UNPKG

@babylonjs/gui

Version:

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

236 lines 15.9 kB
// Do not edit. import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js"; const name = "mrdlSliderBarPixelShader"; const shader = `uniform vec3 cameraPosition;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;uniform float _Radius_;uniform float _Bevel_Front_;uniform float _Bevel_Front_Stretch_;uniform float _Bevel_Back_;uniform float _Bevel_Back_Stretch_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform bool _Bulge_Enabled_;uniform float _Bulge_Height_;uniform float _Bulge_Radius_;uniform float _Sun_Intensity_;uniform float _Sun_Theta_;uniform float _Sun_Phi_;uniform float _Indirect_Diffuse_;uniform vec4 _Albedo_;uniform float _Specular_;uniform float _Shininess_;uniform float _Sharpness_;uniform float _Subsurface_;uniform vec4 _Left_Color_;uniform vec4 _Right_Color_;uniform float _Reflection_;uniform float _Front_Reflect_;uniform float _Edge_Reflect_;uniform float _Power_;uniform vec4 _Sky_Color_;uniform vec4 _Horizon_Color_;uniform vec4 _Ground_Color_;uniform float _Horizon_Power_;uniform sampler2D _Reflection_Map_;uniform sampler2D _Indirect_Environment_;uniform float _Width_;uniform float _Fuzz_;uniform float _Min_Fuzz_;uniform float _Clip_Fade_;uniform float _Hue_Shift_;uniform float _Saturation_Shift_;uniform float _Value_Shift_;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_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform vec3 _Left_Index_Pos_;uniform vec3 _Right_Index_Pos_;uniform vec3 _Left_Index_Middle_Pos_;uniform vec3 _Right_Index_Middle_Pos_;uniform sampler2D _Decal_;uniform vec2 _Decal_Scale_XY_;uniform bool _Decal_Front_Only_;uniform float _Rim_Intensity_;uniform sampler2D _Rim_Texture_;uniform float _Rim_Hue_Shift_;uniform float _Rim_Saturation_Shift_;uniform float _Rim_Value_Shift_;uniform float _Iridescence_Intensity_;uniform sampler2D _Iridescence_Texture_;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;uniform vec4 Global_Left_Thumb_Tip_Position;uniform vec4 Global_Right_Thumb_Tip_Position;uniform vec4 Global_Left_Index_Middle_Position;uniform vec4 Global_Right_Index_Middle_Position;uniform float Global_Left_Index_Tip_Proximity;uniform float Global_Right_Index_Tip_Proximity;void Blob_Fragment_B30( sampler2D Blob_Texture, vec4 Blob_Info1, vec4 Blob_Info2, out vec4 Blob_Color) {float k1=dot(Blob_Info1.xy,Blob_Info1.xy);float k2=dot(Blob_Info2.xy,Blob_Info2.xy);vec3 closer=k1<k2 ? vec3(k1,Blob_Info1.z,Blob_Info1.w) : vec3(k2,Blob_Info2.z,Blob_Info2.w);Blob_Color=closer.z*texture(Blob_Texture,vec2(vec2(sqrt(closer.x),closer.y).x,1.0-vec2(sqrt(closer.x),closer.y).y))*clamp(1.0-closer.x,0.0,1.0);} void FastLinearTosRGB_B42( vec4 Linear, out vec4 sRGB) {sRGB.rgb=sqrt(clamp(Linear.rgb,0.0,1.0));sRGB.a=Linear.a;} void Scale_RGB_B59( vec4 Color, float Scalar, out vec4 Result) {Result=vec4(Scalar,Scalar,Scalar,1)*Color;} void Fragment_Main_B121( float Sun_Intensity, float Sun_Theta, float Sun_Phi, vec3 Normal, vec4 Albedo, float Fresnel_Reflect, float Shininess, vec3 Incident, vec4 Horizon_Color, vec4 Sky_Color, vec4 Ground_Color, float Indirect_Diffuse, float Specular, float Horizon_Power, float Reflection, vec4 Reflection_Sample, vec4 Indirect_Sample, float Sharpness, float SSS, float Subsurface, vec4 Translucence, vec4 Rim_Light, vec4 Iridescence, out vec4 Result) {float theta=Sun_Theta*2.0*3.14159;float phi=Sun_Phi*3.14159;vec3 lightDir= vec3(cos(phi)*cos(theta),sin(phi),cos(phi)*sin(theta));float NdotL=max(dot(lightDir,Normal),0.0);vec3 R=reflect(Incident,Normal);float RdotL=max(0.0,dot(R,lightDir));float specular=pow(RdotL,Shininess);specular=mix(specular,smoothstep(0.495*Sharpness,1.0-0.495*Sharpness,specular),Sharpness);vec4 gi=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);Result=((Sun_Intensity*NdotL+Indirect_Sample*Indirect_Diffuse+Translucence)*(1.0+SSS*Subsurface))*Albedo*(1.0-Fresnel_Reflect)+(Sun_Intensity*specular*Specular+Fresnel_Reflect*Reflection*Reflection_Sample)+Fresnel_Reflect*Rim_Light+Iridescence;} void Bulge_B79( bool Enabled, vec3 Normal, vec3 Tangent, float Bulge_Height, vec4 UV, float Bulge_Radius, vec3 ButtonN, out vec3 New_Normal) {vec2 xy=clamp(UV.xy*2.0,vec2(-1,-1),vec2(1,1));vec3 B=(cross(Normal,Tangent));float k=-clamp(1.0-length(xy)/Bulge_Radius,0.0,1.0)*Bulge_Height;k=sin(k*3.14159*0.5);k*=smoothstep(0.9998,0.9999,abs(dot(ButtonN,Normal)));New_Normal=Normal*sqrt(1.0-k*k)+(xy.x*Tangent+xy.y*B)*k;New_Normal=Enabled ? New_Normal : Normal;} void SSS_B77( vec3 ButtonN, vec3 Normal, vec3 Incident, out float Result) {float NdotI=abs(dot(Normal,Incident));float BdotI=abs(dot(ButtonN,Incident));Result=(abs(NdotI-BdotI)); } void FingerOcclusion_B67( float Width, float DistToCenter, float Fuzz, float Min_Fuzz, vec3 Position, vec3 Forward, vec3 Nearest, float Fade_Out, out float NotInShadow) {float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);} void FingerOcclusion_B68( float Width, float DistToCenter, float Fuzz, float Min_Fuzz, vec3 Position, vec3 Forward, vec3 Nearest, float Fade_Out, out float NotInShadow) {float d=dot((Nearest-Position),Forward);float sh=smoothstep(Width*0.5,Width*0.5+Fuzz*max(d,0.0)+Min_Fuzz,DistToCenter);NotInShadow=1.0-(1.0-sh)*smoothstep(-Fade_Out,0.0,d);} void Scale_Color_B91( vec4 Color, float Scalar, out vec4 Result) {Result=Scalar*Color;} void From_HSV_B73( float Hue, float Saturation, float Value, float Alpha, out vec4 Color) {vec4 K=vec4(1.0,2.0/3.0,1.0/3.0,3.0);vec3 p=abs(fract(vec3(Hue,Hue,Hue)+K.xyz)*6.0-K.www);Color.rgb=Value*mix(K.xxx,clamp(p-K.xxx,0.0,1.0),Saturation);Color.a=Alpha;} void Fast_Fresnel_B122( float Front_Reflect, float Edge_Reflect, float Power, vec3 Normal, vec3 Incident, out float Transmit, out float Reflect) {float d=max(-dot(Incident,Normal),0.0);Reflect=Front_Reflect+(Edge_Reflect-Front_Reflect)*pow(.01-d,Power);Transmit=1.0-Reflect;} void Mapped_Environment_B51( sampler2D Reflected_Environment, sampler2D Indirect_Environment, vec3 Dir, out vec4 Reflected_Color, out vec4 Indirect_Diffuse) {Reflected_Color=texture(Reflected_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));Indirect_Diffuse=texture(Indirect_Environment,vec2(atan(Dir.z,Dir.x)/3.14159*0.5,asin(Dir.y)/3.14159+0.5));} vec4 SampleEnv_Bid50(vec3 D,vec4 S,vec4 H,vec4 G,float exponent) {float k=pow(abs(D.y),exponent);vec4 C;if (D.y>0.0) {C=mix(H,S,k);} else {C=mix(H,G,k); } return C;} void Sky_Environment_B50( vec3 Normal, vec3 Reflected, vec4 Sky_Color, vec4 Horizon_Color, vec4 Ground_Color, float Horizon_Power, out vec4 Reflected_Color, out vec4 Indirect_Color) {Reflected_Color=SampleEnv_Bid50(Reflected,Sky_Color,Horizon_Color,Ground_Color,Horizon_Power);Indirect_Color=mix(Ground_Color,Sky_Color,Normal.y*0.5+0.5);} void Min_Segment_Distance_B65( vec3 P0, vec3 P1, vec3 Q0, vec3 Q1, out vec3 NearP, out vec3 NearQ, out float Distance) {vec3 u=P1-P0;vec3 v=Q1-Q0;vec3 w=P0-Q0;float a=dot(u,u);float b=dot(u,v);float c=dot(v,v);float d=dot(u,w);float e=dot(v,w);float D=a*c-b*b;float sD=D;float tD=D;float sc,sN,tc,tN;if (D<0.00001) {sN=0.0;sD=1.0;tN=e;tD=c;} else {sN=(b*e-c*d);tN=(a*e-b*d);if (sN<0.0) {sN=0.0;tN=e;tD=c;} else if (sN>sD) {sN=sD;tN=e+b;tD=c;}} if (tN<0.0) {tN=0.0;if (-d<0.0) {sN=0.0;} else if (-d>a) {sN=sD;} else {sN=-d;sD=a;}} else if (tN>tD) {tN=tD;if ((-d+b)<0.0) {sN=0.0;} else if ((-d+b)>a) {sN=sD;} else {sN=(-d+b);sD=a;}} sc=abs(sN)<0.000001 ? 0.0 : sN/sD;tc=abs(tN)<0.000001 ? 0.0 : tN/tD;NearP=P0+sc*u;NearQ=Q0+tc*v;Distance=distance(NearP,NearQ);} void To_XYZ_B74( vec3 Vec3, out float X, out float Y, out float Z) {X=Vec3.x;Y=Vec3.y;Z=Vec3.z;} void Finger_Positions_B64( vec3 Left_Index_Pos, vec3 Right_Index_Pos, vec3 Left_Index_Middle_Pos, vec3 Right_Index_Middle_Pos, out vec3 Left_Index, out vec3 Right_Index, out vec3 Left_Index_Middle, out vec3 Right_Index_Middle) {Left_Index= (Use_Global_Left_Index ? Global_Left_Index_Tip_Position.xyz : Left_Index_Pos);Right_Index= (Use_Global_Right_Index ? Global_Right_Index_Tip_Position.xyz : Right_Index_Pos);Left_Index_Middle= (Use_Global_Left_Index ? Global_Left_Index_Middle_Position.xyz : Left_Index_Middle_Pos);Right_Index_Middle= (Use_Global_Right_Index ? Global_Right_Index_Middle_Position.xyz : Right_Index_Middle_Pos);} void VaryHSV_B108( vec3 HSV_In, float Hue_Shift, float Saturation_Shift, float Value_Shift, out vec3 HSV_Out) {HSV_Out=vec3(fract(HSV_In.x+Hue_Shift),clamp(HSV_In.y+Saturation_Shift,0.0,1.0),clamp(HSV_In.z+Value_Shift,0.0,1.0));} void Remap_Range_B114( float In_Min, float In_Max, float Out_Min, float Out_Max, float In, out float Out) {Out=mix(Out_Min,Out_Max,clamp((In-In_Min)/(In_Max-In_Min),0.0,1.0));} void To_HSV_B75( vec4 Color, out float Hue, out float Saturation, out float Value, out float Alpha, out vec3 HSV) {vec4 K=vec4(0.0,-1.0/3.0,2.0/3.0,-1.0);vec4 p=Color.g<Color.b ? vec4(Color.bg,K.wz) : vec4(Color.gb,K.xy);vec4 q=Color.r<p.x ? vec4(p.xyw,Color.r) : vec4(Color.r,p.yzx);float d=q.x-min(q.w,q.y);float e=1.0e-10;Hue=abs(q.z+(q.w-q.y)/(6.0*d+e));Saturation=d/(q.x+e);Value=q.x;Alpha=Color.a;HSV=vec3(Hue,Saturation,Value);} void Code_B110( float X, out float Result) {Result=(acos(X)/3.14159-0.5)*2.0;} void Rim_Light_B132( vec3 Front, vec3 Normal, vec3 Incident, float Rim_Intensity, sampler2D Texture, out vec4 Result) {vec3 R=reflect(Incident,Normal);float RdotF=dot(R,Front);float RdotL=sqrt(1.0-RdotF*RdotF);vec2 UV=vec2(R.y*0.5+0.5,0.5);vec4 Color=texture(Texture,UV);Result=Color;} void main() {vec4 Blob_Color_Q30; #if BLOB_ENABLE Blob_Fragment_B30(_Blob_Texture_,vExtra2,vExtra3,Blob_Color_Q30); #else Blob_Color_Q30=vec4(0,0,0,0); #endif vec3 Incident_Q39=normalize(vPosition-cameraPosition);vec3 Normalized_Q38=normalize(vNormal);vec3 Normalized_Q71=normalize(vTangent);vec4 Color_Q83; #if DECAL_ENABLE Color_Q83=texture(_Decal_,vUV); #else Color_Q83=vec4(0,0,0,0); #endif float X_Q90;float Y_Q90;float Z_Q90;float W_Q90;X_Q90=vExtra1.x;Y_Q90=vExtra1.y;Z_Q90=vExtra1.z;W_Q90=vExtra1.w;vec4 Linear_Q43;Linear_Q43.rgb=clamp(_Sky_Color_.rgb*_Sky_Color_.rgb,0.0,1.0);Linear_Q43.a=_Sky_Color_.a;vec4 Linear_Q44;Linear_Q44.rgb=clamp(_Horizon_Color_.rgb*_Horizon_Color_.rgb,0.0,1.0);Linear_Q44.a=_Horizon_Color_.a;vec4 Linear_Q45;Linear_Q45.rgb=clamp(_Ground_Color_.rgb*_Ground_Color_.rgb,0.0,1.0);Linear_Q45.a=_Ground_Color_.a;vec3 Left_Index_Q64;vec3 Right_Index_Q64;vec3 Left_Index_Middle_Q64;vec3 Right_Index_Middle_Q64;Finger_Positions_B64(_Left_Index_Pos_,_Right_Index_Pos_,_Left_Index_Middle_Pos_,_Right_Index_Middle_Pos_,Left_Index_Q64,Right_Index_Q64,Left_Index_Middle_Q64,Right_Index_Middle_Q64);vec4 Linear_Q46;Linear_Q46.rgb=clamp(_Albedo_.rgb*_Albedo_.rgb,0.0,1.0);Linear_Q46.a=_Albedo_.a;vec3 Normalized_Q107=normalize(vBinormal);vec3 Incident_Q70=normalize(vPosition-cameraPosition);vec3 New_Normal_Q79;Bulge_B79(_Bulge_Enabled_,Normalized_Q38,Normalized_Q71,_Bulge_Height_,vColor,_Bulge_Radius_,vBinormal,New_Normal_Q79);float Result_Q77;SSS_B77(vBinormal,New_Normal_Q79,Incident_Q39,Result_Q77);vec4 Result_Q91;Scale_Color_B91(Color_Q83,X_Q90,Result_Q91);float Transmit_Q122;float Reflect_Q122;Fast_Fresnel_B122(_Front_Reflect_,_Edge_Reflect_,_Power_,New_Normal_Q79,Incident_Q39,Transmit_Q122,Reflect_Q122);float Product_Q125=Y_Q90*Y_Q90;vec3 NearP_Q65;vec3 NearQ_Q65;float Distance_Q65;Min_Segment_Distance_B65(Left_Index_Q64,Left_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q65,NearQ_Q65,Distance_Q65);vec3 NearP_Q63;vec3 NearQ_Q63;float Distance_Q63;Min_Segment_Distance_B65(Right_Index_Q64,Right_Index_Middle_Q64,vPosition,cameraPosition,NearP_Q63,NearQ_Q63,Distance_Q63);vec3 Reflected_Q47=reflect(Incident_Q39,New_Normal_Q79);vec4 Product_Q103=Linear_Q46*vec4(1,1,1,1);vec4 Result_Q132;Rim_Light_B132(Normalized_Q107,Normalized_Q38,Incident_Q70,_Rim_Intensity_,_Rim_Texture_,Result_Q132);float Dot_Q72=dot(Incident_Q70, Normalized_Q71);float MaxAB_Q123=max(Reflect_Q122,Product_Q125);float NotInShadow_Q67; #if OCCLUSION_ENABLED FingerOcclusion_B67(_Width_,Distance_Q65,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q65,_Clip_Fade_,NotInShadow_Q67); #else NotInShadow_Q67=1.0; #endif float NotInShadow_Q68; #if OCCLUSION_ENABLED FingerOcclusion_B68(_Width_,Distance_Q63,_Fuzz_,_Min_Fuzz_,vPosition,vBinormal,NearP_Q63,_Clip_Fade_,NotInShadow_Q68); #else NotInShadow_Q68=1.0; #endif vec4 Reflected_Color_Q51;vec4 Indirect_Diffuse_Q51; #if ENV_ENABLE Mapped_Environment_B51(_Reflection_Map_,_Indirect_Environment_,Reflected_Q47,Reflected_Color_Q51,Indirect_Diffuse_Q51); #else Reflected_Color_Q51=vec4(0,0,0,1);Indirect_Diffuse_Q51=vec4(0,0,0,1); #endif vec4 Reflected_Color_Q50;vec4 Indirect_Color_Q50; #if SKY_ENABLED Sky_Environment_B50(New_Normal_Q79,Reflected_Q47,Linear_Q43,Linear_Q44,Linear_Q45,_Horizon_Power_,Reflected_Color_Q50,Indirect_Color_Q50); #else Reflected_Color_Q50=vec4(0,0,0,1);Indirect_Color_Q50=vec4(0,0,0,1); #endif float Hue_Q75;float Saturation_Q75;float Value_Q75;float Alpha_Q75;vec3 HSV_Q75;To_HSV_B75(Product_Q103,Hue_Q75,Saturation_Q75,Value_Q75,Alpha_Q75,HSV_Q75);float Hue_Q127;float Saturation_Q127;float Value_Q127;float Alpha_Q127;vec3 HSV_Q127;To_HSV_B75(Result_Q132,Hue_Q127,Saturation_Q127,Value_Q127,Alpha_Q127,HSV_Q127);float Result_Q110;Code_B110(Dot_Q72,Result_Q110);float AbsA_Q76=abs(Result_Q110);float MinAB_Q58=min(NotInShadow_Q67,NotInShadow_Q68);vec4 Sum_Q48=Reflected_Color_Q51+Reflected_Color_Q50;vec4 Sum_Q49=Indirect_Diffuse_Q51+Indirect_Color_Q50;vec3 HSV_Out_Q126;VaryHSV_B108(HSV_Q127,_Rim_Hue_Shift_,_Rim_Saturation_Shift_,_Rim_Value_Shift_,HSV_Out_Q126);float Out_Q114;Remap_Range_B114(-1.0,1.0,0.0,1.0,Result_Q110,Out_Q114);float Product_Q106;Product_Q106=AbsA_Q76*_Hue_Shift_;float X_Q128;float Y_Q128;float Z_Q128;To_XYZ_B74(HSV_Out_Q126,X_Q128,Y_Q128,Z_Q128);vec2 Vec2_Q112=vec2(Out_Q114,0.5);vec3 HSV_Out_Q108;VaryHSV_B108(HSV_Q75,Product_Q106,_Saturation_Shift_,_Value_Shift_,HSV_Out_Q108);vec4 Color_Q129;From_HSV_B73(X_Q128,Y_Q128,Z_Q128,0.0,Color_Q129);vec4 Color_Q111; #if IRIDESCENCE_ENABLED Color_Q111=texture(_Iridescence_Texture_,Vec2_Q112); #else Color_Q111=vec4(0,0,0,0); #endif float X_Q74;float Y_Q74;float Z_Q74;To_XYZ_B74(HSV_Out_Q108,X_Q74,Y_Q74,Z_Q74);vec4 Result_Q131=_Rim_Intensity_*Color_Q129;vec4 Result_Q113=_Iridescence_Intensity_*Color_Q111;vec4 Color_Q73;From_HSV_B73(X_Q74,Y_Q74,Z_Q74,0.0,Color_Q73);vec4 Result_Q84=Result_Q91+(1.0-Result_Q91.a)*Color_Q73;vec4 Result_Q121;Fragment_Main_B121(_Sun_Intensity_,_Sun_Theta_,_Sun_Phi_,New_Normal_Q79,Result_Q84,MaxAB_Q123,_Shininess_,Incident_Q39,_Horizon_Color_,_Sky_Color_,_Ground_Color_,_Indirect_Diffuse_,_Specular_,_Horizon_Power_,_Reflection_,Sum_Q48,Sum_Q49,_Sharpness_,Result_Q77,_Subsurface_,vec4(0,0,0,0),Result_Q131,Result_Q113,Result_Q121);vec4 Result_Q59;Scale_RGB_B59(Result_Q121,MinAB_Q58,Result_Q59);vec4 sRGB_Q42;FastLinearTosRGB_B42(Result_Q59,sRGB_Q42);vec4 Result_Q31=Blob_Color_Q30+(1.0-Blob_Color_Q30.a)*sRGB_Q42;vec4 Result_Q40=Result_Q31; Result_Q40.a=1.0;vec4 Out_Color=Result_Q40;float Clip_Threshold=0.001;bool To_sRGB=false;gl_FragColor=Out_Color;}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const mrdlSliderBarPixelShader = { name, shader }; //# sourceMappingURL=mrdlSliderBar.fragment.js.map