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@@ -1,172 +0,0 @@
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-import { Mesh, IcosahedronGeometry, ShaderMaterial, DoubleSide } from 'three';
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-
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-/**
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- * Ground projected env map adapted from @react-three/drei.
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- * https://github.com/pmndrs/drei/blob/master/src/core/Environment.tsx
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- */
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-class GroundProjectedSkybox extends Mesh {
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-
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- constructor( texture, options = {} ) {
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-
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- const isCubeMap = texture.isCubeTexture;
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-
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- const defines = [
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- isCubeMap ? '#define ENVMAP_TYPE_CUBE' : ''
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- ];
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-
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- const vertexShader = /* glsl */ `
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- varying vec3 vWorldPosition;
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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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- vWorldPosition = worldPosition.xyz;
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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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- `;
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- const fragmentShader = defines.join( '\n' ) + /* glsl */ `
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-
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- varying vec3 vWorldPosition;
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-
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- uniform float radius;
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- uniform float height;
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- uniform float angle;
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-
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- #ifdef ENVMAP_TYPE_CUBE
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-
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- uniform samplerCube map;
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-
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- #else
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-
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- uniform sampler2D map;
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-
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- #endif
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-
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- // From: https://www.shadertoy.com/view/4tsBD7
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- float diskIntersectWithBackFaceCulling( vec3 ro, vec3 rd, vec3 c, vec3 n, float r )
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- {
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-
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- float d = dot ( rd, n );
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-
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- if( d > 0.0 ) { return 1e6; }
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-
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- vec3 o = ro - c;
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- float t = - dot( n, o ) / d;
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- vec3 q = o + rd * t;
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-
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- return ( dot( q, q ) < r * r ) ? t : 1e6;
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-
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- }
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-
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- // From: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
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- float sphereIntersect( vec3 ro, vec3 rd, vec3 ce, float ra ) {
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-
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- vec3 oc = ro - ce;
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- float b = dot( oc, rd );
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- float c = dot( oc, oc ) - ra * ra;
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- float h = b * b - c;
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-
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- if( h < 0.0 ) { return -1.0; }
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-
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- h = sqrt( h );
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-
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- return - b + h;
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-
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- }
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-
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- vec3 project() {
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-
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- vec3 p = normalize( vWorldPosition );
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- vec3 camPos = cameraPosition;
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- camPos.y -= height;
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-
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- float intersection = sphereIntersect( camPos, p, vec3( 0.0 ), radius );
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- if( intersection > 0.0 ) {
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-
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- vec3 h = vec3( 0.0, - height, 0.0 );
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- float intersection2 = diskIntersectWithBackFaceCulling( camPos, p, h, vec3( 0.0, 1.0, 0.0 ), radius );
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- p = ( camPos + min( intersection, intersection2 ) * p ) / radius;
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-
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- } else {
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-
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- p = vec3( 0.0, 1.0, 0.0 );
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-
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- }
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-
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- return p;
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-
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- }
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-
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- #include <common>
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-
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- void main() {
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-
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- vec3 projectedWorldPosition = project();
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-
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- #ifdef ENVMAP_TYPE_CUBE
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-
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- vec3 outcolor = textureCube( map, projectedWorldPosition ).rgb;
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-
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- #else
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-
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- vec3 direction = normalize( projectedWorldPosition );
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- vec2 uv = equirectUv( direction );
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- vec3 outcolor = texture2D( map, uv ).rgb;
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-
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- #endif
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-
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- gl_FragColor = vec4( outcolor, 1.0 );
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-
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- #include <tonemapping_fragment>
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- #include <colorspace_fragment>
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-
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- }
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- `;
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-
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- const uniforms = {
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- map: { value: texture },
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- height: { value: options.height || 15 },
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- radius: { value: options.radius || 100 },
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- };
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-
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- const geometry = new IcosahedronGeometry( 1, 16 );
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- const material = new ShaderMaterial( {
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- uniforms,
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- fragmentShader,
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- vertexShader,
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- side: DoubleSide,
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- } );
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-
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- super( geometry, material );
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-
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- }
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-
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- set radius( radius ) {
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-
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- this.material.uniforms.radius.value = radius;
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-
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- }
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-
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- get radius() {
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-
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- return this.material.uniforms.radius.value;
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-
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- }
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-
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- set height( height ) {
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-
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- this.material.uniforms.height.value = height;
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-
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- }
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-
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- get height() {
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-
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- return this.material.uniforms.height.value;
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-
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- }
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-
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-}
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-
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-export { GroundProjectedSkybox };
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