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@openhps/core

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Open Hybrid Positioning System - Core component

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.ShaderLib = void 0; var _ShaderChunk = require("./ShaderChunk.js"); var _UniformsUtils = require("./UniformsUtils.js"); var _Vector = require("../../math/Vector2.js"); var _Vector2 = require("../../math/Vector3.js"); var _UniformsLib = require("./UniformsLib.js"); var _Color = require("../../math/Color.js"); var _Matrix = require("../../math/Matrix3.js"); const ShaderLib = exports.ShaderLib = { basic: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.specularmap, _UniformsLib.UniformsLib.envmap, _UniformsLib.UniformsLib.aomap, _UniformsLib.UniformsLib.lightmap, _UniformsLib.UniformsLib.fog]), vertexShader: _ShaderChunk.ShaderChunk.meshbasic_vert, fragmentShader: _ShaderChunk.ShaderChunk.meshbasic_frag }, lambert: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.specularmap, _UniformsLib.UniformsLib.envmap, _UniformsLib.UniformsLib.aomap, _UniformsLib.UniformsLib.lightmap, _UniformsLib.UniformsLib.emissivemap, _UniformsLib.UniformsLib.bumpmap, _UniformsLib.UniformsLib.normalmap, _UniformsLib.UniformsLib.displacementmap, _UniformsLib.UniformsLib.fog, _UniformsLib.UniformsLib.lights, { emissive: { value: /*@__PURE__*/new _Color.Color(0x000000) } }]), vertexShader: _ShaderChunk.ShaderChunk.meshlambert_vert, fragmentShader: _ShaderChunk.ShaderChunk.meshlambert_frag }, phong: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.specularmap, _UniformsLib.UniformsLib.envmap, _UniformsLib.UniformsLib.aomap, _UniformsLib.UniformsLib.lightmap, _UniformsLib.UniformsLib.emissivemap, _UniformsLib.UniformsLib.bumpmap, _UniformsLib.UniformsLib.normalmap, _UniformsLib.UniformsLib.displacementmap, _UniformsLib.UniformsLib.fog, _UniformsLib.UniformsLib.lights, { emissive: { value: /*@__PURE__*/new _Color.Color(0x000000) }, specular: { value: /*@__PURE__*/new _Color.Color(0x111111) }, shininess: { value: 30 } }]), vertexShader: _ShaderChunk.ShaderChunk.meshphong_vert, fragmentShader: _ShaderChunk.ShaderChunk.meshphong_frag }, standard: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.envmap, _UniformsLib.UniformsLib.aomap, _UniformsLib.UniformsLib.lightmap, _UniformsLib.UniformsLib.emissivemap, _UniformsLib.UniformsLib.bumpmap, _UniformsLib.UniformsLib.normalmap, _UniformsLib.UniformsLib.displacementmap, _UniformsLib.UniformsLib.roughnessmap, _UniformsLib.UniformsLib.metalnessmap, _UniformsLib.UniformsLib.fog, _UniformsLib.UniformsLib.lights, { emissive: { value: /*@__PURE__*/new _Color.Color(0x000000) }, roughness: { value: 1.0 }, metalness: { value: 0.0 }, envMapIntensity: { value: 1 } }]), vertexShader: _ShaderChunk.ShaderChunk.meshphysical_vert, fragmentShader: _ShaderChunk.ShaderChunk.meshphysical_frag }, toon: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.aomap, _UniformsLib.UniformsLib.lightmap, _UniformsLib.UniformsLib.emissivemap, _UniformsLib.UniformsLib.bumpmap, _UniformsLib.UniformsLib.normalmap, _UniformsLib.UniformsLib.displacementmap, _UniformsLib.UniformsLib.gradientmap, _UniformsLib.UniformsLib.fog, _UniformsLib.UniformsLib.lights, { emissive: { value: /*@__PURE__*/new _Color.Color(0x000000) } }]), vertexShader: _ShaderChunk.ShaderChunk.meshtoon_vert, fragmentShader: _ShaderChunk.ShaderChunk.meshtoon_frag }, matcap: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.bumpmap, _UniformsLib.UniformsLib.normalmap, _UniformsLib.UniformsLib.displacementmap, _UniformsLib.UniformsLib.fog, { matcap: { value: null } }]), vertexShader: _ShaderChunk.ShaderChunk.meshmatcap_vert, fragmentShader: _ShaderChunk.ShaderChunk.meshmatcap_frag }, points: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.points, _UniformsLib.UniformsLib.fog]), vertexShader: _ShaderChunk.ShaderChunk.points_vert, fragmentShader: _ShaderChunk.ShaderChunk.points_frag }, dashed: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.fog, { scale: { value: 1 }, dashSize: { value: 1 }, totalSize: { value: 2 } }]), vertexShader: _ShaderChunk.ShaderChunk.linedashed_vert, fragmentShader: _ShaderChunk.ShaderChunk.linedashed_frag }, depth: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.displacementmap]), vertexShader: _ShaderChunk.ShaderChunk.depth_vert, fragmentShader: _ShaderChunk.ShaderChunk.depth_frag }, normal: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.bumpmap, _UniformsLib.UniformsLib.normalmap, _UniformsLib.UniformsLib.displacementmap, { opacity: { value: 1.0 } }]), vertexShader: _ShaderChunk.ShaderChunk.meshnormal_vert, fragmentShader: _ShaderChunk.ShaderChunk.meshnormal_frag }, sprite: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.sprite, _UniformsLib.UniformsLib.fog]), vertexShader: _ShaderChunk.ShaderChunk.sprite_vert, fragmentShader: _ShaderChunk.ShaderChunk.sprite_frag }, background: { uniforms: { uvTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, t2D: { value: null }, backgroundIntensity: { value: 1 } }, vertexShader: _ShaderChunk.ShaderChunk.background_vert, fragmentShader: _ShaderChunk.ShaderChunk.background_frag }, backgroundCube: { uniforms: { envMap: { value: null }, flipEnvMap: { value: -1 }, backgroundBlurriness: { value: 0 }, backgroundIntensity: { value: 1 }, backgroundRotation: { value: /*@__PURE__*/new _Matrix.Matrix3() } }, vertexShader: _ShaderChunk.ShaderChunk.backgroundCube_vert, fragmentShader: _ShaderChunk.ShaderChunk.backgroundCube_frag }, cube: { uniforms: { tCube: { value: null }, tFlip: { value: -1 }, opacity: { value: 1.0 } }, vertexShader: _ShaderChunk.ShaderChunk.cube_vert, fragmentShader: _ShaderChunk.ShaderChunk.cube_frag }, equirect: { uniforms: { tEquirect: { value: null } }, vertexShader: _ShaderChunk.ShaderChunk.equirect_vert, fragmentShader: _ShaderChunk.ShaderChunk.equirect_frag }, distanceRGBA: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.common, _UniformsLib.UniformsLib.displacementmap, { referencePosition: { value: /*@__PURE__*/new _Vector2.Vector3() }, nearDistance: { value: 1 }, farDistance: { value: 1000 } }]), vertexShader: _ShaderChunk.ShaderChunk.distanceRGBA_vert, fragmentShader: _ShaderChunk.ShaderChunk.distanceRGBA_frag }, shadow: { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([_UniformsLib.UniformsLib.lights, _UniformsLib.UniformsLib.fog, { color: { value: /*@__PURE__*/new _Color.Color(0x00000) }, opacity: { value: 1.0 } }]), vertexShader: _ShaderChunk.ShaderChunk.shadow_vert, fragmentShader: _ShaderChunk.ShaderChunk.shadow_frag } }; ShaderLib.physical = { uniforms: /*@__PURE__*/(0, _UniformsUtils.mergeUniforms)([ShaderLib.standard.uniforms, { clearcoat: { value: 0 }, clearcoatMap: { value: null }, clearcoatMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, clearcoatNormalMap: { value: null }, clearcoatNormalMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, clearcoatNormalScale: { value: /*@__PURE__*/new _Vector.Vector2(1, 1) }, clearcoatRoughness: { value: 0 }, clearcoatRoughnessMap: { value: null }, clearcoatRoughnessMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, dispersion: { value: 0 }, iridescence: { value: 0 }, iridescenceMap: { value: null }, iridescenceMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, iridescenceIOR: { value: 1.3 }, iridescenceThicknessMinimum: { value: 100 }, iridescenceThicknessMaximum: { value: 400 }, iridescenceThicknessMap: { value: null }, iridescenceThicknessMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, sheen: { value: 0 }, sheenColor: { value: /*@__PURE__*/new _Color.Color(0x000000) }, sheenColorMap: { value: null }, sheenColorMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, sheenRoughness: { value: 1 }, sheenRoughnessMap: { value: null }, sheenRoughnessMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, transmission: { value: 0 }, transmissionMap: { value: null }, transmissionMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, transmissionSamplerSize: { value: /*@__PURE__*/new _Vector.Vector2() }, transmissionSamplerMap: { value: null }, thickness: { value: 0 }, thicknessMap: { value: null }, thicknessMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, attenuationDistance: { value: 0 }, attenuationColor: { value: /*@__PURE__*/new _Color.Color(0x000000) }, specularColor: { value: /*@__PURE__*/new _Color.Color(1, 1, 1) }, specularColorMap: { value: null }, specularColorMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, specularIntensity: { value: 1 }, specularIntensityMap: { value: null }, specularIntensityMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() }, anisotropyVector: { value: /*@__PURE__*/new _Vector.Vector2() }, anisotropyMap: { value: null }, anisotropyMapTransform: { value: /*@__PURE__*/new _Matrix.Matrix3() } }]), vertexShader: _ShaderChunk.ShaderChunk.meshphysical_vert, fragmentShader: _ShaderChunk.ShaderChunk.meshphysical_frag };