A continuation of q-cwjcrhry.js. The complete source identity, every recorded occurrence, and linked equations are on its first page.
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#endif
#endif`,vp=`#ifdef USE_MORPHTARGETS
transformed *= morphTargetBaseInfluence;
#ifdef MORPHTARGETS_TEXTURE
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];
}
#else
transformed += morphTarget0 * morphTargetInfluences[ 0 ];
transformed += morphTarget1 * morphTargetInfluences[ 1 ];
transformed += morphTarget2 * morphTargetInfluences[ 2 ];
transformed += morphTarget3 * morphTargetInfluences[ 3 ];
#ifndef USE_MORPHNORMALS
transformed += morphTarget4 * morphTargetInfluences[ 4 ];
transformed += morphTarget5 * morphTargetInfluences[ 5 ];
transformed += morphTarget6 * morphTargetInfluences[ 6 ];
transformed += morphTarget7 * morphTargetInfluences[ 7 ];
#endif
#endif
#endif`,yp=`float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;
#ifdef FLAT_SHADED
vec3 fdx = dFdx( vViewPosition );
vec3 fdy = dFdy( vViewPosition );
vec3 normal = normalize( cross( fdx, fdy ) );
#else
vec3 normal = normalize( vNormal );
#ifdef DOUBLE_SIDED
normal *= faceDirection;
#endif
#endif
#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )
#ifdef USE_TANGENT
mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
#else
mat3 tbn = getTangentFrame( - vViewPosition, normal,
#if defined( USE_NORMALMAP )
vNormalMapUv
#elif defined( USE_CLEARCOAT_NORMALMAP )
vClearcoatNormalMapUv
#else
vUv
#endif
);
#endif
#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )
tbn[0] *= faceDirection;
tbn[1] *= faceDirection;
#endif
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
#ifdef USE_TANGENT
mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );
#else
mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );
#endif
#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )
tbn2[0] *= faceDirection;
tbn2[1] *= faceDirection;
#endif
#endif
vec3 nonPerturbedNormal = normal;`,Mp=`#ifdef USE_NORMALMAP_OBJECTSPACE
normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
#ifdef FLIP_SIDED
normal = - normal;
#endif
#ifdef DOUBLE_SIDED
normal = normal * faceDirection;
#endif
normal = normalize( normalMatrix * normal );
#elif defined( USE_NORMALMAP_TANGENTSPACE )
vec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;
mapN.xy *= normalScale;
normal = normalize( tbn * mapN );
#elif defined( USE_BUMPMAP )
normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );
#endif`,Sp=`#ifndef FLAT_SHADED
varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
#endif`,bp=`#ifndef FLAT_SHADED
varying vec3 vNormal;
#ifdef USE_TANGENT
varying vec3 vTangent;
varying vec3 vBitangent;
#endif
#endif`,Ep=`#ifndef FLAT_SHADED
vNormal = normalize( transformedNormal );
#ifdef USE_TANGENT
vTangent = normalize( transformedTangent );
vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );
#endif
#endif`,Ap=`#ifdef USE_NORMALMAP
uniform sampler2D normalMap;
uniform vec2 normalScale;
#endif
#ifdef USE_NORMALMAP_OBJECTSPACE
uniform mat3 normalMatrix;
#endif
#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )
mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {
vec3 q0 = dFdx( eye_pos.xyz );
vec3 q1 = dFdy( eye_pos.xyz );
vec2 st0 = dFdx( uv.st );
vec2 st1 = dFdy( uv.st );
vec3 N = surf_norm;
vec3 q1perp = cross( q1, N );
vec3 q0perp = cross( N, q0 );
vec3 T = q1perp * st0.x + q0perp * st1.x;
vec3 B = q1perp * st0.y + q0perp * st1.y;
float det = max( dot( T, T ), dot( B, B ) );
float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );
return mat3( T * scale, B * scale, N );
}
#endif`,Tp=`#ifdef USE_CLEARCOAT
vec3 clearcoatNormal = nonPerturbedNormal;
#endif`,wp=`#ifdef USE_CLEARCOAT_NORMALMAP
vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;
clearcoatMapN.xy *= clearcoatNormalScale;
clearcoatNormal = normalize( tbn2 * clearcoatMapN );
#endif`,Rp=`#ifdef USE_CLEARCOATMAP
uniform sampler2D clearcoatMap;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
uniform sampler2D clearcoatNormalMap;
uniform vec2 clearcoatNormalScale;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
uniform sampler2D clearcoatRoughnessMap;
#endif`,Cp=`#ifdef USE_IRIDESCENCEMAP
uniform sampler2D iridescenceMap;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
uniform sampler2D iridescenceThicknessMap;
#endif`,Pp=`#ifdef OPAQUE
diffuseColor.a = 1.0;
#endif
#ifdef USE_TRANSMISSION
diffuseColor.a *= material.transmissionAlpha;
#endif
gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,Lp=`vec3 packNormalToRGB( const in vec3 normal ) {
return normalize( normal ) * 0.5 + 0.5;
}
vec3 unpackRGBToNormal( const in vec3 rgb ) {
return 2.0 * rgb.xyz - 1.0;
}
const float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;
const vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );
const vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );
const float ShiftRight8 = 1. / 256.;
vec4 packDepthToRGBA( const in float v ) {
vec4 r = vec4( fract( v * PackFactors ), v );
r.yzw -= r.xyz * ShiftRight8; return r * PackUpscale;
}
float unpackRGBAToDepth( const in vec4 v ) {
return dot( v, UnpackFactors );
}
vec2 packDepthToRG( in highp float v ) {
return packDepthToRGBA( v ).yx;
}
float unpackRGToDepth( const in highp vec2 v ) {
return unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );
}
vec4 pack2HalfToRGBA( vec2 v ) {
vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );
return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );
}
vec2 unpackRGBATo2Half( vec4 v ) {
return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );
}
float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
return ( viewZ + near ) / ( near - far );
}
float orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {
return depth * ( near - far ) - near;
}
float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {
return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );
}
float perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {
return ( near * far ) / ( ( far - near ) * depth - far );
}`,Ip=`#ifdef PREMULTIPLIED_ALPHA
gl_FragColor.rgb *= gl_FragColor.a;
#endif`,Up=`vec4 mvPosition = vec4( transformed, 1.0 );
#ifdef USE_BATCHING
mvPosition = batchingMatrix * mvPosition;
#endif
#ifdef USE_INSTANCING
mvPosition = instanceMatrix * mvPosition;
#endif
mvPosition = modelViewMatrix * mvPosition;
gl_Position = projectionMatrix * mvPosition;`,Dp=`#ifdef DITHERING
gl_FragColor.rgb = dithering( gl_FragColor.rgb );
#endif`,Np=`#ifdef DITHERING
vec3 dithering( vec3 color ) {
float grid_position = rand( gl_FragCoord.xy );
vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );
dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );
return color + dither_shift_RGB;
}
#endif`,Op=`float roughnessFactor = roughness;
#ifdef USE_ROUGHNESSMAP
vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );
roughnessFactor *= texelRoughness.g;
#endif`,Fp=`#ifdef USE_ROUGHNESSMAP
uniform sampler2D roughnessMap;
#endif`,Bp=`#if NUM_SPOT_LIGHT_COORDS > 0
varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
#endif
#if NUM_SPOT_LIGHT_MAPS > 0
uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];
#endif
#ifdef USE_SHADOWMAP
#if NUM_DIR_LIGHT_SHADOWS > 0
uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];
varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
struct DirectionalLightShadow {
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];
#endif
#if NUM_SPOT_LIGHT_SHADOWS > 0
uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];
struct SpotLightShadow {
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];
#endif
#if NUM_POINT_LIGHT_SHADOWS > 0
uniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];
varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
struct PointLightShadow {
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
float shadowCameraNear;
float shadowCameraFar;
};
uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
#endif
float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {
return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );
}
vec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {
return unpackRGBATo2Half( texture2D( shadow, uv ) );
}
float VSMShadow (sampler2D shadow, vec2 uv, float compare ){
float occlusion = 1.0;
vec2 distribution = texture2DDistribution( shadow, uv );
float hard_shadow = step( compare , distribution.x );
if (hard_shadow != 1.0 ) {
float distance = compare - distribution.x ;
float variance = max( 0.00000, distribution.y * distribution.y );
float softness_probability = variance / (variance + distance * distance ); softness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 ); occlusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );
}
return occlusion;
}
float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {
float shadow = 1.0;
shadowCoord.xyz /= shadowCoord.w;
shadowCoord.z += shadowBias;
bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;
bool frustumTest = inFrustum && shadowCoord.z <= 1.0;
if ( frustumTest ) {
#if defined( SHADOWMAP_TYPE_PCF )
vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
float dx0 = - texelSize.x * shadowRadius;
float dy0 = - texelSize.y * shadowRadius;
float dx1 = + texelSize.x * shadowRadius;
float dy1 = + texelSize.y * shadowRadius;
float dx2 = dx0 / 2.0;
float dy2 = dy0 / 2.0;
float dx3 = dx1 / 2.0;
float dy3 = dy1 / 2.0;
shadow = (
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +
texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )
) * ( 1.0 / 17.0 );
#elif defined( SHADOWMAP_TYPE_PCF_SOFT )
vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
float dx = texelSize.x;
float dy = texelSize.y;
vec2 uv = shadowCoord.xy;
vec2 f = fract( uv * shadowMapSize + 0.5 );
uv -= f * texelSize;
shadow = (
texture2DCompare( shadowMap, uv, shadowCoord.z ) +
texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +
texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +
texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +
mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),
f.x ) +
mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),
f.x ) +
mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),
f.y ) +
mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),
f.y ) +
mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),
f.x ),
mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),
f.x ),
f.y )
) * ( 1.0 / 9.0 );
#elif defined( SHADOWMAP_TYPE_VSM )
shadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );
#else
shadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );
#endif
}
return shadow;
}
vec2 cubeToUV( vec3 v, float texelSizeY ) {
vec3 absV = abs( v );
float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );
absV *= scaleToCube;
v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );
vec2 planar = v.xy;
float almostATexel = 1.5 * texelSizeY;
float almostOne = 1.0 - almostATexel;
if ( absV.z >= almostOne ) {
if ( v.z > 0.0 )
planar.x = 4.0 - v.x;
} else if ( absV.x >= almostOne ) {
float signX = sign( v.x );
planar.x = v.z * signX + 2.0 * signX;
} else if ( absV.y >= almostOne ) {
float signY = sign( v.y );
planar.x = v.x + 2.0 * signY + 2.0;
planar.y = v.z * signY - 2.0;
}
return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );
}
float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {
vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );
vec3 lightToPosition = shadowCoord.xyz;
float dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear ); dp += shadowBias;
vec3 bd3D = normalize( lightToPosition );
#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )
vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;
return (
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +
texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )
) * ( 1.0 / 9.0 );
#else
return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );
#endif
}
#endif`,zp=`#if NUM_SPOT_LIGHT_COORDS > 0
uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];
varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];
#endif
#ifdef USE_SHADOWMAP
#if NUM_DIR_LIGHT_SHADOWS > 0
uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];
varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];
struct DirectionalLightShadow {
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];
#endif
#if NUM_SPOT_LIGHT_SHADOWS > 0
struct SpotLightShadow {
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
};
uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];
#endif
#if NUM_POINT_LIGHT_SHADOWS > 0
uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];
varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];
struct PointLightShadow {
float shadowBias;
float shadowNormalBias;
float shadowRadius;
vec2 shadowMapSize;
float shadowCameraNear;
float shadowCameraFar;
};
uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];
#endif
#endif`,kp=`#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )
vec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );
vec4 shadowWorldPosition;
#endif
#if defined( USE_SHADOWMAP )
#if NUM_DIR_LIGHT_SHADOWS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );
vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;
}
#pragma unroll_loop_end
#endif
#if NUM_POINT_LIGHT_SHADOWS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );
vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;
}
#pragma unroll_loop_end
#endif
#endif
#if NUM_SPOT_LIGHT_COORDS > 0
#pragma unroll_loop_start
for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {
shadowWorldPosition = worldPosition;
#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;
#endif
vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;
}
#pragma unroll_loop_end
#endif`,Vp=`float getShadowMask() {
float shadow = 1.0;
#ifdef USE_SHADOWMAP
#if NUM_DIR_LIGHT_SHADOWS > 0
DirectionalLightShadow directionalLight;
#pragma unroll_loop_start
for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {
directionalLight = directionalLightShadows[ i ];
shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
}
#pragma unroll_loop_end
#endif
#if NUM_SPOT_LIGHT_SHADOWS > 0
SpotLightShadow spotLight;
#pragma unroll_loop_start
for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {
spotLight = spotLightShadows[ i ];
shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
}
#pragma unroll_loop_end
#endif
#if NUM_POINT_LIGHT_SHADOWS > 0
PointLightShadow pointLight;
#pragma unroll_loop_start
for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {
pointLight = pointLightShadows[ i ];
shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
}
#pragma unroll_loop_end
#endif
#endif
return shadow;
}`,Gp=`#ifdef USE_SKINNING
mat4 boneMatX = getBoneMatrix( skinIndex.x );
mat4 boneMatY = getBoneMatrix( skinIndex.y );
mat4 boneMatZ = getBoneMatrix( skinIndex.z );
mat4 boneMatW = getBoneMatrix( skinIndex.w );
#endif`,Hp=`#ifdef USE_SKINNING
uniform mat4 bindMatrix;
uniform mat4 bindMatrixInverse;
uniform highp sampler2D boneTexture;
mat4 getBoneMatrix( const in float i ) {
int size = textureSize( boneTexture, 0 ).x;
int j = int( i ) * 4;
int x = j % size;
int y = j / size;
vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );
vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );
vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );
vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );
return mat4( v1, v2, v3, v4 );
}
#endif`,Wp=`#ifdef USE_SKINNING
vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );
vec4 skinned = vec4( 0.0 );
skinned += boneMatX * skinVertex * skinWeight.x;
skinned += boneMatY * skinVertex * skinWeight.y;
skinned += boneMatZ * skinVertex * skinWeight.z;
skinned += boneMatW * skinVertex * skinWeight.w;
transformed = ( bindMatrixInverse * skinned ).xyz;
#endif`,Xp=`#ifdef USE_SKINNING
mat4 skinMatrix = mat4( 0.0 );
skinMatrix += skinWeight.x * boneMatX;
skinMatrix += skinWeight.y * boneMatY;
skinMatrix += skinWeight.z * boneMatZ;
skinMatrix += skinWeight.w * boneMatW;
skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;
objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;
#ifdef USE_TANGENT
objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;
#endif
#endif`,qp=`float specularStrength;
#ifdef USE_SPECULARMAP
vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );
specularStrength = texelSpecular.r;
#else
specularStrength = 1.0;
#endif`,Yp=`#ifdef USE_SPECULARMAP
uniform sampler2D specularMap;
#endif`,Zp=`#if defined( TONE_MAPPING )
gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
#endif`,Jp=`#ifndef saturate
#define saturate( a ) clamp( a, 0.0, 1.0 )
#endif
uniform float toneMappingExposure;
vec3 LinearToneMapping( vec3 color ) {
return saturate( toneMappingExposure * color );
}
vec3 ReinhardToneMapping( vec3 color ) {
color *= toneMappingExposure;
return saturate( color / ( vec3( 1.0 ) + color ) );
}
vec3 OptimizedCineonToneMapping( vec3 color ) {
color *= toneMappingExposure;
color = max( vec3( 0.0 ), color - 0.004 );
return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );
}
vec3 RRTAndODTFit( vec3 v ) {
vec3 a = v * ( v + 0.0245786 ) - 0.000090537;
vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;
return a / b;
}
vec3 ACESFilmicToneMapping( vec3 color ) {
const mat3 ACESInputMat = mat3(
vec3( 0.59719, 0.07600, 0.02840 ), vec3( 0.35458, 0.90834, 0.13383 ),
vec3( 0.04823, 0.01566, 0.83777 )
);
const mat3 ACESOutputMat = mat3(
vec3( 1.60475, -0.10208, -0.00327 ), vec3( -0.53108, 1.10813, -0.07276 ),
vec3( -0.07367, -0.00605, 1.07602 )
);
color *= toneMappingExposure / 0.6;
color = ACESInputMat * color;
color = RRTAndODTFit( color );
color = ACESOutputMat * color;
return saturate( color );
}
const mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(
vec3( 1.6605, - 0.1246, - 0.0182 ),
vec3( - 0.5876, 1.1329, - 0.1006 ),
vec3( - 0.0728, - 0.0083, 1.1187 )
);
const mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(
vec3( 0.6274, 0.0691, 0.0164 ),
vec3( 0.3293, 0.9195, 0.0880 ),
vec3( 0.0433, 0.0113, 0.8956 )
);
vec3 agxDefaultContrastApprox( vec3 x ) {
vec3 x2 = x * x;
vec3 x4 = x2 * x2;
return + 15.5 * x4 * x2
- 40.14 * x4 * x
+ 31.96 * x4
- 6.868 * x2 * x
+ 0.4298 * x2
+ 0.1191 * x
- 0.00232;
}
vec3 AgXToneMapping( vec3 color ) {
const mat3 AgXInsetMatrix = mat3(
vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),
vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),
vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )
);
const mat3 AgXOutsetMatrix = mat3(
vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),
vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),
vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )
);
const float AgxMinEv = - 12.47393; const float AgxMaxEv = 4.026069;
color *= toneMappingExposure;
color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;
color = AgXInsetMatrix * color;
color = max( color, 1e-10 ); color = log2( color );
color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );
color = clamp( color, 0.0, 1.0 );
color = agxDefaultContrastApprox( color );
color = AgXOutsetMatrix * color;
color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );
color = LINEAR_REC2020_TO_LINEAR_SRGB * color;
color = clamp( color, 0.0, 1.0 );
return color;
}
vec3 NeutralToneMapping( vec3 color ) {
float startCompression = 0.8 - 0.04;
float desaturation = 0.15;
color *= toneMappingExposure;
float x = min(color.r, min(color.g, color.b));
float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
color -= offset;
float peak = max(color.r, max(color.g, color.b));
if (peak < startCompression) return color;
float d = 1. - startCompression;
float newPeak = 1. - d * d / (peak + d - startCompression);
color *= newPeak / peak;
float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
return mix(color, vec3(1, 1, 1), g);
}
vec3 CustomToneMapping( vec3 color ) { return color; }`,$p=`#ifdef USE_TRANSMISSION
material.transmission = transmission;
material.transmissionAlpha = 1.0;
material.thickness = thickness;
material.attenuationDistance = attenuationDistance;
material.attenuationColor = attenuationColor;
#ifdef USE_TRANSMISSIONMAP
material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;
#endif
#ifdef USE_THICKNESSMAP
material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;
#endif
vec3 pos = vWorldPosition;
vec3 v = normalize( cameraPosition - pos );
vec3 n = inverseTransformDirection( normal, viewMatrix );
vec4 transmitted = getIBLVolumeRefraction(
n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,
material.attenuationColor, material.attenuationDistance );
material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );
totalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );
#endif`,Kp=`#ifdef USE_TRANSMISSION
uniform float transmission;
uniform float thickness;
uniform float attenuationDistance;
uniform vec3 attenuationColor;
#ifdef USE_TRANSMISSIONMAP
uniform sampler2D transmissionMap;
#endif
#ifdef USE_THICKNESSMAP
uniform sampler2D thicknessMap;
#endif
uniform vec2 transmissionSamplerSize;
uniform sampler2D transmissionSamplerMap;
uniform mat4 modelMatrix;
uniform mat4 projectionMatrix;
varying vec3 vWorldPosition;
float w0( float a ) {
return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );
}
float w1( float a ) {
return ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );
}
float w2( float a ){
return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );
}
float w3( float a ) {
return ( 1.0 / 6.0 ) * ( a * a * a );
}
float g0( float a ) {
return w0( a ) + w1( a );
}
float g1( float a ) {
return w2( a ) + w3( a );
}
float h0( float a ) {
return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );
}
float h1( float a ) {
return 1.0 + w3( a ) / ( w2( a ) + w3( a ) );
}
vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {
uv = uv * texelSize.zw + 0.5;
vec2 iuv = floor( uv );
vec2 fuv = fract( uv );
float g0x = g0( fuv.x );
float g1x = g1( fuv.x );
float h0x = h0( fuv.x );
float h1x = h1( fuv.x );
float h0y = h0( fuv.y );
float h1y = h1( fuv.y );
vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;
vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;
return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +
g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );
}
vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {
vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );
vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );
vec2 fLodSizeInv = 1.0 / fLodSize;
vec2 cLodSizeInv = 1.0 / cLodSize;
vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );
vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );
return mix( fSample, cSample, fract( lod ) );
}
vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {
vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );
vec3 modelScale;
modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );
modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );
modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );
return normalize( refractionVector ) * thickness * modelScale;
}
float applyIorToRoughness( const in float roughness, const in float ior ) {
return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );
}
vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {
float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );
return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );
}
vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {
if ( isinf( attenuationDistance ) ) {
return vec3( 1.0 );
} else {
vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;
vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance ); return transmittance;
}
}
vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,
const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,
const in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,
const in vec3 attenuationColor, const in float attenuationDistance ) {
vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );
vec3 refractedRayExit = position + transmissionRay;
vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );
vec2 refractionCoords = ndcPos.xy / ndcPos.w;
refractionCoords += 1.0;
refractionCoords /= 2.0;
vec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );
vec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );
vec3 attenuatedColor = transmittance * transmittedLight.rgb;
vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );
float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;
return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );
}
#endif`,Qp=`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
varying vec2 vUv;
#endif
#ifdef USE_MAP
varying vec2 vMapUv;
#endif
#ifdef USE_ALPHAMAP
varying vec2 vAlphaMapUv;
#endif
#ifdef USE_LIGHTMAP
varying vec2 vLightMapUv;
#endif
#ifdef USE_AOMAP
varying vec2 vAoMapUv;
#endif
#ifdef USE_BUMPMAP
varying vec2 vBumpMapUv;
#endif
#ifdef USE_NORMALMAP
varying vec2 vNormalMapUv;
#endif
#ifdef USE_EMISSIVEMAP
varying vec2 vEmissiveMapUv;
#endif
#ifdef USE_METALNESSMAP
varying vec2 vMetalnessMapUv;
#endif
#ifdef USE_ROUGHNESSMAP
varying vec2 vRoughnessMapUv;
#endif
#ifdef USE_ANISOTROPYMAP
varying vec2 vAnisotropyMapUv;
#endif
#ifdef USE_CLEARCOATMAP
varying vec2 vClearcoatMapUv;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
varying vec2 vClearcoatNormalMapUv;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
varying vec2 vClearcoatRoughnessMapUv;
#endif
#ifdef USE_IRIDESCENCEMAP
varying vec2 vIridescenceMapUv;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
varying vec2 vIridescenceThicknessMapUv;
#endif
#ifdef USE_SHEEN_COLORMAP
varying vec2 vSheenColorMapUv;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
varying vec2 vSheenRoughnessMapUv;
#endif
#ifdef USE_SPECULARMAP
varying vec2 vSpecularMapUv;
#endif
#ifdef USE_SPECULAR_COLORMAP
varying vec2 vSpecularColorMapUv;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
varying vec2 vSpecularIntensityMapUv;
#endif
#ifdef USE_TRANSMISSIONMAP
uniform mat3 transmissionMapTransform;
varying vec2 vTransmissionMapUv;
#endif
#ifdef USE_THICKNESSMAP
uniform mat3 thicknessMapTransform;
varying vec2 vThicknessMapUv;
#endif`,jp=`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
varying vec2 vUv;
#endif
#ifdef USE_MAP
uniform mat3 mapTransform;
varying vec2 vMapUv;
#endif
#ifdef USE_ALPHAMAP
uniform mat3 alphaMapTransform;
varying vec2 vAlphaMapUv;
#endif
#ifdef USE_LIGHTMAP
uniform mat3 lightMapTransform;
varying vec2 vLightMapUv;
#endif
#ifdef USE_AOMAP
uniform mat3 aoMapTransform;
varying vec2 vAoMapUv;
#endif
#ifdef USE_BUMPMAP
uniform mat3 bumpMapTransform;
varying vec2 vBumpMapUv;
#endif
#ifdef USE_NORMALMAP
uniform mat3 normalMapTransform;
varying vec2 vNormalMapUv;
#endif
#ifdef USE_DISPLACEMENTMAP
uniform mat3 displacementMapTransform;
varying vec2 vDisplacementMapUv;
#endif
#ifdef USE_EMISSIVEMAP
uniform mat3 emissiveMapTransform;
varying vec2 vEmissiveMapUv;
#endif
#ifdef USE_METALNESSMAP
uniform mat3 metalnessMapTransform;
varying vec2 vMetalnessMapUv;
#endif
#ifdef USE_ROUGHNESSMAP
uniform mat3 roughnessMapTransform;
varying vec2 vRoughnessMapUv;
#endif
#ifdef USE_ANISOTROPYMAP
uniform mat3 anisotropyMapTransform;
varying vec2 vAnisotropyMapUv;
#endif
#ifdef USE_CLEARCOATMAP
uniform mat3 clearcoatMapTransform;
varying vec2 vClearcoatMapUv;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
uniform mat3 clearcoatNormalMapTransform;
varying vec2 vClearcoatNormalMapUv;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
uniform mat3 clearcoatRoughnessMapTransform;
varying vec2 vClearcoatRoughnessMapUv;
#endif
#ifdef USE_SHEEN_COLORMAP
uniform mat3 sheenColorMapTransform;
varying vec2 vSheenColorMapUv;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
uniform mat3 sheenRoughnessMapTransform;
varying vec2 vSheenRoughnessMapUv;
#endif
#ifdef USE_IRIDESCENCEMAP
uniform mat3 iridescenceMapTransform;
varying vec2 vIridescenceMapUv;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
uniform mat3 iridescenceThicknessMapTransform;
varying vec2 vIridescenceThicknessMapUv;
#endif
#ifdef USE_SPECULARMAP
uniform mat3 specularMapTransform;
varying vec2 vSpecularMapUv;
#endif
#ifdef USE_SPECULAR_COLORMAP
uniform mat3 specularColorMapTransform;
varying vec2 vSpecularColorMapUv;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
uniform mat3 specularIntensityMapTransform;
varying vec2 vSpecularIntensityMapUv;
#endif
#ifdef USE_TRANSMISSIONMAP
uniform mat3 transmissionMapTransform;
varying vec2 vTransmissionMapUv;
#endif
#ifdef USE_THICKNESSMAP
uniform mat3 thicknessMapTransform;
varying vec2 vThicknessMapUv;
#endif`,tm=`#if defined( USE_UV ) || defined( USE_ANISOTROPY )
vUv = vec3( uv, 1 ).xy;
#endif
#ifdef USE_MAP
vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;
#endif
#ifdef USE_ALPHAMAP
vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_LIGHTMAP
vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_AOMAP
vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_BUMPMAP
vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_NORMALMAP
vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_DISPLACEMENTMAP
vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_EMISSIVEMAP
vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_METALNESSMAP
vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_ROUGHNESSMAP
vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_ANISOTROPYMAP
vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_CLEARCOATMAP
vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_IRIDESCENCEMAP
vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SHEEN_COLORMAP
vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SPECULARMAP
vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SPECULAR_COLORMAP
vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_TRANSMISSIONMAP
vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_THICKNESSMAP
vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;
#endif`,em=`#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0
vec4 worldPosition = vec4( transformed, 1.0 );
#ifdef USE_BATCHING
worldPosition = batchingMatrix * worldPosition;
#endif
#ifdef USE_INSTANCING
worldPosition = instanceMatrix * worldPosition;
#endif
worldPosition = modelMatrix * worldPosition;
#endif`;const nm=`varying vec2 vUv;
uniform mat3 uvTransform;
void main() {
vUv = ( uvTransform * vec3( uv, 1 ) ).xy;
gl_Position = vec4( position.xy, 1.0, 1.0 );
}`,im=`uniform sampler2D t2D;
uniform float backgroundIntensity;
varying vec2 vUv;
void main() {
vec4 texColor = texture2D( t2D, vUv );
#ifdef DECODE_VIDEO_TEXTURE
texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );
#endif
texColor.rgb *= backgroundIntensity;
gl_FragColor = texColor;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,sm=`varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
gl_Position.z = gl_Position.w;
}`,rm=`#ifdef ENVMAP_TYPE_CUBE
uniform samplerCube envMap;
#elif defined( ENVMAP_TYPE_CUBE_UV )
uniform sampler2D envMap;
#endif
uniform float flipEnvMap;
uniform float backgroundBlurriness;
uniform float backgroundIntensity;
uniform mat3 backgroundRotation;
varying vec3 vWorldDirection;
#include <cube_uv_reflection_fragment>
void main() {
#ifdef ENVMAP_TYPE_CUBE
vec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );
#elif defined( ENVMAP_TYPE_CUBE_UV )
vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );
#else
vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );
#endif
texColor.rgb *= backgroundIntensity;
gl_FragColor = texColor;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,am=`varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
gl_Position.z = gl_Position.w;
}`,om=`uniform samplerCube tCube;
uniform float tFlip;
uniform float opacity;
varying vec3 vWorldDirection;
void main() {
vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );
gl_FragColor = texColor;
gl_FragColor.a *= opacity;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,lm=`#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
varying vec2 vHighPrecisionZW;
void main() {
#include <uv_vertex>
#include <batching_vertex>
#include <skinbase_vertex>
#include <morphinstance_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vHighPrecisionZW = gl_Position.zw;
}`,cm=`#if DEPTH_PACKING == 3200
uniform float opacity;
#endif
#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
varying vec2 vHighPrecisionZW;
void main() {
vec4 diffuseColor = vec4( 1.0 );
#include <clipping_planes_fragment>
#if DEPTH_PACKING == 3200
diffuseColor.a = opacity;
#endif
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <logdepthbuf_fragment>
float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
#if DEPTH_PACKING == 3200
gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );
#elif DEPTH_PACKING == 3201
gl_FragColor = packDepthToRGBA( fragCoordZ );
#endif
}`,hm=`#define DISTANCE
varying vec3 vWorldPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <batching_vertex>
#include <skinbase_vertex>
#include <morphinstance_vertex>
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <worldpos_vertex>
#include <clipping_planes_vertex>
vWorldPosition = worldPosition.xyz;
}`,um=`#define DISTANCE
uniform vec3 referencePosition;
uniform float nearDistance;
uniform float farDistance;
varying vec3 vWorldPosition;
#include <common>
#include <packing>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <clipping_planes_pars_fragment>
void main () {
vec4 diffuseColor = vec4( 1.0 );
#include <clipping_planes_fragment>
#include <map_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
float dist = length( vWorldPosition - referencePosition );
dist = ( dist - nearDistance ) / ( farDistance - nearDistance );
dist = saturate( dist );
gl_FragColor = packDepthToRGBA( dist );
}`,dm=`varying vec3 vWorldDirection;
#include <common>
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
}`,fm=`uniform sampler2D tEquirect;
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
gl_FragColor = texture2D( tEquirect, sampleUV );
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`,pm=`uniform float scale;
attribute float lineDistance;
varying float vLineDistance;
#include <common>
#include <uv_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
vLineDistance = scale * lineDistance;
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}`,mm=`uniform vec3 diffuse;
uniform float opacity;
uniform float dashSize;
uniform float totalSize;
varying float vLineDistance;
#include <common>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
if ( mod( vLineDistance, totalSize ) > dashSize ) {
discard;
}
vec3 outgoingLight = vec3( 0.0 );
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
outgoingLight = diffuseColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
}`,gm=`#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <worldpos_vertex>
#include <envmap_vertex>
#include <fog_vertex>
}`,_m=`uniform vec3 diffuse;
uniform float opacity;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <specularmap_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
#ifdef USE_LIGHTMAP
vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;
#else
reflectedLight.indirectDiffuse += vec3( 1.0 );
#endif
#include <aomap_fragment>
reflectedLight.indirectDiffuse *= diffuseColor.rgb;
vec3 outgoingLight = reflectedLight.indirectDiffuse;
#include <envmap_fragment>
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,xm=`#define LAMBERT
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}`,vm=`#define LAMBERT
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float opacity;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_lambert_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
#include <lights_lambert_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
#include <envmap_fragment>
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,ym=`#define MATCAP
varying vec3 vViewPosition;
#include <common>
#include <batching_pars_vertex>
#include <uv_pars_vertex>
#include <color_pars_vertex>
#include <displacementmap_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <color_vertex>
#include <morphinstance_vertex>
#include <morphcolor_vertex>
#include <batching_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
vViewPosition = - mvPosition.xyz;
}`,Mm=`#define MATCAP
uniform vec3 diffuse;
uniform float opacity;
uniform sampler2D matcap;
varying vec3 vViewPosition;
#include <common>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <fog_pars_fragment>
#include <normal_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
vec3 viewDir = normalize( vViewPosition );
vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
vec3 y = cross( viewDir, x );
vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;
#ifdef USE_MATCAP
vec4 matcapColor = texture2D( matcap, uv );
#else
vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );
#endif
vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}`,Sm=`#define NORMAL
#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )
varying vec3 vViewPosition;
#endif