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+/**
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+ * @author Slayvin / http://slayvin.net
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+ */
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+
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+import {
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+ Color,
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+ LinearFilter,
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+ Math as _Math,
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+ Matrix4,
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+ Mesh,
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+ PerspectiveCamera,
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+ Plane,
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+ RGBFormat,
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+ ShaderMaterial,
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+ UniformsUtils,
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+ Vector3,
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+ Vector4,
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+ WebGLRenderTarget
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+} from "../../../build/three.module.js";
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+
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+var Reflector = function ( geometry, options ) {
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+
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+ Mesh.call( this, geometry );
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+
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+ this.type = 'Reflector';
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+
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+ var scope = this;
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+
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+ options = options || {};
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+
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+ var color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
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+ var textureWidth = options.textureWidth || 512;
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+ var textureHeight = options.textureHeight || 512;
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+ var clipBias = options.clipBias || 0;
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+ var shader = options.shader || Reflector.ReflectorShader;
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+ var recursion = options.recursion !== undefined ? options.recursion : 0;
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+
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+ //
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+
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+ var reflectorPlane = new Plane();
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+ var normal = new Vector3();
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+ var reflectorWorldPosition = new Vector3();
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+ var cameraWorldPosition = new Vector3();
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+ var rotationMatrix = new Matrix4();
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+ var lookAtPosition = new Vector3( 0, 0, - 1 );
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+ var clipPlane = new Vector4();
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+
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+ var view = new Vector3();
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+ var target = new Vector3();
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+ var q = new Vector4();
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+
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+ var textureMatrix = new Matrix4();
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+ var virtualCamera = new PerspectiveCamera();
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+
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+ var parameters = {
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+ minFilter: LinearFilter,
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+ magFilter: LinearFilter,
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+ format: RGBFormat,
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+ stencilBuffer: false
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+ };
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+
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+ var renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
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+
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+ if ( ! _Math.isPowerOfTwo( textureWidth ) || ! _Math.isPowerOfTwo( textureHeight ) ) {
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+
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+ renderTarget.texture.generateMipmaps = false;
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+
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+ }
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+
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+ var material = new ShaderMaterial( {
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+ uniforms: UniformsUtils.clone( shader.uniforms ),
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+ fragmentShader: shader.fragmentShader,
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+ vertexShader: shader.vertexShader
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+ } );
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+
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+ material.uniforms[ "tDiffuse" ].value = renderTarget.texture;
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+ material.uniforms[ "color" ].value = color;
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+ material.uniforms[ "textureMatrix" ].value = textureMatrix;
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+
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+ this.material = material;
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+
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+ this.onBeforeRender = function ( renderer, scene, camera ) {
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+
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+ if ( 'recursion' in camera.userData ) {
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+
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+ if ( camera.userData.recursion === recursion ) return;
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+
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+ camera.userData.recursion ++;
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+
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+ }
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+
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+ reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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+ cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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+
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+ rotationMatrix.extractRotation( scope.matrixWorld );
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+
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+ normal.set( 0, 0, 1 );
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+ normal.applyMatrix4( rotationMatrix );
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+
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+ view.subVectors( reflectorWorldPosition, cameraWorldPosition );
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+
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+ // Avoid rendering when reflector is facing away
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+
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+ if ( view.dot( normal ) > 0 ) return;
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+
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+ view.reflect( normal ).negate();
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+ view.add( reflectorWorldPosition );
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+
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+ rotationMatrix.extractRotation( camera.matrixWorld );
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+
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+ lookAtPosition.set( 0, 0, - 1 );
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+ lookAtPosition.applyMatrix4( rotationMatrix );
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+ lookAtPosition.add( cameraWorldPosition );
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+
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+ target.subVectors( reflectorWorldPosition, lookAtPosition );
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+ target.reflect( normal ).negate();
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+ target.add( reflectorWorldPosition );
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+
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+ virtualCamera.position.copy( view );
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+ virtualCamera.up.set( 0, 1, 0 );
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+ virtualCamera.up.applyMatrix4( rotationMatrix );
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+ virtualCamera.up.reflect( normal );
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+ virtualCamera.lookAt( target );
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+
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+ virtualCamera.far = camera.far; // Used in WebGLBackground
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+
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+ virtualCamera.updateMatrixWorld();
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+ virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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+
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+ virtualCamera.userData.recursion = 0;
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+
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+ // Update the texture matrix
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+ textureMatrix.set(
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+ 0.5, 0.0, 0.0, 0.5,
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+ 0.0, 0.5, 0.0, 0.5,
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+ 0.0, 0.0, 0.5, 0.5,
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+ 0.0, 0.0, 0.0, 1.0
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+ );
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+ textureMatrix.multiply( virtualCamera.projectionMatrix );
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+ textureMatrix.multiply( virtualCamera.matrixWorldInverse );
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+ textureMatrix.multiply( scope.matrixWorld );
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+
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+ // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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+ // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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+ reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
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+ reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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+
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+ clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
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+
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+ var projectionMatrix = virtualCamera.projectionMatrix;
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+
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+ q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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+ q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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+ q.z = - 1.0;
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+ q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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+
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+ // Calculate the scaled plane vector
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+ clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
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+
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+ // Replacing the third row of the projection matrix
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+ projectionMatrix.elements[ 2 ] = clipPlane.x;
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+ projectionMatrix.elements[ 6 ] = clipPlane.y;
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+ projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
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+ projectionMatrix.elements[ 14 ] = clipPlane.w;
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+
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+ // Render
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+
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+ scope.visible = false;
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+
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+ var currentRenderTarget = renderer.getRenderTarget();
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+
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+ var currentVrEnabled = renderer.vr.enabled;
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+ var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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+
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+ renderer.vr.enabled = false; // Avoid camera modification and recursion
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+ renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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+
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+ renderer.setRenderTarget( renderTarget );
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+ renderer.clear();
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+ renderer.render( scene, virtualCamera );
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+
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+ renderer.vr.enabled = currentVrEnabled;
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+ renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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+
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+ renderer.setRenderTarget( currentRenderTarget );
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+
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+ // Restore viewport
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+
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+ if ( camera.isArrayCamera ) {
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+
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+ renderer.state.viewport( camera.viewport );
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+
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+ }
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+
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+ scope.visible = true;
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+
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+ };
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+
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+ this.getRenderTarget = function () {
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+
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+ return renderTarget;
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+
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+ };
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+
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+};
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+
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+Reflector.prototype = Object.create( Mesh.prototype );
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+Reflector.prototype.constructor = Reflector;
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+
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+Reflector.ReflectorShader = {
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+
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+ uniforms: {
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+
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+ 'color': {
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+ type: 'c',
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+ value: null
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+ },
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+
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+ 'tDiffuse': {
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+ type: 't',
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+ value: null
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+ },
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+
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+ 'textureMatrix': {
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+ type: 'm4',
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+ value: null
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+ }
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+
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+ },
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+
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+ vertexShader: [
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+ 'uniform mat4 textureMatrix;',
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+ 'varying vec4 vUv;',
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+
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+ 'void main() {',
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+
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+ ' vUv = textureMatrix * vec4( position, 1.0 );',
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+
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+ ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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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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+ 'uniform vec3 color;',
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+ 'uniform sampler2D tDiffuse;',
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+ 'varying vec4 vUv;',
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+
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+ 'float blendOverlay( float base, float blend ) {',
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+
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+ ' return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',
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+
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+ '}',
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+
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+ 'vec3 blendOverlay( vec3 base, vec3 blend ) {',
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+
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+ ' return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );',
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+
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+ '}',
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+
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+ 'void main() {',
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+
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+ ' vec4 base = texture2DProj( tDiffuse, vUv );',
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+ ' gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',
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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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+export { Reflector };
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