_Fade)*Blob_Fade;Blob_Info.x*=(1.0-Blob_Pulse);vec3 delta=Hit_Position-Face_Center;vec2 blobCenterXY=vec2(dot(delta,Tangent),dot(delta,Bitangent));vec2 quadUVin=2.0*UV-1.0; vec2 blobXY=blobCenterXY+quadUVin*blobSize;vec2 blobClipped=clamp(blobXY,-Face_Size*0.5,Face_Size*0.5);vec2 blobUV=(blobClipped-blobCenterXY)/max(blobSize,0.0001)*2.0;vec3 blobCorner=Face_Center+blobClipped.x*Tangent+blobClipped.y*Bitangent;Out_Position=mix(Position,blobCorner,Vx_Color.rrr);Out_UV=mix(In_UV,blobUV,Vx_Color.rr);Blob_Relative_UV=blobClipped/Face_Size.y;} void Round_Rect_Vertex_B36( vec2 UV, vec3 Tangent, vec3 Binormal, float Radius, float Anisotropy, vec2 Blob_Center_UV, out vec2 Rect_UV, out vec2 Scale_XY, out vec4 Rect_Parms) {Scale_XY=vec2(Anisotropy,1.0);Rect_UV=(UV-vec2(0.5,0.5))*Scale_XY;Rect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius);Rect_Parms.zw=Blob_Center_UV;} vec2 ProjectProximity( vec3 blobPosition, vec3 position, vec3 center, vec3 dir, vec3 xdir, vec3 ydir, out float vdistance ) {vec3 delta=blobPosition-position;vec2 xy=vec2(dot(delta,xdir),dot(delta,ydir));vdistance=abs(dot(delta,dir));return xy;} void Proximity_Vertex_B33( vec3 Blob_Position, vec3 Blob_Position_2, vec3 Face_Center, vec3 Position, float Proximity_Far_Distance, float Relative_Scale, float Proximity_Anisotropy, vec3 Normal, vec3 Tangent, vec3 Binormal, out vec4 Extra, out float Distance_To_Face, out float Distance_Fade1, out float Distance_Fade2) {float distz1,distz2;Extra.xy=ProjectProximity(Blob_Position,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz1)/Relative_Scale;Extra.zw=ProjectProximity(Blob_Position_2,Position,Face_Center,Normal,Tangent*Proximity_Anisotropy,Binormal,distz2)/Relative_Scale;Distance_To_Face=dot(Normal,Position-Face_Center);Distance_Fade1=1.0-clamp(distz1/Proximity_Far_Distance,0.0,1.0);Distance_Fade2=1.0-clamp(distz2/Proximity_Far_Distance,0.0,1.0);} void Object_To_World_Pos_B12( vec3 Pos_Object, out vec3 Pos_World) {Pos_World=(world*vec4(Pos_Object,1.0)).xyz;} void Choose_Blob_B27( vec4 Vx_Color, vec3 Position1, vec3 Position2, bool Blob_Enable_1, bool Blob_Enable_2, float Near_Size_1, float Near_Size_2, float Blob_Inner_Fade_1, float Blob_Inner_Fade_2, float Blob_Pulse_1, float Blob_Pulse_2, float Blob_Fade_1, float Blob_Fade_2, out vec3 Position, out float Near_Size, out float Inner_Fade, out float Blob_Enable, out float Fade, out float Pulse) {Position=Position1*(1.0-Vx_Color.g)+Vx_Color.g*Position2;float b1=Blob_Enable_1 ? 1.0 : 0.0;float b2=Blob_Enable_2 ? 1.0 : 0.0;Blob_Enable=b1+(b2-b1)*Vx_Color.g;Pulse=Blob_Pulse_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Pulse_2;Fade=Blob_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Fade_2;Near_Size=Near_Size_1*(1.0-Vx_Color.g)+Vx_Color.g*Near_Size_2;Inner_Fade=Blob_Inner_Fade_1*(1.0-Vx_Color.g)+Vx_Color.g*Blob_Inner_Fade_2;} void Move_Verts_B32( vec2 UV, float Radius, float Anisotropy, float Line_Width, float Visible, out vec3 New_P, out vec2 New_UV) {vec2 xy=2.0*UV-vec2(0.5,0.5);vec2 center=clamp(xy,0.0,1.0);vec2 delta=2.0*(xy-center);float deltaLength=length(delta);vec2 aniso=vec2(1.0/Anisotropy,1.0);center=(center-vec2(0.5,0.5))*(1.0-2.0*Radius*aniso);New_UV=vec2((2.0-2.0*deltaLength)*Visible,0.0);float deltaRadius= (Radius-Line_Width*New_UV.x);New_P.xy=(center+deltaRadius/deltaLength *aniso*delta);New_P.z=0.0;} void Object_To_World_Dir_B14( vec3 Dir_Object, out vec3 Binormal_World) {Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;} void Proximity_Visibility_B55( float Selection, vec3 Proximity_Center, vec3 Proximity_Center_2, float Proximity_Far_Distance, float Proximity_Radius, vec3 Face_Center, vec3 Normal, vec2 Face_Size, float Gaze, out float Width) {float boxMaxSize=length(Face_Size)*0.5;float d1=dot(Proximity_Center-Face_Center,Normal);vec3 blob1=Proximity_Center-d1*Normal;float d2=dot(Proximity_Center_2-Face_Center,Normal);vec3 blob2=Proximity_Center_2-d2*Normal;vec3 delta1=blob1-Face_Center;vec3 delta2=blob2-Face_Center;float dist1=dot(delta1,delta1);float dist2=dot(delta2,delta2);float nearestProxDist=sqrt(min(dist1,dist2));Width=(1.0-step(boxMaxSize+Proximity_Radius,nearestProxDist))*(1.0-step(Proximity_Far_Distance,min(d1,d2))*(1.0-step(0.0001,Selection)));Width=max(Gaze,Width);} vec2 ramp2(vec2 start,vec2 end,vec2 x) {return clamp((x-start)/(end-start),vec2(0.0,0.0),vec2(1.0,1.0));} float computeSelection( vec3 blobPosition, vec3 normal, vec3 tangent, vec3 bitangent, vec3 faceCenter, vec2 faceSize, float selectionFuzz, float farDistance, float fadeLength ) {vec3 delta=blobPosition-faceCenter;float absD=abs(dot(delta,normal));float fadeIn=1.0-clamp((absD-farDistance)/fadeLength,0.0,1.0);vec2 blobCenterXY=vec2(dot(delta,tangent),dot(delta,bitangent));vec2 innerFace=faceSize*(1.0-selectionFuzz)*0.5;vec2 selectPulse=ramp2(-faceSize*0.5,-innerFace,blobCenterXY)-ramp2(innerFace,faceSize*0.5,blobCenterXY);return selectPulse.x*selectPulse.y*fadeIn;} void Selection_Vertex_B31( vec3 Blob_Position, vec3 Blob_Position_2, vec3 Face_Center, vec2 Face_Size, vec3 Normal, vec3 Tangent, vec3 Bitangent, float Selection_Fuzz, float Selected, float Far_Distance, float Fade_Length, vec3 Active_Face_Dir, out float Show_Selection) {float select1=computeSelection(Blob_Position,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);float select2=computeSelection(Blob_Position_2,Normal,Tangent,Bitangent,Face_Center,Face_Size,Selection_Fuzz,Far_Distance,Fade_Length);Show_Selection=mix(max(select1,select2),1.0,Selected);} void main() {vec3 Vec3_Q29=vec3(vec2(0,0).x,vec2(0,0).y,color.r);vec3 Nrm_World_Q24;Nrm_World_Q24=normalize((world*vec4(normal,0.0)).xyz);vec3 Face_Center_Q30;Face_Center_Q30=(world*vec4(vec3(0,0,0),1.0)).xyz;vec3 Tangent_World_Q13;Tangent_World_Q13=(world*vec4(tangent,0.0)).xyz;vec3 Result_Q42;Result_Q42=_Use_Global_Left_Index_ ? Global_Left_Index_Tip_Position.xyz : _Blob_Position_;vec3 Result_Q43;Result_Q43=_Use_Global_Right_Index_ ? Global_Right_Index_Tip_Position.xyz : _Blob_Position_2_;float Value_At_T_Q58=mix(_Blob_Near_Size_,_Blob_Pulse_Max_Size_,_Blob_Pulse_);float Value_At_T_Q59=mix(_Blob_Near_Size_2_,_Blob_Pulse_Max_Size_,_Blob_Pulse_2_);vec3 Cross_Q70=cross(normal,tangent);float Product_Q45=_Gaze_Intensity_*_Gaze_Focus_;float Step_Q46=step(0.0001,Product_Q45);vec3 Tangent_World_N_Q15=normalize(Tangent_World_Q13);vec3 Position_Q27;float Near_Size_Q27;float Inner_Fade_Q27;float Blob_Enable_Q27;float Fade_Q27;float Pulse_Q27;Choose_Blob_B27(color,Result_Q42,Result_Q43,_Blob_Enable_,_Blob_Enable_2_,Value_At_T_Q58,Value_At_T_Q59,_Blob_Inner_Fade_,_Blob_Inner_Fade_2_,_Blob_Pulse_,_Blob_Pulse_2_,_Blob_Fade_,_Blob_Fade_2_,Position_Q27,Near_Size_Q27,Inner_Fade_Q27,Blob_Enable_Q27,Fade_Q27,Pulse_Q27);vec3 Binormal_World_Q14;Object_To_World_Dir_B14(Cross_Q70,Binormal_World_Q14);float Anisotropy_Q21=length(Tangent_World_Q13)/length(Binormal_World_Q14);vec3 Binormal_World_N_Q16=normalize(Binormal_World_Q14);vec2 Face_Size_Q35;float ScaleY_Q35;Face_Size_Q35=vec2(length(Tangent_World_Q13),length(Binormal_World_Q14));ScaleY_Q35=Face_Size_Q35.y;float Out_Radius_Q38;float Out_Line_Width_Q38;Out_Radius_Q38=_Relative_To_Height_ ? _Radius_ : _Radius_/ScaleY_Q35;Out_Line_Width_Q38=_Relative_To_Height_ ? _Line_Width_ : _Line_Width_/ScaleY_Q35;float Show_Selection_Q31;Selection_Vertex_B31(Result_Q42,Result_Q43,Face_Center_Q30,Face_Size_Q35,Nrm_World_Q24,Tangent_World_N_Q15,Binormal_World_N_Q16,_Selection_Fuzz_,_Selected_,_Selected_Distance_,_Selected_Fade_Length_,vec3(0,0,-1),Show_Selection_Q31);float MaxAB_Q41=max(Show_Selection_Q31,Product_Q45);float Width_Q55;Proximity_Visibility_B55(Show_Selection_Q31,Result_Q42,Result_Q43,_Proximity_Far_Distance_,_Proximity_Near_Radius_,Face_Center_Q30,Nrm_World_Q24,Face_Size_Q35,Step_Q46,Width_Q55);vec3 New_P_Q32;vec2 New_UV_Q32;Move_Verts_B32(uv,Out_Radius_Q38,Anisotropy_Q21,Out_Line_Width_Q38,Width_Q55,New_P_Q32,New_UV_Q32);vec3 Pos_World_Q12;Object_To_World_Pos_B12(New_P_Q32,Pos_World_Q12);vec3 Out_Position_Q40;vec2 Out_UV_Q40;vec3 Blob_Info_Q40;vec2 Blob_Relative_UV_Q40;Blob_Vertex_B40(Pos_World_Q12,Nrm_World_Q24,Tangent_World_N_Q15,Binormal_World_N_Q16,Position_Q27,_Blob_Intensity_,Near_Size_Q27,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,color,uv,Face_Center_Q30,Face_Size_Q35,New_UV_Q32,_Blob_Fade_Length_,_Selection_Fade_,_Selection_Fade_Size_,Inner_Fade_Q27,Pulse_Q27,Fade_Q27,Blob_Enable_Q27,0.0,Out_Position_Q40,Out_UV_Q40,Blob_Info_Q40,Blob_Relative_UV_Q40);vec2 Rect_UV_Q36;vec2 Scale_XY_Q36;vec4 Rect_Parms_Q36;Round_Rect_Vertex_B36(New_UV_Q32,Tangent_World_Q13,Binormal_World_Q14,Out_Radius_Q38,Anisotropy_Q21,Blob_Relative_UV_Q40,Rect_UV_Q36,Scale_XY_Q36,Rect_Parms_Q36);vec4 Extra_Q33;float Distance_To_Face_Q33;float Distance_Fade1_Q33;float Distance_Fade2_Q33;Proximity_Vertex_B33(Result_Q42,Result_Q43,Face_Center_Q30,Pos_World_Q12,_Proximity_Far_Distance_,1.0,_Proximity_Anisotropy_,Nrm_World_Q24,Tangent_World_N_Q15,Binormal_World_N_Q16,Extra_Q33,Distance_To_Face_Q33,Distance_Fade1_Q33,Distance_Fade2_Q33);vec4 Vec4_Q37=vec4(MaxAB_Q41,Distance_Fade1_Q33,Distance_Fade2_Q33,Out_Radius_Q38);vec3 Position=Out_Position_Q40;vec3 Normal=Vec3_Q29;vec2 UV=Out_UV_Q40;vec3 Tangent=Blob_Info_Q40;vec3 Binormal=vec3(0,0,0);vec4 Color=vec4(1,1,1,1);vec4 Extra1=Rect_Parms_Q36;vec4 Extra2=Extra_Q33;vec4 Extra3=Vec4_Q37;gl_Position=viewProjection*vec4(Position,1);vNormal=Normal;vUV=UV;vTangent=Tangent;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const mrdlFrontplateVertexShader = { name, shader }; //# sourceMappingURL=mrdlFrontplate.vertex.js.map