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+/**
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+ * @author mrdoob / http://mrdoob.com/
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+ * @author alteredq / http://alteredqualia.com/
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+ *
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+ * Currently contains:
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+ *
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+ * toon1
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+ * toon2
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+ * hatching
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+ * dotted
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+ */
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+
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+import {
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+ Color,
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+ Vector3
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+} from "../../../build/three.module.js";
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+
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+var ToonShader1 = {
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+
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+ uniforms: {
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+
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+ "uDirLightPos": { value: new Vector3() },
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+ "uDirLightColor": { value: new Color( 0xeeeeee ) },
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+
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+ "uAmbientLightColor": { value: new Color( 0x050505 ) },
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+
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+ "uBaseColor": { value: new Color( 0xffffff ) }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec3 vNormal;",
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+ "varying vec3 vRefract;",
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+
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+ "void main() {",
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+
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+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+ " vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
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+
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+ " vNormal = normalize( normalMatrix * normal );",
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+
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+ " vec3 I = worldPosition.xyz - cameraPosition;",
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+ " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
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+
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+ " gl_Position = projectionMatrix * mvPosition;",
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+
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+ "}"
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+
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+ ].join( "\n" ),
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+
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+ fragmentShader: [
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+
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+ "uniform vec3 uBaseColor;",
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+
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+ "uniform vec3 uDirLightPos;",
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+ "uniform vec3 uDirLightColor;",
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+
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+ "uniform vec3 uAmbientLightColor;",
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+
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+ "varying vec3 vNormal;",
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+
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+ "varying vec3 vRefract;",
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+
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+ "void main() {",
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+
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+ " float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
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+ " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
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+
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+ " float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
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+ " intensity += length(lightWeighting) * 0.2;",
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+
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+ " float cameraWeighting = dot( normalize( vNormal ), vRefract );",
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+ " intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
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+ " intensity = intensity * 0.2 + 0.3;",
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+
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+ " if ( intensity < 0.50 ) {",
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+
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+ " gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
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+
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+ " } else {",
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+
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+ " gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
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+
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+ "}",
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+
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+ "}"
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+
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+ ].join( "\n" )
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+
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+};
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+
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+var ToonShader2 = {
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+
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+ uniforms: {
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+
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+ "uDirLightPos": { value: new Vector3() },
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+ "uDirLightColor": { value: new Color( 0xeeeeee ) },
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+
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+ "uAmbientLightColor": { value: new Color( 0x050505 ) },
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+
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+ "uBaseColor": { value: new Color( 0xeeeeee ) },
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+ "uLineColor1": { value: new Color( 0x808080 ) },
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+ "uLineColor2": { value: new Color( 0x000000 ) },
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+ "uLineColor3": { value: new Color( 0x000000 ) },
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+ "uLineColor4": { value: new Color( 0x000000 ) }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec3 vNormal;",
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+
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+ "void main() {",
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+
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+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ " vNormal = normalize( normalMatrix * normal );",
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+
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+ "}"
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+
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+ ].join( "\n" ),
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+
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+ fragmentShader: [
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+
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+ "uniform vec3 uBaseColor;",
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+ "uniform vec3 uLineColor1;",
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+ "uniform vec3 uLineColor2;",
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+ "uniform vec3 uLineColor3;",
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+ "uniform vec3 uLineColor4;",
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+
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+ "uniform vec3 uDirLightPos;",
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+ "uniform vec3 uDirLightColor;",
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+
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+ "uniform vec3 uAmbientLightColor;",
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+
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+ "varying vec3 vNormal;",
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+
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+ "void main() {",
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+
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+ " float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
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+ " float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
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+
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+ " gl_FragColor = vec4( uBaseColor, 1.0 );",
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+
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+ " if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
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+
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+ " gl_FragColor *= vec4( uLineColor1, 1.0 );",
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+
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+ " }",
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+
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+ " if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
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+
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+ " gl_FragColor *= vec4( uLineColor2, 1.0 );",
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+
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+ " }",
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+
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+ "}"
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+
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+ ].join( "\n" )
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+
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+};
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+
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+var ToonShaderHatching = {
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+
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+ uniforms: {
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+
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+ "uDirLightPos": { value: new Vector3() },
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+ "uDirLightColor": { value: new Color( 0xeeeeee ) },
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+
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+ "uAmbientLightColor": { value: new Color( 0x050505 ) },
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+
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+ "uBaseColor": { value: new Color( 0xffffff ) },
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+ "uLineColor1": { value: new Color( 0x000000 ) },
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+ "uLineColor2": { value: new Color( 0x000000 ) },
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+ "uLineColor3": { value: new Color( 0x000000 ) },
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+ "uLineColor4": { value: new Color( 0x000000 ) }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec3 vNormal;",
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+
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+ "void main() {",
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+
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+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ " vNormal = normalize( normalMatrix * normal );",
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+
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+ "}"
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+
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+ ].join( "\n" ),
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+
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+ fragmentShader: [
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+
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+ "uniform vec3 uBaseColor;",
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+ "uniform vec3 uLineColor1;",
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+ "uniform vec3 uLineColor2;",
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+ "uniform vec3 uLineColor3;",
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+ "uniform vec3 uLineColor4;",
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+
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+ "uniform vec3 uDirLightPos;",
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+ "uniform vec3 uDirLightColor;",
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+
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+ "uniform vec3 uAmbientLightColor;",
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+
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+ "varying vec3 vNormal;",
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+
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+ "void main() {",
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+
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+ " float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
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+ " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
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+
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+ " gl_FragColor = vec4( uBaseColor, 1.0 );",
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+
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+ " if ( length(lightWeighting) < 1.00 ) {",
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+
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+ " if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
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+
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+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
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+
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+ " }",
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+
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+ " }",
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+
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+ " if ( length(lightWeighting) < 0.75 ) {",
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+
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+ " if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
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+
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+ " gl_FragColor = vec4( uLineColor2, 1.0 );",
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+
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+ " }",
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+
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+ " }",
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+
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+ " if ( length(lightWeighting) < 0.50 ) {",
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+
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+ " if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
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+
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+ " gl_FragColor = vec4( uLineColor3, 1.0 );",
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+
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+ " }",
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+
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+ " }",
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+
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+ " if ( length(lightWeighting) < 0.3465 ) {",
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+
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+ " if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
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+
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+ " gl_FragColor = vec4( uLineColor4, 1.0 );",
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+
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+ " }",
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+
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+ " }",
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+
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+ "}"
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+
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+ ].join( "\n" )
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+
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+};
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+
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+var ToonShaderDotted = {
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+
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+ uniforms: {
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+
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+ "uDirLightPos": { value: new Vector3() },
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+ "uDirLightColor": { value: new Color( 0xeeeeee ) },
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+
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+ "uAmbientLightColor": { value: new Color( 0x050505 ) },
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+
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+ "uBaseColor": { value: new Color( 0xffffff ) },
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+ "uLineColor1": { value: new Color( 0x000000 ) }
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+
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec3 vNormal;",
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+
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+ "void main() {",
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+
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+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ " vNormal = normalize( normalMatrix * normal );",
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+
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+ "}"
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+
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+ ].join( "\n" ),
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+
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+ fragmentShader: [
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+
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+ "uniform vec3 uBaseColor;",
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+ "uniform vec3 uLineColor1;",
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+ "uniform vec3 uLineColor2;",
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+ "uniform vec3 uLineColor3;",
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+ "uniform vec3 uLineColor4;",
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+
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+ "uniform vec3 uDirLightPos;",
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+ "uniform vec3 uDirLightColor;",
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+
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+ "uniform vec3 uAmbientLightColor;",
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+
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+ "varying vec3 vNormal;",
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+
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+ "void main() {",
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+
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+ "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
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+ "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
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+
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+ "gl_FragColor = vec4( uBaseColor, 1.0 );",
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+
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+ "if ( length(lightWeighting) < 1.00 ) {",
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+
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+ " if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
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+
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+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
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+
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+ " }",
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+
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+ " }",
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+
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+ " if ( length(lightWeighting) < 0.50 ) {",
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+
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+ " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
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+
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+ " gl_FragColor = vec4( uLineColor1, 1.0 );",
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+
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+ " }",
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+
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+ " }",
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+
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+ "}"
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+
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+ ].join( "\n" )
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+
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+};
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+
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+export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };
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