t2-mapper/docs/_next/static/chunks/f620a0b974993323.js

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2025-12-03 14:55:39 -08:00
(globalThis.TURBOPACK||(globalThis.TURBOPACK=[])).push(["object"==typeof document?document.currentScript:void 0,75567,e=>{"use strict";e.s(["setupColor",()=>r,"setupMask",()=>n,"updateTerrainTextureShader",()=>i]);var t=e.i(90072);function r(e){let r=arguments.length>1&&void 0!==arguments[1]?arguments[1]:[1,1];return e.wrapS=e.wrapT=t.RepeatWrapping,e.colorSpace=t.SRGBColorSpace,e.repeat.set(...r),e.flipY=!1,e.anisotropy=16,e.generateMipmaps=!0,e.minFilter=t.LinearMipmapLinearFilter,e.magFilter=t.LinearFilter,e.needsUpdate=!0,e}function n(e){let r=new t.DataTexture(e,256,256,t.RedFormat,t.UnsignedByteType);return r.colorSpace=t.NoColorSpace,r.wrapS=r.wrapT=t.RepeatWrapping,r.generateMipmaps=!1,r.minFilter=t.LinearFilter,r.magFilter=t.LinearFilter,r.needsUpdate=!0,r}function i(e){let{shader:t,baseTextures:r,alphaTextures:n,visibilityMask:i,tiling:a,debugMode:o=!1}=e,l=r.length;if(r.forEach((e,r)=>{t.uniforms["albedo".concat(r)]={value:e}}),n.forEach((e,r)=>{r>0&&(t.uniforms["mask".concat(r)]={value:e})}),i&&(t.uniforms.visibilityMask={value:i}),r.forEach((e,r)=>{var n;t.uniforms["tiling".concat(r)]={value:null!=(n=a[r])?n:32}}),t.uniforms.debugMode={value:+!!o},t.fragmentShader="\nuniform sampler2D albedo0;\nuniform sampler2D albedo1;\nuniform sampler2D albedo2;\nuniform sampler2D albedo3;\nuniform sampler2D albedo4;\nuniform sampler2D albedo5;\nuniform sampler2D mask1;\nuniform sampler2D mask2;\nuniform sampler2D mask3;\nuniform sampler2D mask4;\nuniform sampler2D mask5;\nuniform float tiling0;\nuniform float tiling1;\nuniform float tiling2;\nuniform float tiling3;\nuniform float tiling4;\nuniform float tiling5;\nuniform float debugMode;\n".concat(i?"uniform sampler2D visibilityMask;":"","\n\n// Wireframe edge detection for debug mode\nfloat getWireframe(vec2 uv, float gridSize, float lineWidth) {\n vec2 gridUv = uv * gridSize;\n vec2 grid = abs(fract(gridUv - 0.5) - 0.5);\n vec2 deriv = fwidth(gridUv);\n vec2 edge = smoothstep(vec2(0.0), deriv * lineWidth, grid);\n return 1.0 - min(edge.x, edge.y);\n}\n")+t.fragmentShader,i){let e="#include <clipping_planes_fragment>";t.fragmentShader=t.fragmentShader.replace(e,"".concat(e,"\n // Early discard for invisible areas (before fog/lighting)\n float visibility = texture2D(visibilityMask, vMapUv).r;\n if (visibility < 0.5) {\n discard;\n }\n "))}t.fragmentShader=t.fragmentShader.replace("#include <map_fragment>","\n // Sample base albedo layers (sRGB textures auto-decoded to linear)\n vec2 baseUv = vMapUv;\n vec3 c0 = texture2D(albedo0, baseUv * vec2(tiling0)).rgb;\n ".concat(l>1?"vec3 c1 = texture2D(albedo1, baseUv * vec2(tiling1)).rgb;":"","\n ").concat(l>2?"vec3 c2 = texture2D(albedo2, baseUv * vec2(tiling2)).rgb;":"","\n ").concat(l>3?"vec3 c3 = texture2D(albedo3, baseUv * vec2(tiling3)).rgb;":"","\n ").concat(l>4?"vec3 c4 = texture2D(albedo4, baseUv * vec2(tiling4)).rgb;":"","\n ").concat(l>5?"vec3 c5 = texture2D(albedo5, baseUv * vec2(tiling5)).rgb;":"","\n\n // Sample linear masks (use R channel)\n float a1 = texture2D(mask1, baseUv).r;\n ").concat(l>1?"float a2 = texture2D(mask2, baseUv).r;":"","\n ").concat(l>2?"float a3 = texture2D(mask3, baseUv).r;":"","\n ").concat(l>3?"float a4 = texture2D(mask4, baseUv).r;":"","\n ").concat(l>4?"float a5 = texture2D(mask5, baseUv).r;":"","\n\n // Bottom-up compositing: each mask tells how much the higher layer replaces lower\n ").concat(l>1?"vec3 blended = mix(c0, c1, clamp(a1, 0.0, 1.0));":"","\n ").concat(l>2?"blended = mix(blended, c2, clamp(a2, 0.0, 1.0));":"","\n ").concat(l>3?"blended = mix(blended, c3, clamp(a3, 0.0, 1.0));":"","\n ").concat(l>4?"blended = mix(blended, c4, clamp(a4, 0.0, 1.0));":"","\n ").concat(l>5?"blended = mix(blended, c5, clamp(a5, 0.0, 1.0));":"","\n\n // Assign to diffuseColor before lighting\n vec3 textureColor = ").concat(l>1?"blended":"c0",";\n\n // Debug mode wireframe handling\n if (debugMode > 0.5) {\n // 256 grid cells across the terrain (matches terrain resolution)\n float wireframe = getWireframe(baseUv, 256.0, 1.0);\n vec3 wireColor = vec3(0.0,