96988244e6d6347b48f68480968caa4e86f23d7f6f9c621b5ac5e4d0ca54f5d2.json 36 KB

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  1. {"ast":null,"code":"import { __decorate } from \"../../../tslib.es6.js\";\nimport { NodeMaterialBlock } from \"../nodeMaterialBlock.js\";\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes.js\";\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets.js\";\nimport { RegisterClass } from \"../../../Misc/typeStore.js\";\nimport { editableInPropertyPage } from \"../../../Decorators/nodeDecorator.js\";\n/**\n * block used to Generate a Worley Noise 3D Noise Pattern\n */\n// Source: https://github.com/Erkaman/glsl-worley\n// Converted to BJS by Pryme8\n//\n// Worley Noise 3D\n// Return vec2 value range of -1.0->1.0, F1-F2 respectivly\nexport class WorleyNoise3DBlock extends NodeMaterialBlock {\n /**\n * Creates a new WorleyNoise3DBlock\n * @param name defines the block name\n */\n constructor(name) {\n super(name, NodeMaterialBlockTargets.Neutral);\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\n this.manhattanDistance = false;\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector3);\n this.registerInput(\"jitter\", NodeMaterialBlockConnectionPointTypes.Float);\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector2);\n this.registerOutput(\"x\", NodeMaterialBlockConnectionPointTypes.Float);\n this.registerOutput(\"y\", NodeMaterialBlockConnectionPointTypes.Float);\n }\n /**\n * Gets the current class name\n * @returns the class name\n */\n getClassName() {\n return \"WorleyNoise3DBlock\";\n }\n /**\n * Gets the seed input component\n */\n get seed() {\n return this._inputs[0];\n }\n /**\n * Gets the jitter input component\n */\n get jitter() {\n return this._inputs[1];\n }\n /**\n * Gets the output component\n */\n get output() {\n return this._outputs[0];\n }\n /**\n * Gets the x component\n */\n get x() {\n return this._outputs[1];\n }\n /**\n * Gets the y component\n */\n get y() {\n return this._outputs[2];\n }\n _buildBlock(state) {\n super._buildBlock(state);\n if (!this.seed.isConnected) {\n return;\n }\n if (!this.output.hasEndpoints && !this.x.hasEndpoints && !this.y.hasEndpoints) {\n return;\n }\n let functionString = `vec3 permute(vec3 x){\\n`;\n functionString += ` return mod((34.0 * x + 1.0) * x, 289.0);\\n`;\n functionString += `}\\n\\n`;\n functionString += `vec3 dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance){\\n`;\n functionString += ` return [manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z)];\\n`;\n functionString += `}\\n\\n`;\n functionString += `vec2 worley(vec3 P, float jitter, bool manhattanDistance){\\n`;\n functionString += ` float K = 0.142857142857; // 1/7\\n`;\n functionString += ` float Ko = 0.428571428571; // 1/2-K/2\\n`;\n functionString += ` float K2 = 0.020408163265306; // 1/(7*7)\\n`;\n functionString += ` float Kz = 0.166666666667; // 1/6\\n`;\n functionString += ` float Kzo = 0.416666666667; // 1/2-1/6*2\\n`;\n functionString += `\\n`;\n functionString += ` vec3 Pi = mod(floor(P), 289.0);\\n`;\n functionString += ` vec3 Pf = fract(P) - 0.5;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);\\n`;\n functionString += ` vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);\\n`;\n functionString += ` vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));\\n`;\n functionString += ` vec3 p1 = permute(p + Pi.y - 1.0);\\n`;\n functionString += ` vec3 p2 = permute(p + Pi.y);\\n`;\n functionString += ` vec3 p3 = permute(p + Pi.y + 1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 p11 = permute(p1 + Pi.z - 1.0);\\n`;\n functionString += ` vec3 p12 = permute(p1 + Pi.z);\\n`;\n functionString += ` vec3 p13 = permute(p1 + Pi.z + 1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 p21 = permute(p2 + Pi.z - 1.0);\\n`;\n functionString += ` vec3 p22 = permute(p2 + Pi.z);\\n`;\n functionString += ` vec3 p23 = permute(p2 + Pi.z + 1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 p31 = permute(p3 + Pi.z - 1.0);\\n`;\n functionString += ` vec3 p32 = permute(p3 + Pi.z);\\n`;\n functionString += ` vec3 p33 = permute(p3 + Pi.z + 1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox11 = fract(p11*K) - Ko;\\n`;\n functionString += ` vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox12 = fract(p12*K) - Ko;\\n`;\n functionString += ` vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz12 = floor(p12*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox13 = fract(p13*K) - Ko;\\n`;\n functionString += ` vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz13 = floor(p13*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox21 = fract(p21*K) - Ko;\\n`;\n functionString += ` vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz21 = floor(p21*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox22 = fract(p22*K) - Ko;\\n`;\n functionString += ` vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz22 = floor(p22*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox23 = fract(p23*K) - Ko;\\n`;\n functionString += ` vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz23 = floor(p23*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox31 = fract(p31*K) - Ko;\\n`;\n functionString += ` vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz31 = floor(p31*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox32 = fract(p32*K) - Ko;\\n`;\n functionString += ` vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz32 = floor(p32*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox33 = fract(p33*K) - Ko;\\n`;\n functionString += ` vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz33 = floor(p33*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx11 = Pfx + jitter*ox11;\\n`;\n functionString += ` vec3 dy11 = Pfy.x + jitter*oy11;\\n`;\n functionString += ` vec3 dz11 = Pfz.x + jitter*oz11;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx12 = Pfx + jitter*ox12;\\n`;\n functionString += ` vec3 dy12 = Pfy.x + jitter*oy12;\\n`;\n functionString += ` vec3 dz12 = Pfz.y + jitter*oz12;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx13 = Pfx + jitter*ox13;\\n`;\n functionString += ` vec3 dy13 = Pfy.x + jitter*oy13;\\n`;\n functionString += ` vec3 dz13 = Pfz.z + jitter*oz13;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx21 = Pfx + jitter*ox21;\\n`;\n functionString += ` vec3 dy21 = Pfy.y + jitter*oy21;\\n`;\n functionString += ` vec3 dz21 = Pfz.x + jitter*oz21;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx22 = Pfx + jitter*ox22;\\n`;\n functionString += ` vec3 dy22 = Pfy.y + jitter*oy22;\\n`;\n functionString += ` vec3 dz22 = Pfz.y + jitter*oz22;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx23 = Pfx + jitter*ox23;\\n`;\n functionString += ` vec3 dy23 = Pfy.y + jitter*oy23;\\n`;\n functionString += ` vec3 dz23 = Pfz.z + jitter*oz23;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx31 = Pfx + jitter*ox31;\\n`;\n functionString += ` vec3 dy31 = Pfy.z + jitter*oy31;\\n`;\n functionString += ` vec3 dz31 = Pfz.x + jitter*oz31;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx32 = Pfx + jitter*ox32;\\n`;\n functionString += ` vec3 dy32 = Pfy.z + jitter*oy32;\\n`;\n functionString += ` vec3 dz32 = Pfz.y + jitter*oz32;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx33 = Pfx + jitter*ox33;\\n`;\n functionString += ` vec3 dy33 = Pfy.z + jitter*oy33;\\n`;\n functionString += ` vec3 dz33 = Pfz.z + jitter*oz33;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 d11 = dist(dx11, dy11, dz11, manhattanDistance);\\n`;\n functionString += ` vec3 d12 = dist(dx12, dy12, dz12, manhattanDistance);\\n`;\n functionString += ` vec3 d13 = dist(dx13, dy13, dz13, manhattanDistance);\\n`;\n functionString += ` vec3 d21 = dist(dx21, dy21, dz21, manhattanDistance);\\n`;\n functionString += ` vec3 d22 = dist(dx22, dy22, dz22, manhattanDistance);\\n`;\n functionString += ` vec3 d23 = dist(dx23, dy23, dz23, manhattanDistance);\\n`;\n functionString += ` vec3 d31 = dist(dx31, dy31, dz31, manhattanDistance);\\n`;\n functionString += ` vec3 d32 = dist(dx32, dy32, dz32, manhattanDistance);\\n`;\n functionString += ` vec3 d33 = dist(dx33, dy33, dz33, manhattanDistance);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 d1a = min(d11, d12);\\n`;\n functionString += ` d12 = max(d11, d12);\\n`;\n functionString += ` d11 = min(d1a, d13); // Smallest now not in d12 or d13\\n`;\n functionString += ` d13 = max(d1a, d13);\\n`;\n functionString += ` d12 = min(d12, d13); // 2nd smallest now not in d13\\n`;\n functionString += ` vec3 d2a = min(d21, d22);\\n`;\n functionString += ` d22 = max(d21, d22);\\n`;\n functionString += ` d21 = min(d2a, d23); // Smallest now not in d22 or d23\\n`;\n functionString += ` d23 = max(d2a, d23);\\n`;\n functionString += ` d22 = min(d22, d23); // 2nd smallest now not in d23\\n`;\n functionString += ` vec3 d3a = min(d31, d32);\\n`;\n functionString += ` d32 = max(d31, d32);\\n`;\n functionString += ` d31 = min(d3a, d33); // Smallest now not in d32 or d33\\n`;\n functionString += ` d33 = max(d3a, d33);\\n`;\n functionString += ` d32 = min(d32, d33); // 2nd smallest now not in d33\\n`;\n functionString += ` vec3 da = min(d11, d21);\\n`;\n functionString += ` d21 = max(d11, d21);\\n`;\n functionString += ` d11 = min(da, d31); // Smallest now in d11\\n`;\n functionString += ` d31 = max(da, d31); // 2nd smallest now not in d31\\n`;\n functionString += ` if (d11.x >= d11.y) { vec2 temp = d11.yx; d11.x = temp.x; d11.y = temp.y; }\\n`;\n functionString += ` if (d11.x >= d11.z) { vec2 temp = d11.zx; d11.x = temp.x; d11.z = temp.y; }\\n`;\n functionString += ` d12 = min(d12, d21); // 2nd smallest now not in d21\\n`;\n functionString += ` d12 = min(d12, d22); // nor in d22\\n`;\n functionString += ` d12 = min(d12, d31); // nor in d31\\n`;\n functionString += ` d12 = min(d12, d32); // nor in d32\\n`;\n functionString += ` vec2 temp2 = min(d11.yz, d12.xy); // nor in d12.yz\\n`;\n functionString += ` d11.y = temp2.x;\\n`;\n functionString += ` d11.z = temp2.y;\\n`;\n functionString += ` d11.y = min(d11.y, d12.z); // Only two more to go\\n`;\n functionString += ` d11.y = min(d11.y, d11.z); // Done! (Phew!)\\n`;\n functionString += ` return sqrt(d11.xy); // F1, F2\\n`;\n functionString += `}\\n\\n`;\n if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {\n functionString = state._babylonSLtoWGSL(functionString);\n } else {\n functionString = state._babylonSLtoGLSL(functionString);\n }\n state._emitFunction(\"worley3D\", functionString, \"// Worley3D\");\n const tempVariable = state._getFreeVariableName(\"worleyTemp\");\n state.compilationString += `${state._declareLocalVar(tempVariable, NodeMaterialBlockConnectionPointTypes.Vector2)} = worley(${this.seed.associatedVariableName}, ${this.jitter.associatedVariableName}, ${this.manhattanDistance});\\n`;\n if (this.output.hasEndpoints) {\n state.compilationString += state._declareOutput(this.output) + ` = ${tempVariable};\\n`;\n }\n if (this.x.hasEndpoints) {\n state.compilationString += state._declareOutput(this.x) + ` = ${tempVariable}.x;\\n`;\n }\n if (this.y.hasEndpoints) {\n state.compilationString += state._declareOutput(this.y) + ` = ${tempVariable}.y;\\n`;\n }\n return this;\n }\n /**\n * Exposes the properties to the UI?\n * @returns - boolean indicating if the block has properties or not\n */\n _dumpPropertiesCode() {\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\\n`;\n return codeString;\n }\n /**\n * Exposes the properties to the Serialize?\n * @returns - a serialized object\n */\n serialize() {\n const serializationObject = super.serialize();\n serializationObject.manhattanDistance = this.manhattanDistance;\n return serializationObject;\n }\n /**\n * Exposes the properties to the deserialize?\n * @param serializationObject\n * @param scene\n * @param rootUrl\n */\n _deserialize(serializationObject, scene, rootUrl) {\n super._deserialize(serializationObject, scene, rootUrl);\n this.manhattanDistance = serializationObject.manhattanDistance;\n }\n}\n__decorate([editableInPropertyPage(\"Use Manhattan Distance\", 0 /* PropertyTypeForEdition.Boolean */, \"PROPERTIES\", {\n embedded: true,\n notifiers: {\n update: false\n }\n})], WorleyNoise3DBlock.prototype, \"manhattanDistance\", void 0);\nRegisterClass(\"BABYLON.WorleyNoise3DBlock\", WorleyNoise3DBlock);","map":{"version":3,"names":["__decorate","NodeMaterialBlock","NodeMaterialBlockConnectionPointTypes","NodeMaterialBlockTargets","RegisterClass","editableInPropertyPage","WorleyNoise3DBlock","constructor","name","Neutral","manhattanDistance","registerInput","Vector3","Float","registerOutput","Vector2","getClassName","seed","_inputs","jitter","output","_outputs","x","y","_buildBlock","state","isConnected","hasEndpoints","functionString","shaderLanguage","_babylonSLtoWGSL","_babylonSLtoGLSL","_emitFunction","tempVariable","_getFreeVariableName","compilationString","_declareLocalVar","associatedVariableName","_declareOutput","_dumpPropertiesCode","codeString","_codeVariableName","serialize","serializationObject","_deserialize","scene","rootUrl","embedded","notifiers","update","prototype"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Materials/Node/Blocks/worleyNoise3DBlock.js"],"sourcesContent":["import { __decorate } from \"../../../tslib.es6.js\";\nimport { NodeMaterialBlock } from \"../nodeMaterialBlock.js\";\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes.js\";\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets.js\";\nimport { RegisterClass } from \"../../../Misc/typeStore.js\";\nimport { editableInPropertyPage } from \"../../../Decorators/nodeDecorator.js\";\n/**\n * block used to Generate a Worley Noise 3D Noise Pattern\n */\n// Source: https://github.com/Erkaman/glsl-worley\n// Converted to BJS by Pryme8\n//\n// Worley Noise 3D\n// Return vec2 value range of -1.0->1.0, F1-F2 respectivly\nexport class WorleyNoise3DBlock extends NodeMaterialBlock {\n /**\n * Creates a new WorleyNoise3DBlock\n * @param name defines the block name\n */\n constructor(name) {\n super(name, NodeMaterialBlockTargets.Neutral);\n /** Gets or sets a boolean indicating that normal should be inverted on X axis */\n this.manhattanDistance = false;\n this.registerInput(\"seed\", NodeMaterialBlockConnectionPointTypes.Vector3);\n this.registerInput(\"jitter\", NodeMaterialBlockConnectionPointTypes.Float);\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector2);\n this.registerOutput(\"x\", NodeMaterialBlockConnectionPointTypes.Float);\n this.registerOutput(\"y\", NodeMaterialBlockConnectionPointTypes.Float);\n }\n /**\n * Gets the current class name\n * @returns the class name\n */\n getClassName() {\n return \"WorleyNoise3DBlock\";\n }\n /**\n * Gets the seed input component\n */\n get seed() {\n return this._inputs[0];\n }\n /**\n * Gets the jitter input component\n */\n get jitter() {\n return this._inputs[1];\n }\n /**\n * Gets the output component\n */\n get output() {\n return this._outputs[0];\n }\n /**\n * Gets the x component\n */\n get x() {\n return this._outputs[1];\n }\n /**\n * Gets the y component\n */\n get y() {\n return this._outputs[2];\n }\n _buildBlock(state) {\n super._buildBlock(state);\n if (!this.seed.isConnected) {\n return;\n }\n if (!this.output.hasEndpoints && !this.x.hasEndpoints && !this.y.hasEndpoints) {\n return;\n }\n let functionString = `vec3 permute(vec3 x){\\n`;\n functionString += ` return mod((34.0 * x + 1.0) * x, 289.0);\\n`;\n functionString += `}\\n\\n`;\n functionString += `vec3 dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance){\\n`;\n functionString += ` return [manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z)];\\n`;\n functionString += `}\\n\\n`;\n functionString += `vec2 worley(vec3 P, float jitter, bool manhattanDistance){\\n`;\n functionString += ` float K = 0.142857142857; // 1/7\\n`;\n functionString += ` float Ko = 0.428571428571; // 1/2-K/2\\n`;\n functionString += ` float K2 = 0.020408163265306; // 1/(7*7)\\n`;\n functionString += ` float Kz = 0.166666666667; // 1/6\\n`;\n functionString += ` float Kzo = 0.416666666667; // 1/2-1/6*2\\n`;\n functionString += `\\n`;\n functionString += ` vec3 Pi = mod(floor(P), 289.0);\\n`;\n functionString += ` vec3 Pf = fract(P) - 0.5;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);\\n`;\n functionString += ` vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);\\n`;\n functionString += ` vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));\\n`;\n functionString += ` vec3 p1 = permute(p + Pi.y - 1.0);\\n`;\n functionString += ` vec3 p2 = permute(p + Pi.y);\\n`;\n functionString += ` vec3 p3 = permute(p + Pi.y + 1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 p11 = permute(p1 + Pi.z - 1.0);\\n`;\n functionString += ` vec3 p12 = permute(p1 + Pi.z);\\n`;\n functionString += ` vec3 p13 = permute(p1 + Pi.z + 1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 p21 = permute(p2 + Pi.z - 1.0);\\n`;\n functionString += ` vec3 p22 = permute(p2 + Pi.z);\\n`;\n functionString += ` vec3 p23 = permute(p2 + Pi.z + 1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 p31 = permute(p3 + Pi.z - 1.0);\\n`;\n functionString += ` vec3 p32 = permute(p3 + Pi.z);\\n`;\n functionString += ` vec3 p33 = permute(p3 + Pi.z + 1.0);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox11 = fract(p11*K) - Ko;\\n`;\n functionString += ` vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox12 = fract(p12*K) - Ko;\\n`;\n functionString += ` vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz12 = floor(p12*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox13 = fract(p13*K) - Ko;\\n`;\n functionString += ` vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz13 = floor(p13*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox21 = fract(p21*K) - Ko;\\n`;\n functionString += ` vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz21 = floor(p21*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox22 = fract(p22*K) - Ko;\\n`;\n functionString += ` vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz22 = floor(p22*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox23 = fract(p23*K) - Ko;\\n`;\n functionString += ` vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz23 = floor(p23*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox31 = fract(p31*K) - Ko;\\n`;\n functionString += ` vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz31 = floor(p31*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox32 = fract(p32*K) - Ko;\\n`;\n functionString += ` vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz32 = floor(p32*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 ox33 = fract(p33*K) - Ko;\\n`;\n functionString += ` vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;\\n`;\n functionString += ` vec3 oz33 = floor(p33*K2)*Kz - Kzo;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx11 = Pfx + jitter*ox11;\\n`;\n functionString += ` vec3 dy11 = Pfy.x + jitter*oy11;\\n`;\n functionString += ` vec3 dz11 = Pfz.x + jitter*oz11;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx12 = Pfx + jitter*ox12;\\n`;\n functionString += ` vec3 dy12 = Pfy.x + jitter*oy12;\\n`;\n functionString += ` vec3 dz12 = Pfz.y + jitter*oz12;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx13 = Pfx + jitter*ox13;\\n`;\n functionString += ` vec3 dy13 = Pfy.x + jitter*oy13;\\n`;\n functionString += ` vec3 dz13 = Pfz.z + jitter*oz13;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx21 = Pfx + jitter*ox21;\\n`;\n functionString += ` vec3 dy21 = Pfy.y + jitter*oy21;\\n`;\n functionString += ` vec3 dz21 = Pfz.x + jitter*oz21;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx22 = Pfx + jitter*ox22;\\n`;\n functionString += ` vec3 dy22 = Pfy.y + jitter*oy22;\\n`;\n functionString += ` vec3 dz22 = Pfz.y + jitter*oz22;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx23 = Pfx + jitter*ox23;\\n`;\n functionString += ` vec3 dy23 = Pfy.y + jitter*oy23;\\n`;\n functionString += ` vec3 dz23 = Pfz.z + jitter*oz23;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx31 = Pfx + jitter*ox31;\\n`;\n functionString += ` vec3 dy31 = Pfy.z + jitter*oy31;\\n`;\n functionString += ` vec3 dz31 = Pfz.x + jitter*oz31;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx32 = Pfx + jitter*ox32;\\n`;\n functionString += ` vec3 dy32 = Pfy.z + jitter*oy32;\\n`;\n functionString += ` vec3 dz32 = Pfz.y + jitter*oz32;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 dx33 = Pfx + jitter*ox33;\\n`;\n functionString += ` vec3 dy33 = Pfy.z + jitter*oy33;\\n`;\n functionString += ` vec3 dz33 = Pfz.z + jitter*oz33;\\n`;\n functionString += `\\n`;\n functionString += ` vec3 d11 = dist(dx11, dy11, dz11, manhattanDistance);\\n`;\n functionString += ` vec3 d12 = dist(dx12, dy12, dz12, manhattanDistance);\\n`;\n functionString += ` vec3 d13 = dist(dx13, dy13, dz13, manhattanDistance);\\n`;\n functionString += ` vec3 d21 = dist(dx21, dy21, dz21, manhattanDistance);\\n`;\n functionString += ` vec3 d22 = dist(dx22, dy22, dz22, manhattanDistance);\\n`;\n functionString += ` vec3 d23 = dist(dx23, dy23, dz23, manhattanDistance);\\n`;\n functionString += ` vec3 d31 = dist(dx31, dy31, dz31, manhattanDistance);\\n`;\n functionString += ` vec3 d32 = dist(dx32, dy32, dz32, manhattanDistance);\\n`;\n functionString += ` vec3 d33 = dist(dx33, dy33, dz33, manhattanDistance);\\n`;\n functionString += `\\n`;\n functionString += ` vec3 d1a = min(d11, d12);\\n`;\n functionString += ` d12 = max(d11, d12);\\n`;\n functionString += ` d11 = min(d1a, d13); // Smallest now not in d12 or d13\\n`;\n functionString += ` d13 = max(d1a, d13);\\n`;\n functionString += ` d12 = min(d12, d13); // 2nd smallest now not in d13\\n`;\n functionString += ` vec3 d2a = min(d21, d22);\\n`;\n functionString += ` d22 = max(d21, d22);\\n`;\n functionString += ` d21 = min(d2a, d23); // Smallest now not in d22 or d23\\n`;\n functionString += ` d23 = max(d2a, d23);\\n`;\n functionString += ` d22 = min(d22, d23); // 2nd smallest now not in d23\\n`;\n functionString += ` vec3 d3a = min(d31, d32);\\n`;\n functionString += ` d32 = max(d31, d32);\\n`;\n functionString += ` d31 = min(d3a, d33); // Smallest now not in d32 or d33\\n`;\n functionString += ` d33 = max(d3a, d33);\\n`;\n functionString += ` d32 = min(d32, d33); // 2nd smallest now not in d33\\n`;\n functionString += ` vec3 da = min(d11, d21);\\n`;\n functionString += ` d21 = max(d11, d21);\\n`;\n functionString += ` d11 = min(da, d31); // Smallest now in d11\\n`;\n functionString += ` d31 = max(da, d31); // 2nd smallest now not in d31\\n`;\n functionString += ` if (d11.x >= d11.y) { vec2 temp = d11.yx; d11.x = temp.x; d11.y = temp.y; }\\n`;\n functionString += ` if (d11.x >= d11.z) { vec2 temp = d11.zx; d11.x = temp.x; d11.z = temp.y; }\\n`;\n functionString += ` d12 = min(d12, d21); // 2nd smallest now not in d21\\n`;\n functionString += ` d12 = min(d12, d22); // nor in d22\\n`;\n functionString += ` d12 = min(d12, d31); // nor in d31\\n`;\n functionString += ` d12 = min(d12, d32); // nor in d32\\n`;\n functionString += ` vec2 temp2 = min(d11.yz, d12.xy); // nor in d12.yz\\n`;\n functionString += ` d11.y = temp2.x;\\n`;\n functionString += ` d11.z = temp2.y;\\n`;\n functionString += ` d11.y = min(d11.y, d12.z); // Only two more to go\\n`;\n functionString += ` d11.y = min(d11.y, d11.z); // Done! (Phew!)\\n`;\n functionString += ` return sqrt(d11.xy); // F1, F2\\n`;\n functionString += `}\\n\\n`;\n if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {\n functionString = state._babylonSLtoWGSL(functionString);\n }\n else {\n functionString = state._babylonSLtoGLSL(functionString);\n }\n state._emitFunction(\"worley3D\", functionString, \"// Worley3D\");\n const tempVariable = state._getFreeVariableName(\"worleyTemp\");\n state.compilationString += `${state._declareLocalVar(tempVariable, NodeMaterialBlockConnectionPointTypes.Vector2)} = worley(${this.seed.associatedVariableName}, ${this.jitter.associatedVariableName}, ${this.manhattanDistance});\\n`;\n if (this.output.hasEndpoints) {\n state.compilationString += state._declareOutput(this.output) + ` = ${tempVariable};\\n`;\n }\n if (this.x.hasEndpoints) {\n state.compilationString += state._declareOutput(this.x) + ` = ${tempVariable}.x;\\n`;\n }\n if (this.y.hasEndpoints) {\n state.compilationString += state._declareOutput(this.y) + ` = ${tempVariable}.y;\\n`;\n }\n return this;\n }\n /**\n * Exposes the properties to the UI?\n * @returns - boolean indicating if the block has properties or not\n */\n _dumpPropertiesCode() {\n const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\\n`;\n return codeString;\n }\n /**\n * Exposes the properties to the Serialize?\n * @returns - a serialized object\n */\n serialize() {\n const serializationObject = super.serialize();\n serializationObject.manhattanDistance = this.manhattanDistance;\n return serializationObject;\n }\n /**\n * Exposes the properties to the deserialize?\n * @param serializationObject\n * @param scene\n * @param rootUrl\n */\n _deserialize(serializationObject, scene, rootUrl) {\n super._deserialize(serializationObject, scene, rootUrl);\n this.manhattanDistance = serializationObject.manhattanDistance;\n }\n}\n__decorate([\n editableInPropertyPage(\"Use 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