From 9952de1eeb5728d31b3dd48704be5ecb51b0be8e Mon Sep 17 00:00:00 2001 From: Aki Rodic Date: Wed, 11 Jul 2018 23:45:02 +0200 Subject: [PATCH] Fixed ShaderChunk issue #14446 --- rollup.config.js | 52 ++-- src/objects/Line.js | 2 +- src/objects/LineSegments.js | 2 +- src/renderers/shaders/ShaderChunk.js | 352 ++++++++++++++++-------- src/renderers/shaders/ShaderChunkSrc.js | 235 ++++++++++++++++ 5 files changed, 503 insertions(+), 140 deletions(-) create mode 100644 src/renderers/shaders/ShaderChunkSrc.js diff --git a/rollup.config.js b/rollup.config.js index 236aad9c11b728..9d4d0daf71316e 100644 --- a/rollup.config.js +++ b/rollup.config.js @@ -23,23 +23,35 @@ function glsl() { } -export default { - input: 'src/Three.js', - plugins: [ - glsl() - ], - // sourceMap: true, - output: [ - { - format: 'umd', - name: 'THREE', - file: 'build/three.js', - indent: '\t' - }, - { - format: 'es', - file: 'build/three.module.js', - indent: '\t' - } - ] -}; +export default [ + { + input: 'src/renderers/shaders/ShaderChunkSrc.js', + plugins: [ + glsl() + ], + output: [ + { + format: 'es', + file: 'src/renderers/shaders/ShaderChunk.js', + indent: '\t' + } + ] + }, + { + input: 'src/Three.js', + // sourceMap: true, + output: [ + { + format: 'umd', + name: 'THREE', + file: 'build/three.js', + indent: '\t' + }, + { + format: 'es', + file: 'build/three.module.js', + indent: '\t' + } + ] + } +]; diff --git a/src/objects/Line.js b/src/objects/Line.js index 32e281fa19b27a..25cded5259593e 100644 --- a/src/objects/Line.js +++ b/src/objects/Line.js @@ -5,7 +5,7 @@ import { Object3D } from '../core/Object3D.js'; import { Vector3 } from '../math/Vector3.js'; import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; import { BufferGeometry } from '../core/BufferGeometry.js'; -import { Float32BufferAttribute } from '../core/BufferAttribute'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; /** * @author mrdoob / http://mrdoob.com/ diff --git a/src/objects/LineSegments.js b/src/objects/LineSegments.js index cb350df06186a3..30f38c52a8542c 100644 --- a/src/objects/LineSegments.js +++ b/src/objects/LineSegments.js @@ -1,6 +1,6 @@ import { Line } from './Line.js'; import { Vector3 } from '../math/Vector3.js'; -import { Float32BufferAttribute } from '../core/BufferAttribute'; +import { Float32BufferAttribute } from '../core/BufferAttribute.js'; /** * @author mrdoob / http://mrdoob.com/ diff --git a/src/renderers/shaders/ShaderChunk.js b/src/renderers/shaders/ShaderChunk.js index a07b23f8b9e88f..af3627c8b64ef1 100644 --- a/src/renderers/shaders/ShaderChunk.js +++ b/src/renderers/shaders/ShaderChunk.js @@ -1,121 +1,234 @@ -import alphamap_fragment from './ShaderChunk/alphamap_fragment.glsl'; -import alphamap_pars_fragment from './ShaderChunk/alphamap_pars_fragment.glsl'; -import alphatest_fragment from './ShaderChunk/alphatest_fragment.glsl'; -import aomap_fragment from './ShaderChunk/aomap_fragment.glsl'; -import aomap_pars_fragment from './ShaderChunk/aomap_pars_fragment.glsl'; -import begin_vertex from './ShaderChunk/begin_vertex.glsl'; -import beginnormal_vertex from './ShaderChunk/beginnormal_vertex.glsl'; -import bsdfs from './ShaderChunk/bsdfs.glsl'; -import bumpmap_pars_fragment from './ShaderChunk/bumpmap_pars_fragment.glsl'; -import clipping_planes_fragment from './ShaderChunk/clipping_planes_fragment.glsl'; -import clipping_planes_pars_fragment from './ShaderChunk/clipping_planes_pars_fragment.glsl'; -import clipping_planes_pars_vertex from './ShaderChunk/clipping_planes_pars_vertex.glsl'; -import clipping_planes_vertex from './ShaderChunk/clipping_planes_vertex.glsl'; -import color_fragment from './ShaderChunk/color_fragment.glsl'; -import color_pars_fragment from './ShaderChunk/color_pars_fragment.glsl'; -import color_pars_vertex from './ShaderChunk/color_pars_vertex.glsl'; -import color_vertex from './ShaderChunk/color_vertex.glsl'; -import common from './ShaderChunk/common.glsl'; -import cube_uv_reflection_fragment from './ShaderChunk/cube_uv_reflection_fragment.glsl'; -import defaultnormal_vertex from './ShaderChunk/defaultnormal_vertex.glsl'; -import displacementmap_pars_vertex from './ShaderChunk/displacementmap_pars_vertex.glsl'; -import displacementmap_vertex from './ShaderChunk/displacementmap_vertex.glsl'; -import emissivemap_fragment from './ShaderChunk/emissivemap_fragment.glsl'; -import emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.glsl'; -import encodings_fragment from './ShaderChunk/encodings_fragment.glsl'; -import encodings_pars_fragment from './ShaderChunk/encodings_pars_fragment.glsl'; -import envmap_fragment from './ShaderChunk/envmap_fragment.glsl'; -import envmap_pars_fragment from './ShaderChunk/envmap_pars_fragment.glsl'; -import envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl'; -import envmap_vertex from './ShaderChunk/envmap_vertex.glsl'; -import fog_vertex from './ShaderChunk/fog_vertex.glsl'; -import fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl'; -import fog_fragment from './ShaderChunk/fog_fragment.glsl'; -import fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl'; -import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl'; -import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl'; -import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl'; -import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl'; -import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl'; -import envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl'; -import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl'; -import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl'; -import lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl'; -import lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl'; -import lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl'; -import lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl'; -import lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl'; -import logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl'; -import logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl'; -import logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl'; -import logdepthbuf_vertex from './ShaderChunk/logdepthbuf_vertex.glsl'; -import map_fragment from './ShaderChunk/map_fragment.glsl'; -import map_pars_fragment from './ShaderChunk/map_pars_fragment.glsl'; -import map_particle_fragment from './ShaderChunk/map_particle_fragment.glsl'; -import map_particle_pars_fragment from './ShaderChunk/map_particle_pars_fragment.glsl'; -import metalnessmap_fragment from './ShaderChunk/metalnessmap_fragment.glsl'; -import metalnessmap_pars_fragment from './ShaderChunk/metalnessmap_pars_fragment.glsl'; -import morphnormal_vertex from './ShaderChunk/morphnormal_vertex.glsl'; -import morphtarget_pars_vertex from './ShaderChunk/morphtarget_pars_vertex.glsl'; -import morphtarget_vertex from './ShaderChunk/morphtarget_vertex.glsl'; -import normal_fragment_begin from './ShaderChunk/normal_fragment_begin.glsl'; -import normal_fragment_maps from './ShaderChunk/normal_fragment_maps.glsl'; -import normalmap_pars_fragment from './ShaderChunk/normalmap_pars_fragment.glsl'; -import packing from './ShaderChunk/packing.glsl'; -import premultiplied_alpha_fragment from './ShaderChunk/premultiplied_alpha_fragment.glsl'; -import project_vertex from './ShaderChunk/project_vertex.glsl'; -import dithering_fragment from './ShaderChunk/dithering_fragment.glsl'; -import dithering_pars_fragment from './ShaderChunk/dithering_pars_fragment.glsl'; -import roughnessmap_fragment from './ShaderChunk/roughnessmap_fragment.glsl'; -import roughnessmap_pars_fragment from './ShaderChunk/roughnessmap_pars_fragment.glsl'; -import shadowmap_pars_fragment from './ShaderChunk/shadowmap_pars_fragment.glsl'; -import shadowmap_pars_vertex from './ShaderChunk/shadowmap_pars_vertex.glsl'; -import shadowmap_vertex from './ShaderChunk/shadowmap_vertex.glsl'; -import shadowmask_pars_fragment from './ShaderChunk/shadowmask_pars_fragment.glsl'; -import skinbase_vertex from './ShaderChunk/skinbase_vertex.glsl'; -import skinning_pars_vertex from './ShaderChunk/skinning_pars_vertex.glsl'; -import skinning_vertex from './ShaderChunk/skinning_vertex.glsl'; -import skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl'; -import specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl'; -import specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl'; -import tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl'; -import tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl'; -import uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl'; -import uv_pars_vertex from './ShaderChunk/uv_pars_vertex.glsl'; -import uv_vertex from './ShaderChunk/uv_vertex.glsl'; -import uv2_pars_fragment from './ShaderChunk/uv2_pars_fragment.glsl'; -import uv2_pars_vertex from './ShaderChunk/uv2_pars_vertex.glsl'; -import uv2_vertex from './ShaderChunk/uv2_vertex.glsl'; -import worldpos_vertex from './ShaderChunk/worldpos_vertex.glsl'; - -import cube_frag from './ShaderLib/cube_frag.glsl'; -import cube_vert from './ShaderLib/cube_vert.glsl'; -import depth_frag from './ShaderLib/depth_frag.glsl'; -import depth_vert from './ShaderLib/depth_vert.glsl'; -import distanceRGBA_frag from './ShaderLib/distanceRGBA_frag.glsl'; -import distanceRGBA_vert from './ShaderLib/distanceRGBA_vert.glsl'; -import equirect_frag from './ShaderLib/equirect_frag.glsl'; -import equirect_vert from './ShaderLib/equirect_vert.glsl'; -import linedashed_frag from './ShaderLib/linedashed_frag.glsl'; -import linedashed_vert from './ShaderLib/linedashed_vert.glsl'; -import meshbasic_frag from './ShaderLib/meshbasic_frag.glsl'; -import meshbasic_vert from './ShaderLib/meshbasic_vert.glsl'; -import meshlambert_frag from './ShaderLib/meshlambert_frag.glsl'; -import meshlambert_vert from './ShaderLib/meshlambert_vert.glsl'; -import meshphong_frag from './ShaderLib/meshphong_frag.glsl'; -import meshphong_vert from './ShaderLib/meshphong_vert.glsl'; -import meshphysical_frag from './ShaderLib/meshphysical_frag.glsl'; -import meshphysical_vert from './ShaderLib/meshphysical_vert.glsl'; -import normal_frag from './ShaderLib/normal_frag.glsl'; -import normal_vert from './ShaderLib/normal_vert.glsl'; -import points_frag from './ShaderLib/points_frag.glsl'; -import points_vert from './ShaderLib/points_vert.glsl'; -import shadow_frag from './ShaderLib/shadow_frag.glsl'; -import shadow_vert from './ShaderLib/shadow_vert.glsl'; -import sprite_frag from './ShaderLib/sprite_frag.glsl'; -import sprite_vert from './ShaderLib/sprite_vert.glsl'; - -export var ShaderChunk = { +var alphamap_fragment = "#ifdef USE_ALPHAMAP\r\n\r\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\r\n\r\n#endif\r\n"; + +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\r\n\r\n\tuniform sampler2D alphaMap;\r\n\r\n#endif\r\n"; + +var alphatest_fragment = "#ifdef ALPHATEST\r\n\r\n\tif ( diffuseColor.a < ALPHATEST ) discard;\r\n\r\n#endif\r\n"; + +var aomap_fragment = "#ifdef USE_AOMAP\r\n\r\n\t// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\r\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\r\n\r\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\r\n\r\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\r\n\r\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\r\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var aomap_pars_fragment = "#ifdef USE_AOMAP\r\n\r\n\tuniform sampler2D aoMap;\r\n\tuniform float aoMapIntensity;\r\n\r\n#endif"; + +var begin_vertex = "\r\nvec3 transformed = vec3( position );\r\n"; + +var beginnormal_vertex = "\r\nvec3 objectNormal = vec3( normal );\r\n"; + +var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\r\n\r\n\tif( decayExponent > 0.0 ) {\r\n\r\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\r\n\r\n\t\t// based upon Frostbite 3 Moving to Physically-based Rendering\r\n\t\t// page 32, equation 26: E[window1]\r\n\t\t// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\r\n\t\t// this is intended to be used on spot and point lights who are represented as luminous intensity\r\n\t\t// but who must be converted to luminous irradiance for surface lighting calculation\r\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\r\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\r\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\r\n\r\n#else\r\n\r\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\r\n\r\n#endif\r\n\r\n\t}\r\n\r\n\treturn 1.0;\r\n\r\n}\r\n\r\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\r\n\r\n\treturn RECIPROCAL_PI * diffuseColor;\r\n\r\n} // validated\r\n\r\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\r\n\r\n\t// Original approximation by Christophe Schlick '94\r\n\t// float fresnel = pow( 1.0 - dotLH, 5.0 );\r\n\r\n\t// Optimized variant (presented by Epic at SIGGRAPH '13)\r\n\t// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf\r\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\r\n\r\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\r\n\r\n} // validated\r\n\r\n// Microfacet Models for Refraction through Rough Surfaces - equation (34)\r\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\r\n// alpha is \"roughness squared\" in Disney’s reparameterization\r\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\r\n\r\n\t// geometry term (normalized) = G(l)⋅G(v) / 4(n⋅l)(n⋅v)\r\n\t// also see #12151\r\n\r\n\tfloat a2 = pow2( alpha );\r\n\r\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\r\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\r\n\r\n\treturn 1.0 / ( gl * gv );\r\n\r\n} // validated\r\n\r\n// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2\r\n// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\r\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\r\n\r\n\tfloat a2 = pow2( alpha );\r\n\r\n\t// dotNL and dotNV are explicitly swapped. This is not a mistake.\r\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\r\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\r\n\r\n\treturn 0.5 / max( gv + gl, EPSILON );\r\n\r\n}\r\n\r\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\r\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\r\n// alpha is \"roughness squared\" in Disney’s reparameterization\r\nfloat D_GGX( const in float alpha, const in float dotNH ) {\r\n\r\n\tfloat a2 = pow2( alpha );\r\n\r\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1\r\n\r\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\r\n\r\n}\r\n\r\n// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility\r\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\r\n\r\n\tfloat alpha = pow2( roughness ); // UE4's roughness\r\n\r\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\r\n\r\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\r\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\r\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\r\n\r\n\tvec3 F = F_Schlick( specularColor, dotLH );\r\n\r\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\r\n\r\n\tfloat D = D_GGX( alpha, dotNH );\r\n\r\n\treturn F * ( G * D );\r\n\r\n} // validated\r\n\r\n// Rect Area Light\r\n\r\n// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines\r\n// by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt\r\n// code: https://github.com/selfshadow/ltc_code/\r\n\r\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\r\n\r\n\tconst float LUT_SIZE = 64.0;\r\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\r\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\r\n\r\n\tfloat dotNV = saturate( dot( N, V ) );\r\n\r\n\t// texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )\r\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\r\n\r\n\tuv = uv * LUT_SCALE + LUT_BIAS;\r\n\r\n\treturn uv;\r\n\r\n}\r\n\r\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\r\n\r\n\t// Real-Time Area Lighting: a Journey from Research to Production (p.102)\r\n\t// An approximation of the form factor of a horizon-clipped rectangle.\r\n\r\n\tfloat l = length( f );\r\n\r\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\r\n\r\n}\r\n\r\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\r\n\r\n\tfloat x = dot( v1, v2 );\r\n\r\n\tfloat y = abs( x );\r\n\r\n\t// rational polynomial approximation to theta / sin( theta ) / 2PI\r\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\r\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\r\n\tfloat v = a / b;\r\n\r\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\r\n\r\n\treturn cross( v1, v2 ) * theta_sintheta;\r\n\r\n}\r\n\r\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\r\n\r\n\t// bail if point is on back side of plane of light\r\n\t// assumes ccw winding order of light vertices\r\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\r\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\r\n\tvec3 lightNormal = cross( v1, v2 );\r\n\r\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\r\n\r\n\t// construct orthonormal basis around N\r\n\tvec3 T1, T2;\r\n\tT1 = normalize( V - N * dot( V, N ) );\r\n\tT2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system\r\n\r\n\t// compute transform\r\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\r\n\r\n\t// transform rect\r\n\tvec3 coords[ 4 ];\r\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\r\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\r\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\r\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\r\n\r\n\t// project rect onto sphere\r\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\r\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\r\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\r\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\r\n\r\n\t// calculate vector form factor\r\n\tvec3 vectorFormFactor = vec3( 0.0 );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\r\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\r\n\r\n\t// adjust for horizon clipping\r\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\r\n\r\n\r\n\r\n\treturn vec3( result );\r\n\r\n}\r\n\r\n// End Rect Area Light\r\n\r\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\r\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\r\n\r\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\r\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\r\n\r\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\r\n\r\n\tvec4 r = roughness * c0 + c1;\r\n\r\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\r\n\r\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\r\n\r\n\treturn specularColor * AB.x + AB.y;\r\n\r\n} // validated\r\n\r\n\r\nfloat G_BlinnPhong_Implicit( ) {\r\n\r\n\t// geometry term is (n dot l)(n dot v) / 4(n dot l)(n dot v)\r\n\treturn 0.25;\r\n\r\n}\r\n\r\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\r\n\r\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\r\n\r\n}\r\n\r\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\r\n\r\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\r\n\r\n\t//float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\r\n\t//float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\r\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\r\n\r\n\tvec3 F = F_Schlick( specularColor, dotLH );\r\n\r\n\tfloat G = G_BlinnPhong_Implicit( );\r\n\r\n\tfloat D = D_BlinnPhong( shininess, dotNH );\r\n\r\n\treturn F * ( G * D );\r\n\r\n} // validated\r\n\r\n// source: http://simonstechblog.blogspot.ca/2011/12/microfacet-brdf.html\r\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\r\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\r\n}\r\n\r\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\r\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\r\n}\r\n"; + +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\r\n\r\n\tuniform sampler2D bumpMap;\r\n\tuniform float bumpScale;\r\n\r\n\t// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen\r\n\t// http://api.unrealengine.com/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf\r\n\r\n\t// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\r\n\r\n\tvec2 dHdxy_fwd() {\r\n\r\n\t\tvec2 dSTdx = dFdx( vUv );\r\n\t\tvec2 dSTdy = dFdy( vUv );\r\n\r\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\r\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\r\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\r\n\r\n\t\treturn vec2( dBx, dBy );\r\n\r\n\t}\r\n\r\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\r\n\r\n\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\r\n\r\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\r\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\r\n\t\tvec3 vN = surf_norm;\t\t// normalized\r\n\r\n\t\tvec3 R1 = cross( vSigmaY, vN );\r\n\t\tvec3 R2 = cross( vN, vSigmaX );\r\n\r\n\t\tfloat fDet = dot( vSigmaX, R1 );\r\n\r\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\r\n\r\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\r\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\r\n\r\n\tvec4 plane;\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\r\n\r\n\t\tplane = clippingPlanes[ i ];\r\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\r\n\r\n\t}\r\n\r\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\r\n\r\n\t\tbool clipped = true;\r\n\r\n\t\t#pragma unroll_loop\r\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\r\n\r\n\t\t\tplane = clippingPlanes[ i ];\r\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\r\n\r\n\t\t}\r\n\r\n\t\tif ( clipped ) discard;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\r\n\r\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\r\n\t\tvarying vec3 vViewPosition;\r\n\t#endif\r\n\r\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\r\n\r\n#endif\r\n"; + +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\r\n\tvarying vec3 vViewPosition;\r\n#endif\r\n"; + +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\r\n\tvViewPosition = - mvPosition.xyz;\r\n#endif\r\n\r\n"; + +var color_fragment = "#ifdef USE_COLOR\r\n\r\n\tdiffuseColor.rgb *= vColor;\r\n\r\n#endif"; + +var color_pars_fragment = "#ifdef USE_COLOR\r\n\r\n\tvarying vec3 vColor;\r\n\r\n#endif\r\n"; + +var color_pars_vertex = "#ifdef USE_COLOR\r\n\r\n\tvarying vec3 vColor;\r\n\r\n#endif"; + +var color_vertex = "#ifdef USE_COLOR\r\n\r\n\tvColor.xyz = color.xyz;\r\n\r\n#endif"; + +var common = "#define PI 3.14159265359\r\n#define PI2 6.28318530718\r\n#define PI_HALF 1.5707963267949\r\n#define RECIPROCAL_PI 0.31830988618\r\n#define RECIPROCAL_PI2 0.15915494\r\n#define LOG2 1.442695\r\n#define EPSILON 1e-6\r\n\r\n#define saturate(a) clamp( a, 0.0, 1.0 )\r\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\r\n\r\nfloat pow2( const in float x ) { return x*x; }\r\nfloat pow3( const in float x ) { return x*x*x; }\r\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\r\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\r\n// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.\r\n// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/\r\nhighp float rand( const in vec2 uv ) {\r\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\r\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\r\n\treturn fract(sin(sn) * c);\r\n}\r\n\r\nstruct IncidentLight {\r\n\tvec3 color;\r\n\tvec3 direction;\r\n\tbool visible;\r\n};\r\n\r\nstruct ReflectedLight {\r\n\tvec3 directDiffuse;\r\n\tvec3 directSpecular;\r\n\tvec3 indirectDiffuse;\r\n\tvec3 indirectSpecular;\r\n};\r\n\r\nstruct GeometricContext {\r\n\tvec3 position;\r\n\tvec3 normal;\r\n\tvec3 viewDir;\r\n};\r\n\r\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\r\n\r\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\r\n\r\n}\r\n\r\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\r\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\r\n\r\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\r\n\r\n}\r\n\r\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\r\n\r\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\r\n\r\n\treturn - distance * planeNormal + point;\r\n\r\n}\r\n\r\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\r\n\r\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\r\n\r\n}\r\n\r\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\r\n\r\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\r\n\r\n}\r\n\r\nmat3 transposeMat3( const in mat3 m ) {\r\n\r\n\tmat3 tmp;\r\n\r\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\r\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\r\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\r\n\r\n\treturn tmp;\r\n\r\n}\r\n\r\n// https://en.wikipedia.org/wiki/Relative_luminance\r\nfloat linearToRelativeLuminance( const in vec3 color ) {\r\n\r\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\r\n\r\n\treturn dot( weights, color.rgb );\r\n\r\n}\r\n"; + +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\r\n\r\n#define cubeUV_textureSize (1024.0)\r\n\r\nint getFaceFromDirection(vec3 direction) {\r\n\tvec3 absDirection = abs(direction);\r\n\tint face = -1;\r\n\tif( absDirection.x > absDirection.z ) {\r\n\t\tif(absDirection.x > absDirection.y )\r\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\r\n\t\telse\r\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\r\n\t}\r\n\telse {\r\n\t\tif(absDirection.z > absDirection.y )\r\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\r\n\t\telse\r\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\r\n\t}\r\n\treturn face;\r\n}\r\n#define cubeUV_maxLods1 (log2(cubeUV_textureSize*0.25) - 1.0)\r\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\r\n\r\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\r\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\r\n\tfloat dxRoughness = dFdx(roughness);\r\n\tfloat dyRoughness = dFdy(roughness);\r\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\r\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\r\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\r\n\t// Clamp the value to the max mip level counts. hard coded to 6 mips\r\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\r\n\tfloat mipLevel = 0.5 * log2(d);\r\n\treturn vec2(floor(mipLevel), fract(mipLevel));\r\n}\r\n\r\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\r\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\r\n\r\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\r\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\r\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\r\n\r\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\r\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\r\n\t// float powScale = exp2(roughnessLevel + mipLevel);\r\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\r\n\t// float scale = 1.0 / exp2(roughnessLevel + 2.0 + mipLevel);\r\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\r\n\t// float mipOffset = 0.75*(1.0 - 1.0/exp2(mipLevel))/exp2(roughnessLevel);\r\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\r\n\r\n\tbool bRes = mipLevel == 0.0;\r\n\tscale = bRes && (scale < a) ? a : scale;\r\n\r\n\tvec3 r;\r\n\tvec2 offset;\r\n\tint face = getFaceFromDirection(direction);\r\n\r\n\tfloat rcpPowScale = 1.0 / powScale;\r\n\r\n\tif( face == 0) {\r\n\t\tr = vec3(direction.x, -direction.z, direction.y);\r\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\r\n\t}\r\n\telse if( face == 1) {\r\n\t\tr = vec3(direction.y, direction.x, direction.z);\r\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\r\n\t}\r\n\telse if( face == 2) {\r\n\t\tr = vec3(direction.z, direction.x, direction.y);\r\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\r\n\t}\r\n\telse if( face == 3) {\r\n\t\tr = vec3(direction.x, direction.z, direction.y);\r\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\r\n\t}\r\n\telse if( face == 4) {\r\n\t\tr = vec3(direction.y, direction.x, -direction.z);\r\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\r\n\t}\r\n\telse {\r\n\t\tr = vec3(direction.z, -direction.x, direction.y);\r\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\r\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\r\n\t}\r\n\tr = normalize(r);\r\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\r\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\r\n\tvec2 base = offset + vec2( texelOffset );\r\n\treturn base + s * ( scale - 2.0 * texelOffset );\r\n}\r\n\r\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\r\n\r\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\r\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\r\n\tfloat r1 = floor(roughnessVal);\r\n\tfloat r2 = r1 + 1.0;\r\n\tfloat t = fract(roughnessVal);\r\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\r\n\tfloat s = mipInfo.y;\r\n\tfloat level0 = mipInfo.x;\r\n\tfloat level1 = level0 + 1.0;\r\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\r\n\r\n\t// round to nearest mipmap if we are not interpolating.\r\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\r\n\r\n\t// Tri linear interpolation.\r\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\r\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\r\n\r\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\r\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\r\n\r\n\tvec4 result = mix(color10, color20, t);\r\n\r\n\treturn vec4(result.rgb, 1.0);\r\n}\r\n\r\n#endif\r\n"; + +var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\r\n\r\n#ifdef FLIP_SIDED\r\n\r\n\ttransformedNormal = - transformedNormal;\r\n\r\n#endif\r\n"; + +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\r\n\r\n\tuniform sampler2D displacementMap;\r\n\tuniform float displacementScale;\r\n\tuniform float displacementBias;\r\n\r\n#endif\r\n"; + +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\r\n\r\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\r\n\r\n#endif\r\n"; + +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\r\n\r\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\r\n\r\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\r\n\r\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\r\n\r\n#endif\r\n"; + +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\r\n\r\n\tuniform sampler2D emissiveMap;\r\n\r\n#endif\r\n"; + +var encodings_fragment = " gl_FragColor = linearToOutputTexel( gl_FragColor );\r\n"; + +var encodings_pars_fragment = "// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/\r\n\r\nvec4 LinearToLinear( in vec4 value ) {\r\n\treturn value;\r\n}\r\n\r\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\r\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\r\n}\r\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\r\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\r\n}\r\n\r\nvec4 sRGBToLinear( in vec4 value ) {\r\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\r\n}\r\nvec4 LinearTosRGB( in vec4 value ) {\r\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\r\n}\r\n\r\nvec4 RGBEToLinear( in vec4 value ) {\r\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\r\n}\r\nvec4 LinearToRGBE( in vec4 value ) {\r\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\r\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\r\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\r\n// return vec4( value.brg, ( 3.0 + 128.0 ) / 256.0 );\r\n}\r\n\r\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\r\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\r\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\r\n}\r\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\r\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\r\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\r\n\tM = ceil( M * 255.0 ) / 255.0;\r\n\treturn vec4( value.rgb / ( M * maxRange ), M );\r\n}\r\n\r\n// reference: http://iwasbeingirony.blogspot.ca/2010/06/difference-between-rgbm-and-rgbd.html\r\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\r\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\r\n}\r\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\r\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\r\n\tfloat D = max( maxRange / maxRGB, 1.0 );\r\n\tD = min( floor( D ) / 255.0, 1.0 );\r\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\r\n}\r\n\r\n// LogLuv reference: http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html\r\n\r\n// M matrix, for encoding\r\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\r\nvec4 LinearToLogLuv( in vec4 value ) {\r\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\r\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\r\n\tvec4 vResult;\r\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\r\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\r\n\tvResult.w = fract(Le);\r\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\r\n\treturn vResult;\r\n}\r\n\r\n// Inverse M matrix, for decoding\r\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\r\nvec4 LogLuvToLinear( in vec4 value ) {\r\n\tfloat Le = value.z * 255.0 + value.w;\r\n\tvec3 Xp_Y_XYZp;\r\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\r\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\r\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\r\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\r\n\treturn vec4( max(vRGB, 0.0), 1.0 );\r\n}\r\n"; + +var envmap_fragment = "#ifdef USE_ENVMAP\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\r\n\r\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\r\n\r\n\t\t// Transforming Normal Vectors with the Inverse Transformation\r\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\r\n\r\n\t\t#ifdef ENVMAP_MODE_REFLECTION\r\n\r\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\r\n\r\n\t\t#endif\r\n\r\n\t#else\r\n\r\n\t\tvec3 reflectVec = vReflect;\r\n\r\n\t#endif\r\n\r\n\t#ifdef ENVMAP_TYPE_CUBE\r\n\r\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\r\n\r\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\r\n\r\n\t\tvec2 sampleUV;\r\n\r\n\t\treflectVec = normalize( reflectVec );\r\n\r\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\r\n\r\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\r\n\r\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\r\n\r\n\t#elif defined( ENVMAP_TYPE_SPHERE )\r\n\r\n\t\treflectVec = normalize( reflectVec );\r\n\r\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\r\n\r\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\r\n\r\n\t#else\r\n\r\n\t\tvec4 envColor = vec4( 0.0 );\r\n\r\n\t#endif\r\n\r\n\tenvColor = envMapTexelToLinear( envColor );\r\n\r\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\r\n\r\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\r\n\r\n\t#elif defined( ENVMAP_BLENDING_MIX )\r\n\r\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\r\n\r\n\t#elif defined( ENVMAP_BLENDING_ADD )\r\n\r\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\r\n\tuniform float reflectivity;\r\n\tuniform float envMapIntensity;\r\n#endif\r\n\r\n#ifdef USE_ENVMAP\r\n\r\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\r\n\t\tvarying vec3 vWorldPosition;\r\n\t#endif\r\n\r\n\t#ifdef ENVMAP_TYPE_CUBE\r\n\t\tuniform samplerCube envMap;\r\n\t#else\r\n\t\tuniform sampler2D envMap;\r\n\t#endif\r\n\tuniform float flipEnvMap;\r\n\tuniform int maxMipLevel;\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\r\n\t\tuniform float refractionRatio;\r\n\t#else\r\n\t\tvarying vec3 vReflect;\r\n\t#endif\r\n\r\n#endif\r\n"; + +var envmap_pars_vertex = "#ifdef USE_ENVMAP\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\r\n\t\tvarying vec3 vWorldPosition;\r\n\r\n\t#else\r\n\r\n\t\tvarying vec3 vReflect;\r\n\t\tuniform float refractionRatio;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var envmap_vertex = "#ifdef USE_ENVMAP\r\n\r\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\r\n\r\n\t\tvWorldPosition = worldPosition.xyz;\r\n\r\n\t#else\r\n\r\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\r\n\r\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\r\n\r\n\t\t#ifdef ENVMAP_MODE_REFLECTION\r\n\r\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\r\n\r\n\t\t#endif\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var fog_vertex = "\r\n#ifdef USE_FOG\r\nfogDepth = -mvPosition.z;\r\n#endif"; + +var fog_pars_vertex = "#ifdef USE_FOG\r\n\r\n varying float fogDepth;\r\n\r\n#endif\r\n"; + +var fog_fragment = "#ifdef USE_FOG\r\n\r\n\t#ifdef FOG_EXP2\r\n\r\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\r\n\r\n\t#else\r\n\r\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\r\n\r\n\t#endif\r\n\r\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\r\n\r\n#endif\r\n"; + +var fog_pars_fragment = "#ifdef USE_FOG\r\n\r\n\tuniform vec3 fogColor;\r\n\tvarying float fogDepth;\r\n\r\n\t#ifdef FOG_EXP2\r\n\r\n\t\tuniform float fogDensity;\r\n\r\n\t#else\r\n\r\n\t\tuniform float fogNear;\r\n\t\tuniform float fogFar;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var gradientmap_pars_fragment = "#ifdef TOON\r\n\r\n\tuniform sampler2D gradientMap;\r\n\r\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\r\n\r\n\t\t// dotNL will be from -1.0 to 1.0\r\n\t\tfloat dotNL = dot( normal, lightDirection );\r\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\r\n\r\n\t\t#ifdef USE_GRADIENTMAP\r\n\r\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\r\n\r\n\t\t#else\r\n\r\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\r\n\r\n\t\t#endif\r\n\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var lightmap_fragment = "#ifdef USE_LIGHTMAP\r\n\r\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage\r\n\r\n#endif\r\n"; + +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\r\n\r\n\tuniform sampler2D lightMap;\r\n\tuniform float lightMapIntensity;\r\n\r\n#endif"; + +var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\r\n\r\nGeometricContext geometry;\r\ngeometry.position = mvPosition.xyz;\r\ngeometry.normal = normalize( transformedNormal );\r\ngeometry.viewDir = normalize( -mvPosition.xyz );\r\n\r\nGeometricContext backGeometry;\r\nbackGeometry.position = geometry.position;\r\nbackGeometry.normal = -geometry.normal;\r\nbackGeometry.viewDir = geometry.viewDir;\r\n\r\nvLightFront = vec3( 0.0 );\r\n\r\n#ifdef DOUBLE_SIDED\r\n\tvLightBack = vec3( 0.0 );\r\n#endif\r\n\r\nIncidentLight directLight;\r\nfloat dotNL;\r\nvec3 directLightColor_Diffuse;\r\n\r\n#if NUM_POINT_LIGHTS > 0\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\r\n\r\n\t\tdotNL = dot( geometry.normal, directLight.direction );\r\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\r\n\r\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if NUM_SPOT_LIGHTS > 0\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\r\n\r\n\t\tdotNL = dot( geometry.normal, directLight.direction );\r\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\r\n\r\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#endif\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n\r\n#if NUM_DIR_LIGHTS > 0\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\r\n\r\n\t\tdotNL = dot( geometry.normal, directLight.direction );\r\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\r\n\r\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if NUM_HEMI_LIGHTS > 0\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\r\n\r\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var lights_pars_begin = "uniform vec3 ambientLightColor;\r\n\r\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\r\n\r\n\tvec3 irradiance = ambientLightColor;\r\n\r\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\tirradiance *= PI;\r\n\r\n\t#endif\r\n\r\n\treturn irradiance;\r\n\r\n}\r\n\r\n#if NUM_DIR_LIGHTS > 0\r\n\r\n\tstruct DirectionalLight {\r\n\t\tvec3 direction;\r\n\t\tvec3 color;\r\n\r\n\t\tint shadow;\r\n\t\tfloat shadowBias;\r\n\t\tfloat shadowRadius;\r\n\t\tvec2 shadowMapSize;\r\n\t};\r\n\r\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\r\n\r\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\r\n\r\n\t\tdirectLight.color = directionalLight.color;\r\n\t\tdirectLight.direction = directionalLight.direction;\r\n\t\tdirectLight.visible = true;\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if NUM_POINT_LIGHTS > 0\r\n\r\n\tstruct PointLight {\r\n\t\tvec3 position;\r\n\t\tvec3 color;\r\n\t\tfloat distance;\r\n\t\tfloat decay;\r\n\r\n\t\tint shadow;\r\n\t\tfloat shadowBias;\r\n\t\tfloat shadowRadius;\r\n\t\tvec2 shadowMapSize;\r\n\t\tfloat shadowCameraNear;\r\n\t\tfloat shadowCameraFar;\r\n\t};\r\n\r\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\r\n\r\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\r\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\r\n\r\n\t\tvec3 lVector = pointLight.position - geometry.position;\r\n\t\tdirectLight.direction = normalize( lVector );\r\n\r\n\t\tfloat lightDistance = length( lVector );\r\n\r\n\t\tdirectLight.color = pointLight.color;\r\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\r\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tstruct SpotLight {\r\n\t\tvec3 position;\r\n\t\tvec3 direction;\r\n\t\tvec3 color;\r\n\t\tfloat distance;\r\n\t\tfloat decay;\r\n\t\tfloat coneCos;\r\n\t\tfloat penumbraCos;\r\n\r\n\t\tint shadow;\r\n\t\tfloat shadowBias;\r\n\t\tfloat shadowRadius;\r\n\t\tvec2 shadowMapSize;\r\n\t};\r\n\r\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\r\n\r\n\t// directLight is an out parameter as having it as a return value caused compiler errors on some devices\r\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\r\n\r\n\t\tvec3 lVector = spotLight.position - geometry.position;\r\n\t\tdirectLight.direction = normalize( lVector );\r\n\r\n\t\tfloat lightDistance = length( lVector );\r\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\r\n\r\n\t\tif ( angleCos > spotLight.coneCos ) {\r\n\r\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\r\n\r\n\t\t\tdirectLight.color = spotLight.color;\r\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\r\n\t\t\tdirectLight.visible = true;\r\n\r\n\t\t} else {\r\n\r\n\t\t\tdirectLight.color = vec3( 0.0 );\r\n\t\t\tdirectLight.visible = false;\r\n\r\n\t\t}\r\n\t}\r\n\r\n#endif\r\n\r\n\r\n#if NUM_RECT_AREA_LIGHTS > 0\r\n\r\n\tstruct RectAreaLight {\r\n\t\tvec3 color;\r\n\t\tvec3 position;\r\n\t\tvec3 halfWidth;\r\n\t\tvec3 halfHeight;\r\n\t};\r\n\r\n\t// Pre-computed values of LinearTransformedCosine approximation of BRDF\r\n\t// BRDF approximation Texture is 64x64\r\n\tuniform sampler2D ltc_1; // RGBA Float\r\n\tuniform sampler2D ltc_2; // RGBA Float\r\n\r\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\r\n\r\n#endif\r\n\r\n\r\n#if NUM_HEMI_LIGHTS > 0\r\n\r\n\tstruct HemisphereLight {\r\n\t\tvec3 direction;\r\n\t\tvec3 skyColor;\r\n\t\tvec3 groundColor;\r\n\t};\r\n\r\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\r\n\r\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\r\n\r\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\r\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\r\n\r\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\r\n\r\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\t\tirradiance *= PI;\r\n\r\n\t\t#endif\r\n\r\n\t\treturn irradiance;\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && defined( PHYSICAL )\r\n\r\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\r\n\r\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\r\n\r\n\t\t#ifdef ENVMAP_TYPE_CUBE\r\n\r\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\r\n\r\n\t\t\t// TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level\r\n\t\t\t// of a specular cubemap, or just the default level of a specially created irradiance cubemap.\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\t// force the bias high to get the last LOD level as it is the most blurred.\r\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\r\n\r\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\r\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryVec, 1.0 );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvec4 envMapColor = vec4( 0.0 );\r\n\r\n\t\t#endif\r\n\r\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\r\n\r\n\t}\r\n\r\n\t// taken from here: http://casual-effects.blogspot.ca/2011/08/plausible-environment-lighting-in-two.html\r\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\r\n\r\n\t\t//float envMapWidth = pow( 2.0, maxMIPLevelScalar );\r\n\t\t//float desiredMIPLevel = log2( envMapWidth * sqrt( 3.0 ) ) - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\r\n\r\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\r\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\r\n\r\n\t\t// clamp to allowable LOD ranges.\r\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\r\n\r\n\t}\r\n\r\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\r\n\r\n\t\t#ifdef ENVMAP_MODE_REFLECTION\r\n\r\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\r\n\r\n\t\t#else\r\n\r\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\r\n\r\n\t\t#endif\r\n\r\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\r\n\r\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\r\n\r\n\t\t#ifdef ENVMAP_TYPE_CUBE\r\n\r\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\r\n\r\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\r\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\r\n\r\n\t\t\tvec2 sampleUV;\r\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\r\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\r\n\r\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\r\n\r\n\t\t\t#ifdef TEXTURE_LOD_EXT\r\n\r\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\r\n\r\n\t\t\t#else\r\n\r\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\r\n\r\n\t\t\t#endif\r\n\r\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\r\n\r\n\t\t#endif\r\n\r\n\t\treturn envMapColor.rgb * envMapIntensity;\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var lights_phong_fragment = "BlinnPhongMaterial material;\r\nmaterial.diffuseColor = diffuseColor.rgb;\r\nmaterial.specularColor = specular;\r\nmaterial.specularShininess = shininess;\r\nmaterial.specularStrength = specularStrength;\r\n"; + +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n\r\nstruct BlinnPhongMaterial {\r\n\r\n\tvec3\tdiffuseColor;\r\n\tvec3\tspecularColor;\r\n\tfloat\tspecularShininess;\r\n\tfloat\tspecularStrength;\r\n\r\n};\r\n\r\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\t#ifdef TOON\r\n\r\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\r\n\r\n\t#else\r\n\r\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\r\n\t\tvec3 irradiance = dotNL * directLight.color;\r\n\r\n\t#endif\r\n\r\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\tirradiance *= PI; // punctual light\r\n\r\n\t#endif\r\n\r\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\r\n\r\n}\r\n\r\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n}\r\n\r\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\r\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\r\n\r\n#define Material_LightProbeLOD( material )\t(0)\r\n"; + +var lights_physical_fragment = "PhysicalMaterial material;\r\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\r\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\r\n#ifdef STANDARD\r\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\r\n#else\r\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\r\n\tmaterial.clearCoat = saturate( clearCoat ); // Burley clearcoat model\r\n\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\r\n#endif\r\n"; + +var lights_physical_pars_fragment = "struct PhysicalMaterial {\r\n\r\n\tvec3\tdiffuseColor;\r\n\tfloat\tspecularRoughness;\r\n\tvec3\tspecularColor;\r\n\r\n\t#ifndef STANDARD\r\n\t\tfloat clearCoat;\r\n\t\tfloat clearCoatRoughness;\r\n\t#endif\r\n\r\n};\r\n\r\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\r\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\r\n\r\n// Clear coat directional hemishperical reflectance (this approximation should be improved)\r\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\r\n\r\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\r\n\r\n}\r\n\r\n#if NUM_RECT_AREA_LIGHTS > 0\r\n\r\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\t\tvec3 normal = geometry.normal;\r\n\t\tvec3 viewDir = geometry.viewDir;\r\n\t\tvec3 position = geometry.position;\r\n\t\tvec3 lightPos = rectAreaLight.position;\r\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\r\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\r\n\t\tvec3 lightColor = rectAreaLight.color;\r\n\t\tfloat roughness = material.specularRoughness;\r\n\r\n\t\tvec3 rectCoords[ 4 ];\r\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight; // counterclockwise\r\n\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\r\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\r\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\r\n\r\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\r\n\r\n\t\tvec4 t1 = texture2D( ltc_1, uv );\r\n\t\tvec4 t2 = texture2D( ltc_2, uv );\r\n\r\n\t\tmat3 mInv = mat3(\r\n\t\t\tvec3( t1.x, 0, t1.y ),\r\n\t\t\tvec3( 0, 1, 0 ),\r\n\t\t\tvec3( t1.z, 0, t1.w )\r\n\t\t);\r\n\r\n\t\t// LTC Fresnel Approximation by Stephen Hill\r\n\t\t// http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf\r\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\r\n\r\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\r\n\r\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\r\n\r\n\tvec3 irradiance = dotNL * directLight.color;\r\n\r\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\tirradiance *= PI; // punctual light\r\n\r\n\t#endif\r\n\r\n\t#ifndef STANDARD\r\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\r\n\t#else\r\n\t\tfloat clearCoatDHR = 0.0;\r\n\t#endif\r\n\r\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\r\n\r\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n\t#ifndef STANDARD\r\n\r\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\r\n\r\n\t#endif\r\n\r\n}\r\n\r\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\r\n\r\n}\r\n\r\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\r\n\r\n\t#ifndef STANDARD\r\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\r\n\t\tfloat dotNL = dotNV;\r\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\r\n\t#else\r\n\t\tfloat clearCoatDHR = 0.0;\r\n\t#endif\r\n\r\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\r\n\r\n\t#ifndef STANDARD\r\n\r\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\r\n\r\n\t#endif\r\n\r\n}\r\n\r\n#define RE_Direct\t\t\t\tRE_Direct_Physical\r\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\r\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\r\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\r\n\r\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\r\n#define Material_ClearCoat_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\r\n\r\n// ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\r\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\r\n\r\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\r\n\r\n}\r\n"; + +var lights_fragment_begin = "\r\n\r\nGeometricContext geometry;\r\n\r\ngeometry.position = - vViewPosition;\r\ngeometry.normal = normal;\r\ngeometry.viewDir = normalize( vViewPosition );\r\n\r\nIncidentLight directLight;\r\n\r\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\r\n\r\n\tPointLight pointLight;\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tpointLight = pointLights[ i ];\r\n\r\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\r\n\r\n\t\t#ifdef USE_SHADOWMAP\r\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\r\n\t\t#endif\r\n\r\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\r\n\r\n\tSpotLight spotLight;\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tspotLight = spotLights[ i ];\r\n\r\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\r\n\r\n\t\t#ifdef USE_SHADOWMAP\r\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\r\n\t\t#endif\r\n\r\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\r\n\r\n\tDirectionalLight directionalLight;\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tdirectionalLight = directionalLights[ i ];\r\n\r\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\r\n\r\n\t\t#ifdef USE_SHADOWMAP\r\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\r\n\t\t#endif\r\n\r\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\r\n\r\n\tRectAreaLight rectAreaLight;\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\r\n\r\n\t\trectAreaLight = rectAreaLights[ i ];\r\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\r\n\r\n\t}\r\n\r\n#endif\r\n\r\n#if defined( RE_IndirectDiffuse )\r\n\r\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\r\n\r\n\t#if ( NUM_HEMI_LIGHTS > 0 )\r\n\r\n\t\t#pragma unroll_loop\r\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\r\n\r\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\r\n\r\n\t\t}\r\n\r\n\t#endif\r\n\r\n#endif\r\n\r\n#if defined( RE_IndirectSpecular )\r\n\r\n\tvec3 radiance = vec3( 0.0 );\r\n\tvec3 clearCoatRadiance = vec3( 0.0 );\r\n\r\n#endif\r\n"; + +var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\r\n\r\n\t#ifdef USE_LIGHTMAP\r\n\r\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\r\n\r\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\r\n\r\n\t\t\tlightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage\r\n\r\n\t\t#endif\r\n\r\n\t\tirradiance += lightMapIrradiance;\r\n\r\n\t#endif\r\n\r\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\r\n\r\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\r\n\r\n\t#endif\r\n\r\n#endif\r\n\r\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\r\n\r\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\r\n\r\n\t#ifndef STANDARD\r\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\r\n\t#endif\r\n\r\n#endif\r\n"; + +var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\r\n\r\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\r\n\r\n#endif\r\n\r\n#if defined( RE_IndirectSpecular )\r\n\r\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\r\n\r\n#endif\r\n"; + +var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\r\n\r\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\r\n\r\n#endif"; + +var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\r\n\r\n\tuniform float logDepthBufFC;\r\n\r\n\t#ifdef USE_LOGDEPTHBUF_EXT\r\n\r\n\t\tvarying float vFragDepth;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\r\n\r\n\t#ifdef USE_LOGDEPTHBUF_EXT\r\n\r\n\t\tvarying float vFragDepth;\r\n\r\n\t#endif\r\n\r\n\tuniform float logDepthBufFC;\r\n\r\n#endif"; + +var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\r\n\r\n\t#ifdef USE_LOGDEPTHBUF_EXT\r\n\r\n\t\tvFragDepth = 1.0 + gl_Position.w;\r\n\r\n\t#else\r\n\r\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\r\n\r\n\t\tgl_Position.z *= gl_Position.w;\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var map_fragment = "#ifdef USE_MAP\r\n\r\n\tvec4 texelColor = texture2D( map, vUv );\r\n\r\n\ttexelColor = mapTexelToLinear( texelColor );\r\n\tdiffuseColor *= texelColor;\r\n\r\n#endif\r\n"; + +var map_pars_fragment = "#ifdef USE_MAP\r\n\r\n\tuniform sampler2D map;\r\n\r\n#endif\r\n"; + +var map_particle_fragment = "#ifdef USE_MAP\r\n\r\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\r\n\tvec4 mapTexel = texture2D( map, uv );\r\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\r\n\r\n#endif\r\n"; + +var map_particle_pars_fragment = "#ifdef USE_MAP\r\n\r\n\tuniform mat3 uvTransform;\r\n\tuniform sampler2D map;\r\n\r\n#endif\r\n"; + +var metalnessmap_fragment = "float metalnessFactor = metalness;\r\n\r\n#ifdef USE_METALNESSMAP\r\n\r\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\r\n\r\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\r\n\tmetalnessFactor *= texelMetalness.b;\r\n\r\n#endif\r\n"; + +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\r\n\r\n\tuniform sampler2D metalnessMap;\r\n\r\n#endif"; + +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\r\n\r\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\r\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\r\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\r\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\r\n\r\n#endif\r\n"; + +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\r\n\r\n\t#ifndef USE_MORPHNORMALS\r\n\r\n\tuniform float morphTargetInfluences[ 8 ];\r\n\r\n\t#else\r\n\r\n\tuniform float morphTargetInfluences[ 4 ];\r\n\r\n\t#endif\r\n\r\n#endif"; + +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\r\n\r\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\r\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\r\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\r\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\r\n\r\n\t#ifndef USE_MORPHNORMALS\r\n\r\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\r\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\r\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\r\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var normal_fragment_begin = "#ifdef FLAT_SHADED\r\n\r\n\t// Workaround for Adreno/Nexus5 not able able to do dFdx( vViewPosition ) ...\r\n\r\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\r\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\r\n\tvec3 normal = normalize( cross( fdx, fdy ) );\r\n\r\n#else\r\n\r\n\tvec3 normal = normalize( vNormal );\r\n\r\n\t#ifdef DOUBLE_SIDED\r\n\r\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var normal_fragment_maps = "#ifdef USE_NORMALMAP\r\n\r\n\t#ifdef OBJECTSPACE_NORMALMAP\r\n\r\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals\r\n\r\n\t\t#ifdef FLIP_SIDED\r\n\r\n\t\t\tnormal = - normal;\r\n\r\n\t\t#endif\r\n\r\n\t\t#ifdef DOUBLE_SIDED\r\n\r\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\r\n\r\n\t\t#endif\r\n\r\n\t\tnormal = normalize( normalMatrix * normal );\r\n\r\n\t#else // tangent-space normal map\r\n\r\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\r\n\r\n\t#endif\r\n\r\n#elif defined( USE_BUMPMAP )\r\n\r\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\r\n\r\n#endif\r\n"; + +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\r\n\r\n\tuniform sampler2D normalMap;\r\n\tuniform vec2 normalScale;\r\n\r\n\t#ifdef OBJECTSPACE_NORMALMAP\r\n\r\n\t\tuniform mat3 normalMatrix;\r\n\r\n\t#else\r\n\r\n\t\t// Per-Pixel Tangent Space Normal Mapping\r\n\t\t// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\r\n\r\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\r\n\r\n\t\t\t// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988\r\n\r\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\r\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\r\n\t\t\tvec2 st0 = dFdx( vUv.st );\r\n\t\t\tvec2 st1 = dFdy( vUv.st );\r\n\r\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude\r\n\r\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\r\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\r\n\t\t\tvec3 N = normalize( surf_norm );\r\n\t\t\tmat3 tsn = mat3( S, T, N );\r\n\r\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\r\n\r\n\t\t\tmapN.xy *= normalScale;\r\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\r\n\r\n\t\t\treturn normalize( tsn * mapN );\r\n\r\n\t\t}\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\r\n\treturn normalize( normal ) * 0.5 + 0.5;\r\n}\r\n\r\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\r\n\treturn 2.0 * rgb.xyz - 1.0;\r\n}\r\n\r\nconst float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)\r\nconst float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)\r\n\r\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\r\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\r\n\r\nconst float ShiftRight8 = 1. / 256.;\r\n\r\nvec4 packDepthToRGBA( const in float v ) {\r\n\tvec4 r = vec4( fract( v * PackFactors ), v );\r\n\tr.yzw -= r.xyz * ShiftRight8; // tidy overflow\r\n\treturn r * PackUpscale;\r\n}\r\n\r\nfloat unpackRGBAToDepth( const in vec4 v ) {\r\n\treturn dot( v, UnpackFactors );\r\n}\r\n\r\n// NOTE: viewZ/eyeZ is < 0 when in front of the camera per OpenGL conventions\r\n\r\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\r\n\treturn ( viewZ + near ) / ( near - far );\r\n}\r\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\r\n\treturn linearClipZ * ( near - far ) - near;\r\n}\r\n\r\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\r\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\r\n}\r\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\r\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\r\n}\r\n"; + +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\r\n\r\n\t// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.\r\n\tgl_FragColor.rgb *= gl_FragColor.a;\r\n\r\n#endif\r\n"; + +var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\r\n\r\ngl_Position = projectionMatrix * mvPosition;\r\n"; + +var dithering_fragment = "#if defined( DITHERING )\r\n\r\n gl_FragColor.rgb = dithering( gl_FragColor.rgb );\r\n\r\n#endif\r\n"; + +var dithering_pars_fragment = "#if defined( DITHERING )\r\n\r\n\t// based on https://www.shadertoy.com/view/MslGR8\r\n\tvec3 dithering( vec3 color ) {\r\n\t\t//Calculate grid position\r\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\r\n\r\n\t\t//Shift the individual colors differently, thus making it even harder to see the dithering pattern\r\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\r\n\r\n\t\t//modify shift acording to grid position.\r\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\r\n\r\n\t\t//shift the color by dither_shift\r\n\t\treturn color + dither_shift_RGB;\r\n\t}\r\n\r\n#endif\r\n"; + +var roughnessmap_fragment = "float roughnessFactor = roughness;\r\n\r\n#ifdef USE_ROUGHNESSMAP\r\n\r\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\r\n\r\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\r\n\troughnessFactor *= texelRoughness.g;\r\n\r\n#endif\r\n"; + +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\r\n\r\n\tuniform sampler2D roughnessMap;\r\n\r\n#endif"; + +var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\r\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\r\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\r\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\r\n\r\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\r\n\r\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\r\n\r\n\t}\r\n\r\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\r\n\r\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\r\n\r\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\r\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\r\n\r\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\r\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\r\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\r\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\r\n\r\n\t\tvec2 f = fract( uv * size + 0.5 );\r\n\r\n\t\tfloat a = mix( lb, lt, f.y );\r\n\t\tfloat b = mix( rb, rt, f.y );\r\n\t\tfloat c = mix( a, b, f.x );\r\n\r\n\t\treturn c;\r\n\r\n\t}\r\n\r\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\r\n\r\n\t\tfloat shadow = 1.0;\r\n\r\n\t\tshadowCoord.xyz /= shadowCoord.w;\r\n\t\tshadowCoord.z += shadowBias;\r\n\r\n\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\r\n\t\t// if ( all( something, something ) ) using this instead\r\n\r\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\r\n\t\tbool inFrustum = all( inFrustumVec );\r\n\r\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\r\n\r\n\t\tbool frustumTest = all( frustumTestVec );\r\n\r\n\t\tif ( frustumTest ) {\r\n\r\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\r\n\r\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\r\n\r\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\r\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\r\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\r\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\r\n\r\n\t\t\tshadow = (\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\r\n\t\t\t) * ( 1.0 / 9.0 );\r\n\r\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\r\n\r\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\r\n\r\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\r\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\r\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\r\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\r\n\r\n\t\t\tshadow = (\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\r\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\r\n\t\t\t) * ( 1.0 / 9.0 );\r\n\r\n\t\t#else // no percentage-closer filtering:\r\n\r\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\r\n\r\n\t\t#endif\r\n\r\n\t\t}\r\n\r\n\t\treturn shadow;\r\n\r\n\t}\r\n\r\n\t// cubeToUV() maps a 3D direction vector suitable for cube texture mapping to a 2D\r\n\t// vector suitable for 2D texture mapping. This code uses the following layout for the\r\n\t// 2D texture:\r\n\t//\r\n\t// xzXZ\r\n\t// y Y\r\n\t//\r\n\t// Y - Positive y direction\r\n\t// y - Negative y direction\r\n\t// X - Positive x direction\r\n\t// x - Negative x direction\r\n\t// Z - Positive z direction\r\n\t// z - Negative z direction\r\n\t//\r\n\t// Source and test bed:\r\n\t// https://gist.github.com/tschw/da10c43c467ce8afd0c4\r\n\r\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\r\n\r\n\t\t// Number of texels to avoid at the edge of each square\r\n\r\n\t\tvec3 absV = abs( v );\r\n\r\n\t\t// Intersect unit cube\r\n\r\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\r\n\t\tabsV *= scaleToCube;\r\n\r\n\t\t// Apply scale to avoid seams\r\n\r\n\t\t// two texels less per square (one texel will do for NEAREST)\r\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\r\n\r\n\t\t// Unwrap\r\n\r\n\t\t// space: -1 ... 1 range for each square\r\n\t\t//\r\n\t\t// #X##\t\tdim := ( 4 , 2 )\r\n\t\t// # #\t\tcenter := ( 1 , 1 )\r\n\r\n\t\tvec2 planar = v.xy;\r\n\r\n\t\tfloat almostATexel = 1.5 * texelSizeY;\r\n\t\tfloat almostOne = 1.0 - almostATexel;\r\n\r\n\t\tif ( absV.z >= almostOne ) {\r\n\r\n\t\t\tif ( v.z > 0.0 )\r\n\t\t\t\tplanar.x = 4.0 - v.x;\r\n\r\n\t\t} else if ( absV.x >= almostOne ) {\r\n\r\n\t\t\tfloat signX = sign( v.x );\r\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\r\n\r\n\t\t} else if ( absV.y >= almostOne ) {\r\n\r\n\t\t\tfloat signY = sign( v.y );\r\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\r\n\t\t\tplanar.y = v.z * signY - 2.0;\r\n\r\n\t\t}\r\n\r\n\t\t// Transform to UV space\r\n\r\n\t\t// scale := 0.5 / dim\r\n\t\t// translate := ( center + 0.5 ) / dim\r\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\r\n\r\n\t}\r\n\r\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\r\n\r\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\r\n\r\n\t\t// for point lights, the uniform @vShadowCoord is re-purposed to hold\r\n\t\t// the vector from the light to the world-space position of the fragment.\r\n\t\tvec3 lightToPosition = shadowCoord.xyz;\r\n\r\n\t\t// dp = normalized distance from light to fragment position\r\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); // need to clamp?\r\n\t\tdp += shadowBias;\r\n\r\n\t\t// bd3D = base direction 3D\r\n\t\tvec3 bd3D = normalize( lightToPosition );\r\n\r\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\r\n\r\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\r\n\r\n\t\t\treturn (\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\r\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\r\n\t\t\t) * ( 1.0 / 9.0 );\r\n\r\n\t\t#else // no percentage-closer filtering\r\n\r\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\r\n\r\n\t\t#endif\r\n\r\n\t}\r\n\r\n#endif\r\n"; + +var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\r\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\r\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\r\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\r\n\r\n\t#endif\r\n\r\n\r\n\r\n#endif\r\n"; + +var shadowmap_vertex = "#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\r\n\r\n#endif\r\n"; + +var shadowmask_pars_fragment = "float getShadowMask() {\r\n\r\n\tfloat shadow = 1.0;\r\n\r\n\t#ifdef USE_SHADOWMAP\r\n\r\n\t#if NUM_DIR_LIGHTS > 0\r\n\r\n\tDirectionalLight directionalLight;\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\r\n\r\n\t\tdirectionalLight = directionalLights[ i ];\r\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_SPOT_LIGHTS > 0\r\n\r\n\tSpotLight spotLight;\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\r\n\r\n\t\tspotLight = spotLights[ i ];\r\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\t#if NUM_POINT_LIGHTS > 0\r\n\r\n\tPointLight pointLight;\r\n\r\n\t#pragma unroll_loop\r\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\r\n\r\n\t\tpointLight = pointLights[ i ];\r\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\r\n\r\n\t}\r\n\r\n\t#endif\r\n\r\n\r\n\r\n\t#endif\r\n\r\n\treturn shadow;\r\n\r\n}\r\n"; + +var skinbase_vertex = "#ifdef USE_SKINNING\r\n\r\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\r\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\r\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\r\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\r\n\r\n#endif"; + +var skinning_pars_vertex = "#ifdef USE_SKINNING\r\n\r\n\tuniform mat4 bindMatrix;\r\n\tuniform mat4 bindMatrixInverse;\r\n\r\n\t#ifdef BONE_TEXTURE\r\n\r\n\t\tuniform sampler2D boneTexture;\r\n\t\tuniform int boneTextureSize;\r\n\r\n\t\tmat4 getBoneMatrix( const in float i ) {\r\n\r\n\t\t\tfloat j = i * 4.0;\r\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\r\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\r\n\r\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\r\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\r\n\r\n\t\t\ty = dy * ( y + 0.5 );\r\n\r\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\r\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\r\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\r\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\r\n\r\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\r\n\r\n\t\t\treturn bone;\r\n\r\n\t\t}\r\n\r\n\t#else\r\n\r\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\r\n\r\n\t\tmat4 getBoneMatrix( const in float i ) {\r\n\r\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\r\n\t\t\treturn bone;\r\n\r\n\t\t}\r\n\r\n\t#endif\r\n\r\n#endif\r\n"; + +var skinning_vertex = "#ifdef USE_SKINNING\r\n\r\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\r\n\r\n\tvec4 skinned = vec4( 0.0 );\r\n\tskinned += boneMatX * skinVertex * skinWeight.x;\r\n\tskinned += boneMatY * skinVertex * skinWeight.y;\r\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\r\n\tskinned += boneMatW * skinVertex * skinWeight.w;\r\n\r\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\r\n\r\n#endif\r\n"; + +var skinnormal_vertex = "#ifdef USE_SKINNING\r\n\r\n\tmat4 skinMatrix = mat4( 0.0 );\r\n\tskinMatrix += skinWeight.x * boneMatX;\r\n\tskinMatrix += skinWeight.y * boneMatY;\r\n\tskinMatrix += skinWeight.z * boneMatZ;\r\n\tskinMatrix += skinWeight.w * boneMatW;\r\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\r\n\r\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\r\n\r\n#endif\r\n"; + +var specularmap_fragment = "float specularStrength;\r\n\r\n#ifdef USE_SPECULARMAP\r\n\r\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\r\n\tspecularStrength = texelSpecular.r;\r\n\r\n#else\r\n\r\n\tspecularStrength = 1.0;\r\n\r\n#endif"; + +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\r\n\r\n\tuniform sampler2D specularMap;\r\n\r\n#endif"; + +var tonemapping_fragment = "#if defined( TONE_MAPPING )\r\n\r\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\r\n\r\n#endif\r\n"; + +var tonemapping_pars_fragment = "#ifndef saturate\r\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\r\n#endif\r\n\r\nuniform float toneMappingExposure;\r\nuniform float toneMappingWhitePoint;\r\n\r\n// exposure only\r\nvec3 LinearToneMapping( vec3 color ) {\r\n\r\n\treturn toneMappingExposure * color;\r\n\r\n}\r\n\r\n// source: https://www.cs.utah.edu/~reinhard/cdrom/\r\nvec3 ReinhardToneMapping( vec3 color ) {\r\n\r\n\tcolor *= toneMappingExposure;\r\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\r\n\r\n}\r\n\r\n// source: http://filmicgames.com/archives/75\r\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\r\nvec3 Uncharted2ToneMapping( vec3 color ) {\r\n\r\n\t// John Hable's filmic operator from Uncharted 2 video game\r\n\tcolor *= toneMappingExposure;\r\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\r\n\r\n}\r\n\r\n// source: http://filmicgames.com/archives/75\r\nvec3 OptimizedCineonToneMapping( vec3 color ) {\r\n\r\n\t// optimized filmic operator by Jim Hejl and Richard Burgess-Dawson\r\n\tcolor *= toneMappingExposure;\r\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\r\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\r\n\r\n}\r\n"; + +var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\r\n\r\n\tvarying vec2 vUv;\r\n\r\n#endif"; + +var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\r\n\r\n\tvarying vec2 vUv;\r\n\tuniform mat3 uvTransform;\r\n\r\n#endif\r\n"; + +var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\r\n\r\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\r\n\r\n#endif"; + +var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\r\n\r\n\tvarying vec2 vUv2;\r\n\r\n#endif"; + +var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\r\n\r\n\tattribute vec2 uv2;\r\n\tvarying vec2 vUv2;\r\n\r\n#endif"; + +var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\r\n\r\n\tvUv2 = uv2;\r\n\r\n#endif"; + +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\r\n\r\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\r\n\r\n#endif\r\n"; + +var cube_frag = "uniform samplerCube tCube;\r\nuniform float tFlip;\r\nuniform float opacity;\r\n\r\nvarying vec3 vWorldPosition;\r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\r\n\tgl_FragColor.a *= opacity;\r\n\r\n}\r\n"; + +var cube_vert = "varying vec3 vWorldPosition;\r\n\r\n#include \r\n\r\nvoid main() {\r\n\r\n\tvWorldPosition = transformDirection( position, modelMatrix );\r\n\r\n\t#include \r\n\t#include \r\n\r\n\tgl_Position.z = gl_Position.w; // set z to camera.far\r\n\r\n}\r\n"; + +var depth_frag = "#if DEPTH_PACKING == 3200\r\n\r\n\tuniform float opacity;\r\n\r\n#endif\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tvec4 diffuseColor = vec4( 1.0 );\r\n\r\n\t#if DEPTH_PACKING == 3200\r\n\r\n\t\tdiffuseColor.a = opacity;\r\n\r\n\t#endif\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#include \r\n\r\n\t#if DEPTH_PACKING == 3200\r\n\r\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\r\n\r\n\t#elif DEPTH_PACKING == 3201\r\n\r\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\r\n\r\n\t#endif\r\n\r\n}\r\n"; + +var depth_vert = "#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\t#include \r\n\r\n\t#ifdef USE_DISPLACEMENTMAP\r\n\r\n\t\t#include \r\n\t\t#include \r\n\t\t#include \r\n\r\n\t#endif\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var distanceRGBA_frag = "#define DISTANCE\r\n\r\nuniform vec3 referencePosition;\r\nuniform float nearDistance;\r\nuniform float farDistance;\r\nvarying vec3 vWorldPosition;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main () {\r\n\r\n\t#include \r\n\r\n\tvec4 diffuseColor = vec4( 1.0 );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\tfloat dist = length( vWorldPosition - referencePosition );\r\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\r\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\r\n\r\n\tgl_FragColor = packDepthToRGBA( dist );\r\n\r\n}\r\n"; + +var distanceRGBA_vert = "#define DISTANCE\r\n\r\nvarying vec3 vWorldPosition;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\t#include \r\n\r\n\t#ifdef USE_DISPLACEMENTMAP\r\n\r\n\t\t#include \r\n\t\t#include \r\n\t\t#include \r\n\r\n\t#endif\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\tvWorldPosition = worldPosition.xyz;\r\n\r\n}\r\n"; + +var equirect_frag = "uniform sampler2D tEquirect;\r\n\r\nvarying vec3 vWorldPosition;\r\n\r\n#include \r\n\r\nvoid main() {\r\n\r\n\tvec3 direction = normalize( vWorldPosition );\r\n\r\n\tvec2 sampleUV;\r\n\r\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\r\n\r\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\r\n\r\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\r\n\r\n}\r\n"; + +var equirect_vert = "varying vec3 vWorldPosition;\r\n\r\n#include \r\n\r\nvoid main() {\r\n\r\n\tvWorldPosition = transformDirection( position, modelMatrix );\r\n\r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var linedashed_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\nuniform float dashSize;\r\nuniform float totalSize;\r\n\r\nvarying float vLineDistance;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\r\n\r\n\t\tdiscard;\r\n\r\n\t}\r\n\r\n\tvec3 outgoingLight = vec3( 0.0 );\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include \r\n\t#include \r\n\r\n\toutgoingLight = diffuseColor.rgb; // simple shader\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var linedashed_vert = "uniform float scale;\r\nattribute float lineDistance;\r\n\r\nvarying float vLineDistance;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tvLineDistance = scale * lineDistance;\r\n\r\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\r\n\tgl_Position = projectionMatrix * mvPosition;\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var meshbasic_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\r\n\t// accumulation (baked indirect lighting only)\r\n\t#ifdef USE_LIGHTMAP\r\n\r\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\r\n\r\n\t#else\r\n\r\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\r\n\r\n\t#endif\r\n\r\n\t// modulation\r\n\t#include \r\n\r\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\r\n\r\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\r\n\r\n\t#include \r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var meshbasic_vert = "#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#ifdef USE_ENVMAP\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#endif\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var meshlambert_frag = "uniform vec3 diffuse;\r\nuniform vec3 emissive;\r\nuniform float opacity;\r\n\r\nvarying vec3 vLightFront;\r\n\r\n#ifdef DOUBLE_SIDED\r\n\r\n\tvarying vec3 vLightBack;\r\n\r\n#endif\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\tvec3 totalEmissiveRadiance = emissive;\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t// accumulation\r\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\r\n\r\n\t#include \r\n\r\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\r\n\r\n\t#ifdef DOUBLE_SIDED\r\n\r\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\r\n\r\n\t#else\r\n\r\n\t\treflectedLight.directDiffuse = vLightFront;\r\n\r\n\t#endif\r\n\r\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\r\n\r\n\t// modulation\r\n\t#include \r\n\r\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\r\n\r\n\t#include \r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var meshlambert_vert = "#define LAMBERT\r\n\r\nvarying vec3 vLightFront;\r\n\r\n#ifdef DOUBLE_SIDED\r\n\r\n\tvarying vec3 vLightBack;\r\n\r\n#endif\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var meshphong_frag = "#define PHONG\r\n\r\nuniform vec3 diffuse;\r\nuniform vec3 emissive;\r\nuniform vec3 specular;\r\nuniform float shininess;\r\nuniform float opacity;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\tvec3 totalEmissiveRadiance = emissive;\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t// accumulation\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t// modulation\r\n\t#include \r\n\r\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\r\n\r\n\t#include \r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var meshphong_vert = "#define PHONG\r\n\r\nvarying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\r\n\r\n\tvNormal = normalize( transformedNormal );\r\n\r\n#endif\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\tvViewPosition = - mvPosition.xyz;\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var meshphysical_frag = "#define PHYSICAL\r\n\r\nuniform vec3 diffuse;\r\nuniform vec3 emissive;\r\nuniform float roughness;\r\nuniform float metalness;\r\nuniform float opacity;\r\n\r\n#ifndef STANDARD\r\n\tuniform float clearCoat;\r\n\tuniform float clearCoatRoughness;\r\n#endif\r\n\r\nvarying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\r\n\tvec3 totalEmissiveRadiance = emissive;\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t// accumulation\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t// modulation\r\n\t#include \r\n\r\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var meshphysical_vert = "#define PHYSICAL\r\n\r\nvarying vec3 vViewPosition;\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\r\n\r\n\tvNormal = normalize( transformedNormal );\r\n\r\n#endif\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\tvViewPosition = - mvPosition.xyz;\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var normal_frag = "#define NORMAL\r\n\r\nuniform float opacity;\r\n\r\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\r\n\r\n\tvarying vec3 vViewPosition;\r\n\r\n#endif\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\r\n\r\n}\r\n"; + +var normal_vert = "#define NORMAL\r\n\r\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\r\n\r\n\tvarying vec3 vViewPosition;\r\n\r\n#endif\r\n\r\n#ifndef FLAT_SHADED\r\n\r\n\tvarying vec3 vNormal;\r\n\r\n#endif\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED\r\n\r\n\tvNormal = normalize( transformedNormal );\r\n\r\n#endif\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\r\n\r\n\tvViewPosition = - mvPosition.xyz;\r\n\r\n#endif\r\n\r\n}\r\n"; + +var points_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tvec3 outgoingLight = vec3( 0.0 );\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\toutgoingLight = diffuseColor.rgb;\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var points_vert = "uniform float size;\r\nuniform float scale;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\t#ifdef USE_SIZEATTENUATION\r\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\r\n\t#else\r\n\t\tgl_PointSize = size;\r\n\t#endif\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var shadow_frag = "uniform vec3 color;\r\nuniform float opacity;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\r\n\r\n\t#include \r\n\r\n}\r\n"; + +var shadow_vert = "#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var sprite_frag = "uniform vec3 diffuse;\r\nuniform float opacity;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tvec3 outgoingLight = vec3( 0.0 );\r\n\tvec4 diffuseColor = vec4( diffuse, opacity );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n\toutgoingLight = diffuseColor.rgb;\r\n\r\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var sprite_vert = "uniform float rotation;\r\nuniform vec2 center;\r\n\r\n#include \r\n#include \r\n#include \r\n#include \r\n#include \r\n\r\nvoid main() {\r\n\r\n\t#include \r\n\r\n\tvec2 scale;\r\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\r\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\r\n\r\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\r\n\r\n\tvec2 rotatedPosition;\r\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\r\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\r\n\r\n\tvec4 mvPosition;\r\n\r\n\tmvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\r\n\tmvPosition.xy += rotatedPosition;\r\n\r\n\tgl_Position = projectionMatrix * mvPosition;\r\n\r\n\t#include \r\n\t#include \r\n\t#include \r\n\r\n}\r\n"; + +var ShaderChunk = { alphamap_fragment: alphamap_fragment, alphamap_pars_fragment: alphamap_pars_fragment, alphatest_fragment: alphatest_fragment, @@ -233,3 +346,6 @@ export var ShaderChunk = { sprite_frag: sprite_frag, sprite_vert: sprite_vert }; + +export { ShaderChunk }; +//# sourceMappingURL=data:application/json;charset=utf-8;base64,{"version":3,"file":"ShaderChunk.js","sources":["ShaderChunkSrc.js"],"sourcesContent":["import alphamap_fragment from './ShaderChunk/alphamap_fragment.glsl';\r\nimport alphamap_pars_fragment from './ShaderChunk/alphamap_pars_fragment.glsl';\r\nimport alphatest_fragment from './ShaderChunk/alphatest_fragment.glsl';\r\nimport aomap_fragment from './ShaderChunk/aomap_fragment.glsl';\r\nimport aomap_pars_fragment from './ShaderChunk/aomap_pars_fragment.glsl';\r\nimport begin_vertex from './ShaderChunk/begin_vertex.glsl';\r\nimport beginnormal_vertex from './ShaderChunk/beginnormal_vertex.glsl';\r\nimport bsdfs from './ShaderChunk/bsdfs.glsl';\r\nimport bumpmap_pars_fragment from './ShaderChunk/bumpmap_pars_fragment.glsl';\r\nimport clipping_planes_fragment from './ShaderChunk/clipping_planes_fragment.glsl';\r\nimport clipping_planes_pars_fragment from './ShaderChunk/clipping_planes_pars_fragment.glsl';\r\nimport clipping_planes_pars_vertex from './ShaderChunk/clipping_planes_pars_vertex.glsl';\r\nimport clipping_planes_vertex from './ShaderChunk/clipping_planes_vertex.glsl';\r\nimport color_fragment from './ShaderChunk/color_fragment.glsl';\r\nimport color_pars_fragment from './ShaderChunk/color_pars_fragment.glsl';\r\nimport color_pars_vertex from './ShaderChunk/color_pars_vertex.glsl';\r\nimport color_vertex from './ShaderChunk/color_vertex.glsl';\r\nimport common from './ShaderChunk/common.glsl';\r\nimport cube_uv_reflection_fragment from './ShaderChunk/cube_uv_reflection_fragment.glsl';\r\nimport defaultnormal_vertex from './ShaderChunk/defaultnormal_vertex.glsl';\r\nimport displacementmap_pars_vertex from './ShaderChunk/displacementmap_pars_vertex.glsl';\r\nimport displacementmap_vertex from './ShaderChunk/displacementmap_vertex.glsl';\r\nimport emissivemap_fragment from './ShaderChunk/emissivemap_fragment.glsl';\r\nimport emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.glsl';\r\nimport encodings_fragment from './ShaderChunk/encodings_fragment.glsl';\r\nimport encodings_pars_fragment from './ShaderChunk/encodings_pars_fragment.glsl';\r\nimport envmap_fragment from './ShaderChunk/envmap_fragment.glsl';\r\nimport envmap_pars_fragment from './ShaderChunk/envmap_pars_fragment.glsl';\r\nimport envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl';\r\nimport envmap_vertex from './ShaderChunk/envmap_vertex.glsl';\r\nimport fog_vertex from './ShaderChunk/fog_vertex.glsl';\r\nimport fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl';\r\nimport fog_fragment from './ShaderChunk/fog_fragment.glsl';\r\nimport fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl';\r\nimport gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl';\r\nimport lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl';\r\nimport lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl';\r\nimport lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl';\r\nimport lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl';\r\nimport envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl';\r\nimport lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl';\r\nimport lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl';\r\nimport lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl';\r\nimport lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl';\r\nimport lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl';\r\nimport lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl';\r\nimport lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl';\r\nimport logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl';\r\nimport logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl';\r\nimport logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl';\r\nimport logdepthbuf_vertex from './ShaderChunk/logdepthbuf_vertex.glsl';\r\nimport map_fragment from './ShaderChunk/map_fragment.glsl';\r\nimport map_pars_fragment from './ShaderChunk/map_pars_fragment.glsl';\r\nimport map_particle_fragment from './ShaderChunk/map_particle_fragment.glsl';\r\nimport map_particle_pars_fragment from './ShaderChunk/map_particle_pars_fragment.glsl';\r\nimport metalnessmap_fragment from './ShaderChunk/metalnessmap_fragment.glsl';\r\nimport metalnessmap_pars_fragment from './ShaderChunk/metalnessmap_pars_fragment.glsl';\r\nimport morphnormal_vertex from './ShaderChunk/morphnormal_vertex.glsl';\r\nimport morphtarget_pars_vertex from './ShaderChunk/morphtarget_pars_vertex.glsl';\r\nimport morphtarget_vertex from './ShaderChunk/morphtarget_vertex.glsl';\r\nimport normal_fragment_begin from './ShaderChunk/normal_fragment_begin.glsl';\r\nimport normal_fragment_maps from './ShaderChunk/normal_fragment_maps.glsl';\r\nimport normalmap_pars_fragment from './ShaderChunk/normalmap_pars_fragment.glsl';\r\nimport packing from './ShaderChunk/packing.glsl';\r\nimport premultiplied_alpha_fragment from './ShaderChunk/premultiplied_alpha_fragment.glsl';\r\nimport project_vertex from './ShaderChunk/project_vertex.glsl';\r\nimport dithering_fragment from './ShaderChunk/dithering_fragment.glsl';\r\nimport dithering_pars_fragment from './ShaderChunk/dithering_pars_fragment.glsl';\r\nimport roughnessmap_fragment from './ShaderChunk/roughnessmap_fragment.glsl';\r\nimport roughnessmap_pars_fragment from './ShaderChunk/roughnessmap_pars_fragment.glsl';\r\nimport shadowmap_pars_fragment from './ShaderChunk/shadowmap_pars_fragment.glsl';\r\nimport shadowmap_pars_vertex from './ShaderChunk/shadowmap_pars_vertex.glsl';\r\nimport shadowmap_vertex from './ShaderChunk/shadowmap_vertex.glsl';\r\nimport shadowmask_pars_fragment from './ShaderChunk/shadowmask_pars_fragment.glsl';\r\nimport skinbase_vertex from './ShaderChunk/skinbase_vertex.glsl';\r\nimport skinning_pars_vertex from './ShaderChunk/skinning_pars_vertex.glsl';\r\nimport skinning_vertex from './ShaderChunk/skinning_vertex.glsl';\r\nimport skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl';\r\nimport specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl';\r\nimport specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl';\r\nimport tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl';\r\nimport tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl';\r\nimport uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl';\r\nimport uv_pars_vertex from './ShaderChunk/uv_pars_vertex.glsl';\r\nimport uv_vertex from './ShaderChunk/uv_vertex.glsl';\r\nimport uv2_pars_fragment from './ShaderChunk/uv2_pars_fragment.glsl';\r\nimport uv2_pars_vertex from './ShaderChunk/uv2_pars_vertex.glsl';\r\nimport uv2_vertex from './ShaderChunk/uv2_vertex.glsl';\r\nimport worldpos_vertex from './ShaderChunk/worldpos_vertex.glsl';\r\n\r\nimport cube_frag from './ShaderLib/cube_frag.glsl';\r\nimport cube_vert from './ShaderLib/cube_vert.glsl';\r\nimport depth_frag from './ShaderLib/depth_frag.glsl';\r\nimport depth_vert from './ShaderLib/depth_vert.glsl';\r\nimport distanceRGBA_frag from './ShaderLib/distanceRGBA_frag.glsl';\r\nimport distanceRGBA_vert from './ShaderLib/distanceRGBA_vert.glsl';\r\nimport equirect_frag from './ShaderLib/equirect_frag.glsl';\r\nimport equirect_vert from './ShaderLib/equirect_vert.glsl';\r\nimport linedashed_frag from './ShaderLib/linedashed_frag.glsl';\r\nimport linedashed_vert from './ShaderLib/linedashed_vert.glsl';\r\nimport meshbasic_frag from './ShaderLib/meshbasic_frag.glsl';\r\nimport meshbasic_vert from './ShaderLib/meshbasic_vert.glsl';\r\nimport meshlambert_frag from './ShaderLib/meshlambert_frag.glsl';\r\nimport meshlambert_vert from './ShaderLib/meshlambert_vert.glsl';\r\nimport meshphong_frag from './ShaderLib/meshphong_frag.glsl';\r\nimport meshphong_vert from './ShaderLib/meshphong_vert.glsl';\r\nimport meshphysical_frag from './ShaderLib/meshphysical_frag.glsl';\r\nimport meshphysical_vert from './ShaderLib/meshphysical_vert.glsl';\r\nimport normal_frag from './ShaderLib/normal_frag.glsl';\r\nimport normal_vert from './ShaderLib/normal_vert.glsl';\r\nimport points_frag from './ShaderLib/points_frag.glsl';\r\nimport points_vert from './ShaderLib/points_vert.glsl';\r\nimport shadow_frag from './ShaderLib/shadow_frag.glsl';\r\nimport shadow_vert from './ShaderLib/shadow_vert.glsl';\r\nimport sprite_frag from './ShaderLib/sprite_frag.glsl';\r\nimport sprite_vert from './ShaderLib/sprite_vert.glsl';\r\n\r\nexport var ShaderChunk = {\r\n\talphamap_fragment: alphamap_fragment,\r\n\talphamap_pars_fragment: alphamap_pars_fragment,\r\n\talphatest_fragment: alphatest_fragment,\r\n\taomap_fragment: aomap_fragment,\r\n\taomap_pars_fragment: aomap_pars_fragment,\r\n\tbegin_vertex: begin_vertex,\r\n\tbeginnormal_vertex: beginnormal_vertex,\r\n\tbsdfs: bsdfs,\r\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\r\n\tclipping_planes_fragment: clipping_planes_fragment,\r\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\r\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\r\n\tclipping_planes_vertex: clipping_planes_vertex,\r\n\tcolor_fragment: color_fragment,\r\n\tcolor_pars_fragment: color_pars_fragment,\r\n\tcolor_pars_vertex: color_pars_vertex,\r\n\tcolor_vertex: color_vertex,\r\n\tcommon: common,\r\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\r\n\tdefaultnormal_vertex: defaultnormal_vertex,\r\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\r\n\tdisplacementmap_vertex: displacementmap_vertex,\r\n\temissivemap_fragment: emissivemap_fragment,\r\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\r\n\tencodings_fragment: encodings_fragment,\r\n\tencodings_pars_fragment: encodings_pars_fragment,\r\n\tenvmap_fragment: envmap_fragment,\r\n\tenvmap_pars_fragment: envmap_pars_fragment,\r\n\tenvmap_pars_vertex: envmap_pars_vertex,\r\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\r\n\tenvmap_vertex: envmap_vertex,\r\n\tfog_vertex: fog_vertex,\r\n\tfog_pars_vertex: fog_pars_vertex,\r\n\tfog_fragment: fog_fragment,\r\n\tfog_pars_fragment: fog_pars_fragment,\r\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\r\n\tlightmap_fragment: lightmap_fragment,\r\n\tlightmap_pars_fragment: lightmap_pars_fragment,\r\n\tlights_lambert_vertex: lights_lambert_vertex,\r\n\tlights_pars_begin: lights_pars_begin,\r\n\tlights_phong_fragment: lights_phong_fragment,\r\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\r\n\tlights_physical_fragment: lights_physical_fragment,\r\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\r\n\tlights_fragment_begin: lights_fragment_begin,\r\n\tlights_fragment_maps: lights_fragment_maps,\r\n\tlights_fragment_end: lights_fragment_end,\r\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\r\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\r\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\r\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\r\n\tmap_fragment: map_fragment,\r\n\tmap_pars_fragment: map_pars_fragment,\r\n\tmap_particle_fragment: map_particle_fragment,\r\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\r\n\tmetalnessmap_fragment: metalnessmap_fragment,\r\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\r\n\tmorphnormal_vertex: morphnormal_vertex,\r\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\r\n\tmorphtarget_vertex: morphtarget_vertex,\r\n\tnormal_fragment_begin: normal_fragment_begin,\r\n\tnormal_fragment_maps: normal_fragment_maps,\r\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\r\n\tpacking: packing,\r\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\r\n\tproject_vertex: project_vertex,\r\n\tdithering_fragment: dithering_fragment,\r\n\tdithering_pars_fragment: dithering_pars_fragment,\r\n\troughnessmap_fragment: roughnessmap_fragment,\r\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\r\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\r\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\r\n\tshadowmap_vertex: shadowmap_vertex,\r\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\r\n\tskinbase_vertex: skinbase_vertex,\r\n\tskinning_pars_vertex: skinning_pars_vertex,\r\n\tskinning_vertex: skinning_vertex,\r\n\tskinnormal_vertex: skinnormal_vertex,\r\n\tspecularmap_fragment: specularmap_fragment,\r\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\r\n\ttonemapping_fragment: tonemapping_fragment,\r\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\r\n\tuv_pars_fragment: uv_pars_fragment,\r\n\tuv_pars_vertex: uv_pars_vertex,\r\n\tuv_vertex: uv_vertex,\r\n\tuv2_pars_fragment: uv2_pars_fragment,\r\n\tuv2_pars_vertex: uv2_pars_vertex,\r\n\tuv2_vertex: uv2_vertex,\r\n\tworldpos_vertex: worldpos_vertex,\r\n\r\n\tcube_frag: cube_frag,\r\n\tcube_vert: cube_vert,\r\n\tdepth_frag: depth_frag,\r\n\tdepth_vert: depth_vert,\r\n\tdistanceRGBA_frag: distanceRGBA_frag,\r\n\tdistanceRGBA_vert: distanceRGBA_vert,\r\n\tequirect_frag: equirect_frag,\r\n\tequirect_vert: equirect_vert,\r\n\tlinedashed_frag: linedashed_frag,\r\n\tlinedashed_vert: linedashed_vert,\r\n\tmeshbasic_frag: meshbasic_frag,\r\n\tmeshbasic_vert: 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diff --git a/src/renderers/shaders/ShaderChunkSrc.js b/src/renderers/shaders/ShaderChunkSrc.js new file mode 100644 index 00000000000000..a07b23f8b9e88f --- /dev/null +++ b/src/renderers/shaders/ShaderChunkSrc.js @@ -0,0 +1,235 @@ +import alphamap_fragment from './ShaderChunk/alphamap_fragment.glsl'; +import alphamap_pars_fragment from './ShaderChunk/alphamap_pars_fragment.glsl'; +import alphatest_fragment from './ShaderChunk/alphatest_fragment.glsl'; +import aomap_fragment from './ShaderChunk/aomap_fragment.glsl'; +import aomap_pars_fragment from './ShaderChunk/aomap_pars_fragment.glsl'; +import begin_vertex from './ShaderChunk/begin_vertex.glsl'; +import beginnormal_vertex from './ShaderChunk/beginnormal_vertex.glsl'; +import bsdfs from './ShaderChunk/bsdfs.glsl'; +import bumpmap_pars_fragment from './ShaderChunk/bumpmap_pars_fragment.glsl'; +import clipping_planes_fragment from './ShaderChunk/clipping_planes_fragment.glsl'; +import clipping_planes_pars_fragment from './ShaderChunk/clipping_planes_pars_fragment.glsl'; +import clipping_planes_pars_vertex from './ShaderChunk/clipping_planes_pars_vertex.glsl'; +import clipping_planes_vertex from './ShaderChunk/clipping_planes_vertex.glsl'; +import color_fragment from './ShaderChunk/color_fragment.glsl'; +import color_pars_fragment from './ShaderChunk/color_pars_fragment.glsl'; +import color_pars_vertex from './ShaderChunk/color_pars_vertex.glsl'; +import color_vertex from './ShaderChunk/color_vertex.glsl'; +import common from './ShaderChunk/common.glsl'; +import cube_uv_reflection_fragment from './ShaderChunk/cube_uv_reflection_fragment.glsl'; +import defaultnormal_vertex from './ShaderChunk/defaultnormal_vertex.glsl'; +import displacementmap_pars_vertex from './ShaderChunk/displacementmap_pars_vertex.glsl'; +import displacementmap_vertex from './ShaderChunk/displacementmap_vertex.glsl'; +import emissivemap_fragment from './ShaderChunk/emissivemap_fragment.glsl'; +import emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.glsl'; +import encodings_fragment from './ShaderChunk/encodings_fragment.glsl'; +import encodings_pars_fragment from './ShaderChunk/encodings_pars_fragment.glsl'; +import envmap_fragment from './ShaderChunk/envmap_fragment.glsl'; +import envmap_pars_fragment from './ShaderChunk/envmap_pars_fragment.glsl'; +import envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl'; +import envmap_vertex from './ShaderChunk/envmap_vertex.glsl'; +import fog_vertex from './ShaderChunk/fog_vertex.glsl'; +import fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl'; +import fog_fragment from './ShaderChunk/fog_fragment.glsl'; +import fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl'; +import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl'; +import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl'; +import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl'; +import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl'; +import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl'; +import envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl'; +import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl'; +import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl'; +import lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl'; +import lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl'; +import lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl'; +import lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl'; +import lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl'; +import logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl'; +import logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl'; +import logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl'; +import logdepthbuf_vertex from './ShaderChunk/logdepthbuf_vertex.glsl'; +import map_fragment from './ShaderChunk/map_fragment.glsl'; +import map_pars_fragment from './ShaderChunk/map_pars_fragment.glsl'; +import map_particle_fragment from './ShaderChunk/map_particle_fragment.glsl'; +import map_particle_pars_fragment from './ShaderChunk/map_particle_pars_fragment.glsl'; +import metalnessmap_fragment from './ShaderChunk/metalnessmap_fragment.glsl'; +import metalnessmap_pars_fragment from './ShaderChunk/metalnessmap_pars_fragment.glsl'; +import morphnormal_vertex from './ShaderChunk/morphnormal_vertex.glsl'; +import morphtarget_pars_vertex from './ShaderChunk/morphtarget_pars_vertex.glsl'; +import morphtarget_vertex from './ShaderChunk/morphtarget_vertex.glsl'; +import normal_fragment_begin from './ShaderChunk/normal_fragment_begin.glsl'; +import normal_fragment_maps from './ShaderChunk/normal_fragment_maps.glsl'; +import normalmap_pars_fragment from './ShaderChunk/normalmap_pars_fragment.glsl'; +import packing from './ShaderChunk/packing.glsl'; +import premultiplied_alpha_fragment from './ShaderChunk/premultiplied_alpha_fragment.glsl'; +import project_vertex from './ShaderChunk/project_vertex.glsl'; +import dithering_fragment from './ShaderChunk/dithering_fragment.glsl'; +import dithering_pars_fragment from './ShaderChunk/dithering_pars_fragment.glsl'; +import roughnessmap_fragment from './ShaderChunk/roughnessmap_fragment.glsl'; +import roughnessmap_pars_fragment from './ShaderChunk/roughnessmap_pars_fragment.glsl'; +import shadowmap_pars_fragment from './ShaderChunk/shadowmap_pars_fragment.glsl'; +import shadowmap_pars_vertex from './ShaderChunk/shadowmap_pars_vertex.glsl'; +import shadowmap_vertex from './ShaderChunk/shadowmap_vertex.glsl'; +import shadowmask_pars_fragment from './ShaderChunk/shadowmask_pars_fragment.glsl'; +import skinbase_vertex from './ShaderChunk/skinbase_vertex.glsl'; +import skinning_pars_vertex from './ShaderChunk/skinning_pars_vertex.glsl'; +import skinning_vertex from './ShaderChunk/skinning_vertex.glsl'; +import skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl'; +import specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl'; +import specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl'; +import tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl'; +import tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl'; +import uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl'; +import uv_pars_vertex from './ShaderChunk/uv_pars_vertex.glsl'; +import uv_vertex from './ShaderChunk/uv_vertex.glsl'; +import uv2_pars_fragment from './ShaderChunk/uv2_pars_fragment.glsl'; +import uv2_pars_vertex from './ShaderChunk/uv2_pars_vertex.glsl'; +import uv2_vertex from './ShaderChunk/uv2_vertex.glsl'; +import worldpos_vertex from './ShaderChunk/worldpos_vertex.glsl'; + +import cube_frag from './ShaderLib/cube_frag.glsl'; +import cube_vert from './ShaderLib/cube_vert.glsl'; +import depth_frag from './ShaderLib/depth_frag.glsl'; +import depth_vert from './ShaderLib/depth_vert.glsl'; +import distanceRGBA_frag from './ShaderLib/distanceRGBA_frag.glsl'; +import distanceRGBA_vert from './ShaderLib/distanceRGBA_vert.glsl'; +import equirect_frag from './ShaderLib/equirect_frag.glsl'; +import equirect_vert from './ShaderLib/equirect_vert.glsl'; +import linedashed_frag from './ShaderLib/linedashed_frag.glsl'; +import linedashed_vert from './ShaderLib/linedashed_vert.glsl'; +import meshbasic_frag from './ShaderLib/meshbasic_frag.glsl'; +import meshbasic_vert from './ShaderLib/meshbasic_vert.glsl'; +import meshlambert_frag from './ShaderLib/meshlambert_frag.glsl'; +import meshlambert_vert from './ShaderLib/meshlambert_vert.glsl'; +import meshphong_frag from './ShaderLib/meshphong_frag.glsl'; +import meshphong_vert from './ShaderLib/meshphong_vert.glsl'; +import meshphysical_frag from './ShaderLib/meshphysical_frag.glsl'; +import meshphysical_vert from './ShaderLib/meshphysical_vert.glsl'; +import normal_frag from './ShaderLib/normal_frag.glsl'; +import normal_vert from './ShaderLib/normal_vert.glsl'; +import points_frag from './ShaderLib/points_frag.glsl'; +import points_vert from './ShaderLib/points_vert.glsl'; +import shadow_frag from './ShaderLib/shadow_frag.glsl'; +import shadow_vert from './ShaderLib/shadow_vert.glsl'; +import sprite_frag from './ShaderLib/sprite_frag.glsl'; +import sprite_vert from './ShaderLib/sprite_vert.glsl'; + +export var ShaderChunk = { + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + encodings_fragment: encodings_fragment, + encodings_pars_fragment: encodings_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_vertex: lights_lambert_vertex, + lights_pars_begin: lights_pars_begin, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normalmap_pars_fragment: normalmap_pars_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + uv2_pars_fragment: uv2_pars_fragment, + uv2_pars_vertex: uv2_pars_vertex, + uv2_vertex: uv2_vertex, + worldpos_vertex: worldpos_vertex, + + cube_frag: cube_frag, + cube_vert: cube_vert, + depth_frag: depth_frag, + depth_vert: depth_vert, + distanceRGBA_frag: distanceRGBA_frag, + distanceRGBA_vert: distanceRGBA_vert, + equirect_frag: equirect_frag, + equirect_vert: equirect_vert, + linedashed_frag: linedashed_frag, + linedashed_vert: linedashed_vert, + meshbasic_frag: meshbasic_frag, + meshbasic_vert: meshbasic_vert, + meshlambert_frag: meshlambert_frag, + meshlambert_vert: meshlambert_vert, + meshphong_frag: meshphong_frag, + meshphong_vert: meshphong_vert, + meshphysical_frag: meshphysical_frag, + meshphysical_vert: meshphysical_vert, + normal_frag: normal_frag, + normal_vert: normal_vert, + points_frag: points_frag, + points_vert: points_vert, + shadow_frag: shadow_frag, + shadow_vert: shadow_vert, + sprite_frag: sprite_frag, + sprite_vert: sprite_vert +};