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@@ -1,4 +1,6 @@
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/**
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+ * Shader chunks for WebLG Shader library
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+ *
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* @author alteredq / http://alteredqualia.com/
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* @author mrdoob / http://mrdoob.com/
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* @author mikael emtinger / http://gomo.se/
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@@ -1771,1434 +1773,4 @@ THREE.ShaderChunk = {
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].join("\n")
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-};
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-
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-THREE.UniformsUtils = {
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-
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- merge: function ( uniforms ) {
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-
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- var u, p, tmp, merged = {};
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-
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- for ( u = 0; u < uniforms.length; u ++ ) {
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-
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- tmp = this.clone( uniforms[ u ] );
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-
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- for ( p in tmp ) {
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-
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- merged[ p ] = tmp[ p ];
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-
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- }
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-
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- }
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-
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- return merged;
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-
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- },
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-
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- clone: function ( uniforms_src ) {
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-
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- var u, p, parameter, parameter_src, uniforms_dst = {};
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-
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- for ( u in uniforms_src ) {
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-
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- uniforms_dst[ u ] = {};
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-
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- for ( p in uniforms_src[ u ] ) {
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-
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- parameter_src = uniforms_src[ u ][ p ];
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-
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- if ( parameter_src instanceof THREE.Color ||
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- parameter_src instanceof THREE.Vector2 ||
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- parameter_src instanceof THREE.Vector3 ||
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- parameter_src instanceof THREE.Vector4 ||
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- parameter_src instanceof THREE.Matrix4 ||
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- parameter_src instanceof THREE.Texture ) {
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-
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- uniforms_dst[ u ][ p ] = parameter_src.clone();
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-
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- } else if ( parameter_src instanceof Array ) {
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-
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- uniforms_dst[ u ][ p ] = parameter_src.slice();
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-
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- } else {
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-
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- uniforms_dst[ u ][ p ] = parameter_src;
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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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- return uniforms_dst;
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-
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- }
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-
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-};
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-
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-THREE.UniformsLib = {
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-
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- common: {
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-
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- "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
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- "opacity" : { type: "f", value: 1.0 },
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-
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- "map" : { type: "t", value: null },
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- "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
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-
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- "lightMap" : { type: "t", value: null },
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- "specularMap" : { type: "t", value: null },
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-
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- "envMap" : { type: "t", value: null },
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- "flipEnvMap" : { type: "f", value: -1 },
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- "useRefract" : { type: "i", value: 0 },
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- "reflectivity" : { type: "f", value: 1.0 },
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- "refractionRatio" : { type: "f", value: 0.98 },
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- "combine" : { type: "i", value: 0 },
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-
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- "morphTargetInfluences" : { type: "f", value: 0 }
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-
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- },
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-
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- bump: {
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-
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- "bumpMap" : { type: "t", value: null },
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- "bumpScale" : { type: "f", value: 1 }
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-
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- },
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-
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- normalmap: {
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-
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- "normalMap" : { type: "t", value: null },
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- "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
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- },
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-
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- fog : {
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-
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- "fogDensity" : { type: "f", value: 0.00025 },
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- "fogNear" : { type: "f", value: 1 },
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- "fogFar" : { type: "f", value: 2000 },
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- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
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-
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- },
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-
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- lights: {
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-
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- "ambientLightColor" : { type: "fv", value: [] },
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-
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- "directionalLightDirection" : { type: "fv", value: [] },
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- "directionalLightColor" : { type: "fv", value: [] },
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-
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- "hemisphereLightDirection" : { type: "fv", value: [] },
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- "hemisphereLightSkyColor" : { type: "fv", value: [] },
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- "hemisphereLightGroundColor" : { type: "fv", value: [] },
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-
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- "pointLightColor" : { type: "fv", value: [] },
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- "pointLightPosition" : { type: "fv", value: [] },
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- "pointLightDistance" : { type: "fv1", value: [] },
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-
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- "spotLightColor" : { type: "fv", value: [] },
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- "spotLightPosition" : { type: "fv", value: [] },
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- "spotLightDirection" : { type: "fv", value: [] },
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- "spotLightDistance" : { type: "fv1", value: [] },
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- "spotLightAngleCos" : { type: "fv1", value: [] },
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- "spotLightExponent" : { type: "fv1", value: [] }
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-
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- },
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-
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- particle: {
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-
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- "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
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- "opacity" : { type: "f", value: 1.0 },
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- "size" : { type: "f", value: 1.0 },
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- "scale" : { type: "f", value: 1.0 },
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- "map" : { type: "t", value: null },
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-
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- "fogDensity" : { type: "f", value: 0.00025 },
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- "fogNear" : { type: "f", value: 1 },
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- "fogFar" : { type: "f", value: 2000 },
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- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
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-
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- },
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-
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- shadowmap: {
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-
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- "shadowMap": { type: "tv", value: [] },
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- "shadowMapSize": { type: "v2v", value: [] },
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-
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- "shadowBias" : { type: "fv1", value: [] },
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- "shadowDarkness": { type: "fv1", value: [] },
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-
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- "shadowMatrix" : { type: "m4v", 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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-THREE.ShaderLib = {
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-
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- 'basic': {
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-
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- uniforms: THREE.UniformsUtils.merge( [
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-
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- THREE.UniformsLib[ "common" ],
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- THREE.UniformsLib[ "fog" ],
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- THREE.UniformsLib[ "shadowmap" ]
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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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- THREE.ShaderChunk[ "map_pars_vertex" ],
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- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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- THREE.ShaderChunk[ "envmap_pars_vertex" ],
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- THREE.ShaderChunk[ "color_pars_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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- THREE.ShaderChunk[ "skinning_pars_vertex" ],
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- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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-
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- "void main() {",
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-
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- THREE.ShaderChunk[ "map_vertex" ],
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- THREE.ShaderChunk[ "lightmap_vertex" ],
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- THREE.ShaderChunk[ "color_vertex" ],
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- THREE.ShaderChunk[ "skinbase_vertex" ],
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-
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- "#ifdef USE_ENVMAP",
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-
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- THREE.ShaderChunk[ "morphnormal_vertex" ],
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- THREE.ShaderChunk[ "skinnormal_vertex" ],
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- THREE.ShaderChunk[ "defaultnormal_vertex" ],
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-
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- "#endif",
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-
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- THREE.ShaderChunk[ "morphtarget_vertex" ],
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- THREE.ShaderChunk[ "skinning_vertex" ],
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- THREE.ShaderChunk[ "default_vertex" ],
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-
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- THREE.ShaderChunk[ "worldpos_vertex" ],
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- THREE.ShaderChunk[ "envmap_vertex" ],
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- THREE.ShaderChunk[ "shadowmap_vertex" ],
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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 diffuse;",
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- "uniform float opacity;",
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-
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- THREE.ShaderChunk[ "color_pars_fragment" ],
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- THREE.ShaderChunk[ "map_pars_fragment" ],
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- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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- THREE.ShaderChunk[ "envmap_pars_fragment" ],
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- THREE.ShaderChunk[ "fog_pars_fragment" ],
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- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
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-
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- "void main() {",
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-
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- "gl_FragColor = vec4( diffuse, opacity );",
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-
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- THREE.ShaderChunk[ "map_fragment" ],
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- THREE.ShaderChunk[ "alphatest_fragment" ],
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- THREE.ShaderChunk[ "specularmap_fragment" ],
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- THREE.ShaderChunk[ "lightmap_fragment" ],
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- THREE.ShaderChunk[ "color_fragment" ],
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- THREE.ShaderChunk[ "envmap_fragment" ],
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- THREE.ShaderChunk[ "shadowmap_fragment" ],
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-
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- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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-
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- THREE.ShaderChunk[ "fog_fragment" ],
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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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- 'lambert': {
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-
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- uniforms: THREE.UniformsUtils.merge( [
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-
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- THREE.UniformsLib[ "common" ],
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- THREE.UniformsLib[ "fog" ],
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- THREE.UniformsLib[ "lights" ],
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- THREE.UniformsLib[ "shadowmap" ],
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-
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- {
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- "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
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- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
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- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
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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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-
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- "#define LAMBERT",
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-
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- "varying vec3 vLightFront;",
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-
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- "#ifdef DOUBLE_SIDED",
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-
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- "varying vec3 vLightBack;",
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-
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- "#endif",
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-
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- THREE.ShaderChunk[ "map_pars_vertex" ],
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- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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- THREE.ShaderChunk[ "envmap_pars_vertex" ],
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- THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
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- THREE.ShaderChunk[ "color_pars_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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- THREE.ShaderChunk[ "skinning_pars_vertex" ],
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- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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-
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- "void main() {",
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-
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- THREE.ShaderChunk[ "map_vertex" ],
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- THREE.ShaderChunk[ "lightmap_vertex" ],
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- THREE.ShaderChunk[ "color_vertex" ],
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-
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- THREE.ShaderChunk[ "morphnormal_vertex" ],
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- THREE.ShaderChunk[ "skinbase_vertex" ],
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- THREE.ShaderChunk[ "skinnormal_vertex" ],
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- THREE.ShaderChunk[ "defaultnormal_vertex" ],
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-
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- THREE.ShaderChunk[ "morphtarget_vertex" ],
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- THREE.ShaderChunk[ "skinning_vertex" ],
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- THREE.ShaderChunk[ "default_vertex" ],
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-
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- THREE.ShaderChunk[ "worldpos_vertex" ],
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- THREE.ShaderChunk[ "envmap_vertex" ],
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- THREE.ShaderChunk[ "lights_lambert_vertex" ],
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- THREE.ShaderChunk[ "shadowmap_vertex" ],
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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 float opacity;",
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-
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- "varying vec3 vLightFront;",
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-
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- "#ifdef DOUBLE_SIDED",
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-
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- "varying vec3 vLightBack;",
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-
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- "#endif",
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-
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- THREE.ShaderChunk[ "color_pars_fragment" ],
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- THREE.ShaderChunk[ "map_pars_fragment" ],
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- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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- THREE.ShaderChunk[ "envmap_pars_fragment" ],
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- THREE.ShaderChunk[ "fog_pars_fragment" ],
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- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
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-
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- "void main() {",
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-
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- "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
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-
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- THREE.ShaderChunk[ "map_fragment" ],
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- THREE.ShaderChunk[ "alphatest_fragment" ],
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- THREE.ShaderChunk[ "specularmap_fragment" ],
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-
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- "#ifdef DOUBLE_SIDED",
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-
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- //"float isFront = float( gl_FrontFacing );",
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- //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
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-
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- "if ( gl_FrontFacing )",
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- "gl_FragColor.xyz *= vLightFront;",
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- "else",
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- "gl_FragColor.xyz *= vLightBack;",
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-
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- "#else",
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-
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- "gl_FragColor.xyz *= vLightFront;",
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-
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- "#endif",
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-
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- THREE.ShaderChunk[ "lightmap_fragment" ],
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- THREE.ShaderChunk[ "color_fragment" ],
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- THREE.ShaderChunk[ "envmap_fragment" ],
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- THREE.ShaderChunk[ "shadowmap_fragment" ],
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-
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- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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-
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- THREE.ShaderChunk[ "fog_fragment" ],
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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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- 'phong': {
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-
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- uniforms: THREE.UniformsUtils.merge( [
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-
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- THREE.UniformsLib[ "common" ],
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- THREE.UniformsLib[ "bump" ],
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- THREE.UniformsLib[ "normalmap" ],
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- THREE.UniformsLib[ "fog" ],
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- THREE.UniformsLib[ "lights" ],
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- THREE.UniformsLib[ "shadowmap" ],
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-
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- {
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- "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
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- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
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- "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
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- "shininess": { type: "f", value: 30 },
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- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
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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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-
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- "#define PHONG",
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-
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- "varying vec3 vViewPosition;",
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- "varying vec3 vNormal;",
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-
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- THREE.ShaderChunk[ "map_pars_vertex" ],
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- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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- THREE.ShaderChunk[ "envmap_pars_vertex" ],
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- THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
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- THREE.ShaderChunk[ "color_pars_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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- THREE.ShaderChunk[ "skinning_pars_vertex" ],
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- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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-
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- "void main() {",
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-
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- THREE.ShaderChunk[ "map_vertex" ],
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- THREE.ShaderChunk[ "lightmap_vertex" ],
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- THREE.ShaderChunk[ "color_vertex" ],
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-
|
|
|
- THREE.ShaderChunk[ "morphnormal_vertex" ],
|
|
|
- THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
- THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
|
|
-
|
|
|
- "vNormal = normalize( transformedNormal );",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
- THREE.ShaderChunk[ "skinning_vertex" ],
|
|
|
- THREE.ShaderChunk[ "default_vertex" ],
|
|
|
-
|
|
|
- "vViewPosition = -mvPosition.xyz;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "worldpos_vertex" ],
|
|
|
- THREE.ShaderChunk[ "envmap_vertex" ],
|
|
|
- THREE.ShaderChunk[ "lights_phong_vertex" ],
|
|
|
- THREE.ShaderChunk[ "shadowmap_vertex" ],
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform vec3 diffuse;",
|
|
|
- "uniform float opacity;",
|
|
|
-
|
|
|
- "uniform vec3 ambient;",
|
|
|
- "uniform vec3 emissive;",
|
|
|
- "uniform vec3 specular;",
|
|
|
- "uniform float shininess;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "color_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "map_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "normalmap_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "map_fragment" ],
|
|
|
- THREE.ShaderChunk[ "alphatest_fragment" ],
|
|
|
- THREE.ShaderChunk[ "specularmap_fragment" ],
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "lights_phong_fragment" ],
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "lightmap_fragment" ],
|
|
|
- THREE.ShaderChunk[ "color_fragment" ],
|
|
|
- THREE.ShaderChunk[ "envmap_fragment" ],
|
|
|
- THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- 'particle_basic': {
|
|
|
-
|
|
|
- uniforms: THREE.UniformsUtils.merge( [
|
|
|
-
|
|
|
- THREE.UniformsLib[ "particle" ],
|
|
|
- THREE.UniformsLib[ "shadowmap" ]
|
|
|
-
|
|
|
- ] ),
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "uniform float size;",
|
|
|
- "uniform float scale;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "color_pars_vertex" ],
|
|
|
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "color_vertex" ],
|
|
|
-
|
|
|
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "#ifdef USE_SIZEATTENUATION",
|
|
|
- "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
|
|
|
- "#else",
|
|
|
- "gl_PointSize = size;",
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * mvPosition;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "worldpos_vertex" ],
|
|
|
- THREE.ShaderChunk[ "shadowmap_vertex" ],
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform vec3 psColor;",
|
|
|
- "uniform float opacity;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "color_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "map_particle_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( psColor, opacity );",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "map_particle_fragment" ],
|
|
|
- THREE.ShaderChunk[ "alphatest_fragment" ],
|
|
|
- THREE.ShaderChunk[ "color_fragment" ],
|
|
|
- THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
- THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- 'dashed': {
|
|
|
-
|
|
|
- uniforms: THREE.UniformsUtils.merge( [
|
|
|
-
|
|
|
- THREE.UniformsLib[ "common" ],
|
|
|
- THREE.UniformsLib[ "fog" ],
|
|
|
-
|
|
|
- {
|
|
|
- "scale": { type: "f", value: 1 },
|
|
|
- "dashSize": { type: "f", value: 1 },
|
|
|
- "totalSize": { type: "f", value: 2 }
|
|
|
- }
|
|
|
-
|
|
|
- ] ),
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "uniform float scale;",
|
|
|
- "attribute float lineDistance;",
|
|
|
-
|
|
|
- "varying float vLineDistance;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "color_pars_vertex" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "color_vertex" ],
|
|
|
-
|
|
|
- "vLineDistance = scale * lineDistance;",
|
|
|
-
|
|
|
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
- "gl_Position = projectionMatrix * mvPosition;",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform vec3 diffuse;",
|
|
|
- "uniform float opacity;",
|
|
|
-
|
|
|
- "uniform float dashSize;",
|
|
|
- "uniform float totalSize;",
|
|
|
-
|
|
|
- "varying float vLineDistance;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "color_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
|
|
|
-
|
|
|
- "discard;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( diffuse, opacity );",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "color_fragment" ],
|
|
|
- THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- 'depth': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "mNear": { type: "f", value: 1.0 },
|
|
|
- "mFar" : { type: "f", value: 2000.0 },
|
|
|
- "opacity" : { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float mNear;",
|
|
|
- "uniform float mFar;",
|
|
|
- "uniform float opacity;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
|
|
|
- "float color = 1.0 - smoothstep( mNear, mFar, depth );",
|
|
|
- "gl_FragColor = vec4( vec3( color ), opacity );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- 'normal': {
|
|
|
-
|
|
|
- uniforms: {
|
|
|
-
|
|
|
- "opacity" : { type: "f", value: 1.0 }
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec3 vNormal;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vNormal = normalize( normalMatrix * normal );",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
- THREE.ShaderChunk[ "default_vertex" ],
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform float opacity;",
|
|
|
- "varying vec3 vNormal;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Normal map shader
|
|
|
- // - Blinn-Phong
|
|
|
- // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
|
|
|
- // - point and directional lights (use with "lights: true" material option)
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'normalmap' : {
|
|
|
-
|
|
|
- uniforms: THREE.UniformsUtils.merge( [
|
|
|
-
|
|
|
- THREE.UniformsLib[ "fog" ],
|
|
|
- THREE.UniformsLib[ "lights" ],
|
|
|
- THREE.UniformsLib[ "shadowmap" ],
|
|
|
-
|
|
|
- {
|
|
|
-
|
|
|
- "enableAO" : { type: "i", value: 0 },
|
|
|
- "enableDiffuse" : { type: "i", value: 0 },
|
|
|
- "enableSpecular" : { type: "i", value: 0 },
|
|
|
- "enableReflection": { type: "i", value: 0 },
|
|
|
- "enableDisplacement": { type: "i", value: 0 },
|
|
|
-
|
|
|
- "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
|
|
|
- "tDiffuse" : { type: "t", value: null },
|
|
|
- "tCube" : { type: "t", value: null },
|
|
|
- "tNormal" : { type: "t", value: null },
|
|
|
- "tSpecular" : { type: "t", value: null },
|
|
|
- "tAO" : { type: "t", value: null },
|
|
|
-
|
|
|
- "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
|
|
-
|
|
|
- "uDisplacementBias": { type: "f", value: 0.0 },
|
|
|
- "uDisplacementScale": { type: "f", value: 1.0 },
|
|
|
-
|
|
|
- "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
|
- "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
|
|
|
- "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
|
- "uShininess": { type: "f", value: 30 },
|
|
|
- "uOpacity": { type: "f", value: 1 },
|
|
|
-
|
|
|
- "useRefract": { type: "i", value: 0 },
|
|
|
- "uRefractionRatio": { type: "f", value: 0.98 },
|
|
|
- "uReflectivity": { type: "f", value: 0.5 },
|
|
|
-
|
|
|
- "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
|
|
|
- "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
|
|
-
|
|
|
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- ] ),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform vec3 uAmbientColor;",
|
|
|
- "uniform vec3 uDiffuseColor;",
|
|
|
- "uniform vec3 uSpecularColor;",
|
|
|
- "uniform float uShininess;",
|
|
|
- "uniform float uOpacity;",
|
|
|
-
|
|
|
- "uniform bool enableDiffuse;",
|
|
|
- "uniform bool enableSpecular;",
|
|
|
- "uniform bool enableAO;",
|
|
|
- "uniform bool enableReflection;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform sampler2D tNormal;",
|
|
|
- "uniform sampler2D tSpecular;",
|
|
|
- "uniform sampler2D tAO;",
|
|
|
-
|
|
|
- "uniform samplerCube tCube;",
|
|
|
-
|
|
|
- "uniform vec2 uNormalScale;",
|
|
|
-
|
|
|
- "uniform bool useRefract;",
|
|
|
- "uniform float uRefractionRatio;",
|
|
|
- "uniform float uReflectivity;",
|
|
|
-
|
|
|
- "varying vec3 vTangent;",
|
|
|
- "varying vec3 vBinormal;",
|
|
|
- "varying vec3 vNormal;",
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "uniform vec3 ambientLightColor;",
|
|
|
-
|
|
|
- "#if MAX_DIR_LIGHTS > 0",
|
|
|
-
|
|
|
- "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
|
|
- "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#if MAX_HEMI_LIGHTS > 0",
|
|
|
-
|
|
|
- "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
|
|
- "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
|
|
- "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#if MAX_POINT_LIGHTS > 0",
|
|
|
-
|
|
|
- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
|
|
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
|
|
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#if MAX_SPOT_LIGHTS > 0",
|
|
|
-
|
|
|
- "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
|
|
- "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
|
|
- "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
|
|
- "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
|
|
- "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
|
|
- "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#ifdef WRAP_AROUND",
|
|
|
-
|
|
|
- "uniform vec3 wrapRGB;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "varying vec3 vWorldPosition;",
|
|
|
- "varying vec3 vViewPosition;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
|
|
|
-
|
|
|
- "vec3 specularTex = vec3( 1.0 );",
|
|
|
-
|
|
|
- "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
|
|
|
- "normalTex.xy *= uNormalScale;",
|
|
|
- "normalTex = normalize( normalTex );",
|
|
|
-
|
|
|
- "if( enableDiffuse ) {",
|
|
|
-
|
|
|
- "#ifdef GAMMA_INPUT",
|
|
|
-
|
|
|
- "vec4 texelColor = texture2D( tDiffuse, vUv );",
|
|
|
- "texelColor.xyz *= texelColor.xyz;",
|
|
|
-
|
|
|
- "gl_FragColor = gl_FragColor * texelColor;",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "if( enableAO ) {",
|
|
|
-
|
|
|
- "#ifdef GAMMA_INPUT",
|
|
|
-
|
|
|
- "vec4 aoColor = texture2D( tAO, vUv );",
|
|
|
- "aoColor.xyz *= aoColor.xyz;",
|
|
|
-
|
|
|
- "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "if( enableSpecular )",
|
|
|
- "specularTex = texture2D( tSpecular, vUv ).xyz;",
|
|
|
-
|
|
|
- "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
|
|
|
- "vec3 finalNormal = tsb * normalTex;",
|
|
|
-
|
|
|
- "#ifdef FLIP_SIDED",
|
|
|
-
|
|
|
- "finalNormal = -finalNormal;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "vec3 normal = normalize( finalNormal );",
|
|
|
- "vec3 viewPosition = normalize( vViewPosition );",
|
|
|
-
|
|
|
- // point lights
|
|
|
-
|
|
|
- "#if MAX_POINT_LIGHTS > 0",
|
|
|
-
|
|
|
- "vec3 pointDiffuse = vec3( 0.0 );",
|
|
|
- "vec3 pointSpecular = vec3( 0.0 );",
|
|
|
-
|
|
|
- "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
|
|
-
|
|
|
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
|
|
- "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
-
|
|
|
- "float pointDistance = 1.0;",
|
|
|
- "if ( pointLightDistance[ i ] > 0.0 )",
|
|
|
- "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
|
|
|
-
|
|
|
- "pointVector = normalize( pointVector );",
|
|
|
-
|
|
|
- // diffuse
|
|
|
-
|
|
|
- "#ifdef WRAP_AROUND",
|
|
|
-
|
|
|
- "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
|
|
|
- "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
|
|
|
-
|
|
|
- "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
|
|
|
-
|
|
|
- // specular
|
|
|
-
|
|
|
- "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
|
|
|
- "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
|
|
- "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
|
|
|
-
|
|
|
- "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
-
|
|
|
- // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
-
|
|
|
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
|
|
|
-
|
|
|
- "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
|
|
|
- "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- // spot lights
|
|
|
-
|
|
|
- "#if MAX_SPOT_LIGHTS > 0",
|
|
|
-
|
|
|
- "vec3 spotDiffuse = vec3( 0.0 );",
|
|
|
- "vec3 spotSpecular = vec3( 0.0 );",
|
|
|
-
|
|
|
- "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
|
|
-
|
|
|
- "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
|
|
- "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
-
|
|
|
- "float spotDistance = 1.0;",
|
|
|
- "if ( spotLightDistance[ i ] > 0.0 )",
|
|
|
- "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
|
|
|
-
|
|
|
- "spotVector = normalize( spotVector );",
|
|
|
-
|
|
|
- "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
|
|
-
|
|
|
- "if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
|
|
-
|
|
|
- "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
|
|
-
|
|
|
- // diffuse
|
|
|
-
|
|
|
- "#ifdef WRAP_AROUND",
|
|
|
-
|
|
|
- "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
|
|
|
- "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
|
|
|
-
|
|
|
- "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
|
|
|
-
|
|
|
- // specular
|
|
|
-
|
|
|
- "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
|
|
|
- "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
|
|
- "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
|
|
|
-
|
|
|
- "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
-
|
|
|
- // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
-
|
|
|
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
|
|
|
-
|
|
|
- "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
|
|
|
- "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- // directional lights
|
|
|
-
|
|
|
- "#if MAX_DIR_LIGHTS > 0",
|
|
|
-
|
|
|
- "vec3 dirDiffuse = vec3( 0.0 );",
|
|
|
- "vec3 dirSpecular = vec3( 0.0 );",
|
|
|
-
|
|
|
- "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
|
|
|
-
|
|
|
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
|
|
- "vec3 dirVector = normalize( lDirection.xyz );",
|
|
|
-
|
|
|
- // diffuse
|
|
|
-
|
|
|
- "#ifdef WRAP_AROUND",
|
|
|
-
|
|
|
- "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
|
|
|
- "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
|
|
|
-
|
|
|
- "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
|
|
|
-
|
|
|
- // specular
|
|
|
-
|
|
|
- "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
|
|
- "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
|
|
- "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
|
|
|
-
|
|
|
- "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
-
|
|
|
- // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
-
|
|
|
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
|
|
|
-
|
|
|
- "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
|
|
|
- "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- // hemisphere lights
|
|
|
-
|
|
|
- "#if MAX_HEMI_LIGHTS > 0",
|
|
|
-
|
|
|
- "vec3 hemiDiffuse = vec3( 0.0 );",
|
|
|
- "vec3 hemiSpecular = vec3( 0.0 );" ,
|
|
|
-
|
|
|
- "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
|
|
-
|
|
|
- "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
|
|
- "vec3 lVector = normalize( lDirection.xyz );",
|
|
|
-
|
|
|
- // diffuse
|
|
|
-
|
|
|
- "float dotProduct = dot( normal, lVector );",
|
|
|
- "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
|
|
-
|
|
|
- "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
|
|
-
|
|
|
- "hemiDiffuse += uDiffuseColor * hemiColor;",
|
|
|
-
|
|
|
- // specular (sky light)
|
|
|
-
|
|
|
-
|
|
|
- "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
|
|
- "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
|
|
- "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
|
|
|
-
|
|
|
- // specular (ground light)
|
|
|
-
|
|
|
- "vec3 lVectorGround = -lVector;",
|
|
|
-
|
|
|
- "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
|
|
- "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
|
|
- "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
|
|
|
-
|
|
|
- "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
-
|
|
|
- "float dotProductGround = dot( normal, lVectorGround );",
|
|
|
-
|
|
|
- // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
-
|
|
|
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
|
|
|
-
|
|
|
- "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
|
|
|
- "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
|
|
- "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- // all lights contribution summation
|
|
|
-
|
|
|
- "vec3 totalDiffuse = vec3( 0.0 );",
|
|
|
- "vec3 totalSpecular = vec3( 0.0 );",
|
|
|
-
|
|
|
- "#if MAX_DIR_LIGHTS > 0",
|
|
|
-
|
|
|
- "totalDiffuse += dirDiffuse;",
|
|
|
- "totalSpecular += dirSpecular;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#if MAX_HEMI_LIGHTS > 0",
|
|
|
-
|
|
|
- "totalDiffuse += hemiDiffuse;",
|
|
|
- "totalSpecular += hemiSpecular;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#if MAX_POINT_LIGHTS > 0",
|
|
|
-
|
|
|
- "totalDiffuse += pointDiffuse;",
|
|
|
- "totalSpecular += pointSpecular;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#if MAX_SPOT_LIGHTS > 0",
|
|
|
-
|
|
|
- "totalDiffuse += spotDiffuse;",
|
|
|
- "totalSpecular += spotSpecular;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#ifdef METAL",
|
|
|
-
|
|
|
- "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "if ( enableReflection ) {",
|
|
|
-
|
|
|
- "vec3 vReflect;",
|
|
|
- "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
|
|
-
|
|
|
- "if ( useRefract ) {",
|
|
|
-
|
|
|
- "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
|
|
|
-
|
|
|
- "} else {",
|
|
|
-
|
|
|
- "vReflect = reflect( cameraToVertex, normal );",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
|
|
-
|
|
|
- "#ifdef GAMMA_INPUT",
|
|
|
-
|
|
|
- "cubeColor.xyz *= cubeColor.xyz;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
|
- THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "attribute vec4 tangent;",
|
|
|
-
|
|
|
- "uniform vec2 uOffset;",
|
|
|
- "uniform vec2 uRepeat;",
|
|
|
-
|
|
|
- "uniform bool enableDisplacement;",
|
|
|
-
|
|
|
- "#ifdef VERTEX_TEXTURES",
|
|
|
-
|
|
|
- "uniform sampler2D tDisplacement;",
|
|
|
- "uniform float uDisplacementScale;",
|
|
|
- "uniform float uDisplacementBias;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "varying vec3 vTangent;",
|
|
|
- "varying vec3 vBinormal;",
|
|
|
- "varying vec3 vNormal;",
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "varying vec3 vWorldPosition;",
|
|
|
- "varying vec3 vViewPosition;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
- THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
-
|
|
|
- // normal, tangent and binormal vectors
|
|
|
-
|
|
|
- "#ifdef USE_SKINNING",
|
|
|
-
|
|
|
- "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
|
|
|
-
|
|
|
- "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
|
|
|
- "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "vNormal = normalize( normalMatrix * normal );",
|
|
|
- "vTangent = normalize( normalMatrix * tangent.xyz );",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
|
|
|
-
|
|
|
- "vUv = uv * uRepeat + uOffset;",
|
|
|
-
|
|
|
- // displacement mapping
|
|
|
-
|
|
|
- "vec3 displacedPosition;",
|
|
|
-
|
|
|
- "#ifdef VERTEX_TEXTURES",
|
|
|
-
|
|
|
- "if ( enableDisplacement ) {",
|
|
|
-
|
|
|
- "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
|
|
- "float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
|
|
- "displacedPosition = position + normalize( normal ) * df;",
|
|
|
-
|
|
|
- "} else {",
|
|
|
-
|
|
|
- "#ifdef USE_SKINNING",
|
|
|
-
|
|
|
- "vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
- "skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
-
|
|
|
- "displacedPosition = skinned.xyz;",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "displacedPosition = position;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "#ifdef USE_SKINNING",
|
|
|
-
|
|
|
- "vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
- "skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
-
|
|
|
- "displacedPosition = skinned.xyz;",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "displacedPosition = position;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- //
|
|
|
-
|
|
|
- "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
- "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * mvPosition;",
|
|
|
-
|
|
|
- //
|
|
|
-
|
|
|
- "vWorldPosition = worldPosition.xyz;",
|
|
|
- "vViewPosition = -mvPosition.xyz;",
|
|
|
-
|
|
|
- // shadows
|
|
|
-
|
|
|
- "#ifdef USE_SHADOWMAP",
|
|
|
-
|
|
|
- "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
|
|
-
|
|
|
- "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Cube map shader
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'cube': {
|
|
|
-
|
|
|
- uniforms: { "tCube": { type: "t", value: null },
|
|
|
- "tFlip": { type: "f", value: -1 } },
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "varying vec3 vWorldPosition;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
|
|
- "vWorldPosition = worldPosition.xyz;",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform samplerCube tCube;",
|
|
|
- "uniform float tFlip;",
|
|
|
-
|
|
|
- "varying vec3 vWorldPosition;",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
- // Depth encoding into RGBA texture
|
|
|
- // based on SpiderGL shadow map example
|
|
|
- // http://spidergl.org/example.php?id=6
|
|
|
- // originally from
|
|
|
- // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
|
|
|
- // see also here:
|
|
|
- // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
|
|
|
-
|
|
|
- 'depthRGBA': {
|
|
|
-
|
|
|
- uniforms: {},
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
|
|
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
- THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
- THREE.ShaderChunk[ "skinning_vertex" ],
|
|
|
- THREE.ShaderChunk[ "default_vertex" ],
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "vec4 pack_depth( const in float depth ) {",
|
|
|
-
|
|
|
- "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
|
|
|
- "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
|
|
|
- "vec4 res = fract( depth * bit_shift );",
|
|
|
- "res -= res.xxyz * bit_mask;",
|
|
|
- "return res;",
|
|
|
-
|
|
|
- "}",
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
|
|
|
-
|
|
|
- //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
|
|
|
- //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
|
|
|
- //"gl_FragData[ 0 ] = pack_depth( z );",
|
|
|
- //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
+};
|