1"use strict";(self.webpackChunk_N_E=self.webpackChunk_N_E||[]).push([[51637],{15755:(e,i,f)=>{f.d(i,{T:()=>n});var d=f(52019);let l="clipPlaneFragmentDeclaration",a=`#ifdef CLIPPLANE 2varying float fClipDistance; 3#endif 4#ifdef CLIPPLANE2 5varying float fClipDistance2; 6#endif 7#ifdef CLIPPLANE3 8varying float fClipDistance3; 9#endif 10#ifdef CLIPPLANE4 11varying float fClipDistance4; 12#endif 13#ifdef CLIPPLANE5 14varying float fClipDistance5; 15#endif 16#ifdef CLIPPLANE6 17varying float fClipDistance6; 18#endif 19`;d.l.IncludesShadersStore[l]||(d.l.IncludesShadersStore[l]=a);let n={name:l,shader:a}},21237:(e,i,f)=>{f.d(i,{t:()=>n});var d=f(52019);let l="clipPlaneFragment",a=`#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) 20if (false) {} 21#endif 22#ifdef CLIPPLANE 23else if (fClipDistance>0.0) 24{discard;} 25#endif 26#ifdef CLIPPLANE2 27else if (fClipDistance2>0.0) 28{discard;} 29#endif 30#ifdef CLIPPLANE3 31else if (fClipDistance3>0.0) 32{discard;} 33#endif 34#ifdef CLIPPLANE4 35else if (fClipDistance4>0.0) 36{discard;} 37#endif 38#ifdef CLIPPLANE5 39else if (fClipDistance5>0.0) 40{discard;} 41#endif 42#ifdef CLIPPLANE6 43else if (fClipDistance6>0.0) 44{discard;} 45#endif 46`;d.l.IncludesShadersStore[l]||(d.l.IncludesShadersStore[l]=a);let n={name:l,shader:a}},51637:(e,i,f)=>{f.r(i),f.d(i,{depthPixelShader:()=>s});var d=f(52019),l=f(15755),a=f(96423),n=f(21237);let r="depthPixelShader",t=`#ifdef ALPHATEST 47varying vec2 vUV;uniform sampler2D diffuseSampler; 48#endif 49#include<clipPlaneFragmentDeclaration> 50varying float vDepthMetric; 51#ifdef PACKED 52#include<packingFunctions> 53#endif 54#ifdef STORE_CAMERASPACE_Z 55varying vec4 vViewPos; 56#endif 57#define CUSTOM_FRAGMENT_DEFINITIONS 58void main(void) 59{ 60#include<clipPlaneFragment> 61#ifdef ALPHATEST 62if (texture2D(diffuseSampler,vUV).a<0.4) 63discard; 64#endif 65#ifdef STORE_CAMERASPACE_Z 66#ifdef PACKED 67gl_FragColor=pack(vViewPos.z); 68#else 69gl_FragColor=vec4(vViewPos.z,0.0,0.0,1.0); 70#endif 71#else 72#ifdef NONLINEARDEPTH 73#ifdef PACKED 74gl_FragColor=pack(gl_FragCoord.z); 75#else 76gl_FragColor=vec4(gl_FragCoord.z,0.0,0.0,0.0); 77#endif 78#else 79#ifdef PACKED 80gl_FragColor=pack(vDepthMetric); 81#else 82gl_FragColor=vec4(vDepthMetric,0.0,0.0,1.0); 83#endif 84#endif 85#endif 86}`;for(let e of(d.l.ShadersStore[r]||(d.l.ShadersStore[r]=t),[l.T,a.f,n.t]))d.l.IncludesShadersStore[e.name]||(d.l.IncludesShadersStore[e.name]=e.shader);let s={name:r,shader:t}},96423:(e,i,f)=>{f.d(i,{f:()=>n});var d=f(52019);let l="packingFunctions",a=`vec4 pack(float depth) 87{const vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);const vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);vec4 res=fract(depth*bit_shift);res-=res.xxyz*bit_mask;return res;} 88float unpack(vec4 color) 89{const vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}`;d.l.IncludesShadersStore[l]||(d.l.IncludesShadersStore[l]=a);let n={name:l,shader:a}}}]);
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.