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- export const vertex = /* glsl */`
- #define MATCAP
- varying vec3 vViewPosition;
- #include <common>
- #include <batching_pars_vertex>
- #include <uv_pars_vertex>
- #include <color_pars_vertex>
- #include <displacementmap_pars_vertex>
- #include <fog_pars_vertex>
- #include <normal_pars_vertex>
- #include <morphtarget_pars_vertex>
- #include <skinning_pars_vertex>
- #include <logdepthbuf_pars_vertex>
- #include <clipping_planes_pars_vertex>
- void main() {
- #include <uv_vertex>
- #include <color_vertex>
- #include <morphcolor_vertex>
- #include <beginnormal_vertex>
- #include <morphnormal_vertex>
- #include <skinbase_vertex>
- #include <skinnormal_vertex>
- #include <defaultnormal_vertex>
- #include <normal_vertex>
- #include <begin_vertex>
- #include <morphtarget_vertex>
- #include <skinning_vertex>
- #include <displacementmap_vertex>
- #include <project_vertex>
- #include <logdepthbuf_vertex>
- #include <clipping_planes_vertex>
- #include <fog_vertex>
- vViewPosition = - mvPosition.xyz;
- }
- `;
- export const fragment = /* glsl */`
- #define MATCAP
- uniform vec3 diffuse;
- uniform float opacity;
- uniform sampler2D matcap;
- varying vec3 vViewPosition;
- #include <common>
- #include <dithering_pars_fragment>
- #include <color_pars_fragment>
- #include <uv_pars_fragment>
- #include <map_pars_fragment>
- #include <alphamap_pars_fragment>
- #include <alphatest_pars_fragment>
- #include <alphahash_pars_fragment>
- #include <fog_pars_fragment>
- #include <normal_pars_fragment>
- #include <bumpmap_pars_fragment>
- #include <normalmap_pars_fragment>
- #include <logdepthbuf_pars_fragment>
- #include <clipping_planes_pars_fragment>
- void main() {
- #include <clipping_planes_fragment>
- vec4 diffuseColor = vec4( diffuse, opacity );
- #include <logdepthbuf_fragment>
- #include <map_fragment>
- #include <color_fragment>
- #include <alphamap_fragment>
- #include <alphatest_fragment>
- #include <alphahash_fragment>
- #include <normal_fragment_begin>
- #include <normal_fragment_maps>
- vec3 viewDir = normalize( vViewPosition );
- vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
- vec3 y = cross( viewDir, x );
- vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks
- #ifdef USE_MATCAP
- vec4 matcapColor = texture2D( matcap, uv );
- #else
- vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 ); // default if matcap is missing
- #endif
- vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;
- #include <opaque_fragment>
- #include <tonemapping_fragment>
- #include <colorspace_fragment>
- #include <fog_fragment>
- #include <premultiplied_alpha_fragment>
- #include <dithering_fragment>
- }
- `;
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