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@@ -355,7 +355,9 @@ THREE.ShaderSkin = {
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"opacity": { type: "f", value: 1 },
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"uRoughness": { type: "f", value: 0.15 },
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- "uSpecularBrightness": { type: "f", value: 0.75 }
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+ "uSpecularBrightness": { type: "f", value: 0.75 },
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+
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+ "uPixelSize": { type: "f", value: 0.01 }
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}
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@@ -383,9 +385,8 @@ THREE.ShaderSkin = {
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"uniform sampler2D tBeckmann;",
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"uniform float uNormalScale;",
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+ "uniform float uPixelSize;",
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- "varying vec3 vTangent;",
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- "varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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@@ -453,16 +454,26 @@ THREE.ShaderSkin = {
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"vec4 mSpecular = vec4( specular, opacity );",
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- "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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- "normalTex.xy *= uNormalScale;",
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- "normalTex = normalize( normalTex );",
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-
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"vec4 colDiffuse = texture2D( tDiffuse, vUv );",
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"colDiffuse *= colDiffuse;",
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"diffuseColor *= colDiffuse;",
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- "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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+ // normal mapping
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+
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+ "vec2 uz = vec2( vUv.x, vViewPosition.z );",
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+ "vec2 uzDx = dFdx( uz ), uzDy = dFdy( uz );",
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+ "vec2 tangent2D = normalize( vec2( uzDx.x, uzDy.x ) );",
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+ "vec2 zVec2D = vec2( uzDx.y, uzDy.y );",
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+ "vec3 tangent = vec3( tangent2D * uPixelSize, dot( tangent2D, zVec2D ) );",
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+ "vec3 binormal = normalize( cross( vNormal, tangent ) );",
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+ "tangent = cross( binormal, vNormal );",
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+ "mat3 tsb = mat3( tangent, binormal, vNormal );",
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+
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+ "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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+ "normalTex.xy *= uNormalScale;",
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+ "normalTex = normalize( normalTex );",
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+
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"vec3 finalNormal = tsb * normalTex;",
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"vec3 normal = normalize( finalNormal );",
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@@ -572,8 +583,6 @@ THREE.ShaderSkin = {
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vertexShader: [
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- "attribute vec4 tangent;",
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-
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"#ifdef VERTEX_TEXTURES",
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"uniform sampler2D tDisplacement;",
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@@ -582,8 +591,6 @@ THREE.ShaderSkin = {
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"#endif",
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- "varying vec3 vTangent;",
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- "varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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@@ -611,13 +618,6 @@ THREE.ShaderSkin = {
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"vNormal = normalize( normalMatrix * normal );",
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- // tangent and binormal vectors
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-
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- "vTangent = normalize( normalMatrix * tangent.xyz );",
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-
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- "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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- "vBinormal = normalize( vBinormal );",
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-
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"vUv = uv;",
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// point lights
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@@ -659,8 +659,6 @@ THREE.ShaderSkin = {
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vertexShaderUV: [
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- "attribute vec4 tangent;",
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-
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"#ifdef VERTEX_TEXTURES",
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"uniform sampler2D tDisplacement;",
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@@ -669,8 +667,6 @@ THREE.ShaderSkin = {
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"#endif",
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- "varying vec3 vTangent;",
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- "varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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@@ -698,13 +694,6 @@ THREE.ShaderSkin = {
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"vNormal = normalize( normalMatrix * normal );",
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- // tangent and binormal vectors
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-
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- "vTangent = normalize( normalMatrix * tangent.xyz );",
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-
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- "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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- "vBinormal = normalize( vBinormal );",
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-
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"vUv = uv;",
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// point lights
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