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https://github.com/Doodle3D/Doodle3D-Slicer.git
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271 lines
10 KiB
JavaScript
271 lines
10 KiB
JavaScript
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/**
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* @author jbouny / https://github.com/jbouny
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*
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* Work based on :
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* @author Slayvin / http://slayvin.net : Flat mirror for three.js
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* @author Stemkoski / http://www.adelphi.edu/~stemkoski : An implementation of water shader based on the flat mirror
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* @author Jonas Wagner / http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL
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*/
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THREE.ShaderLib['water'] = {
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uniforms: { "normalSampler": { type: "t", value: null },
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"mirrorSampler": { type: "t", value: null },
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"alpha": { type: "f", value: 1.0 },
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"time": { type: "f", value: 0.0 },
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"distortionScale": { type: "f", value: 20.0 },
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"textureMatrix" : { type: "m4", value: new THREE.Matrix4() },
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"sunColor": { type: "c", value: new THREE.Color( 0x7F7F7F ) },
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"sunDirection": { type: "v3", value: new THREE.Vector3( 0.70707, 0.70707, 0 ) },
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"eye": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
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"waterColor": { type: "c", value: new THREE.Color( 0x555555 ) }
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},
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vertexShader: [
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'uniform mat4 textureMatrix;',
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'uniform float time;',
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'varying vec4 mirrorCoord;',
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'varying vec3 worldPosition;',
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'void main()',
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'{',
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' mirrorCoord = modelMatrix * vec4( position, 1.0 );',
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' worldPosition = mirrorCoord.xyz;',
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' mirrorCoord = textureMatrix * mirrorCoord;',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}'
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].join('\n'),
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fragmentShader: [
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'precision highp float;',
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'uniform sampler2D mirrorSampler;',
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'uniform float alpha;',
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'uniform float time;',
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'uniform float distortionScale;',
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'uniform sampler2D normalSampler;',
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'uniform vec3 sunColor;',
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'uniform vec3 sunDirection;',
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'uniform vec3 eye;',
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'uniform vec3 waterColor;',
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'varying vec4 mirrorCoord;',
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'varying vec3 worldPosition;',
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'vec4 getNoise( vec2 uv )',
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'{',
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' vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);',
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' vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );',
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' vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );',
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' vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );',
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' vec4 noise = ( texture2D( normalSampler, uv0 ) ) +',
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' ( texture2D( normalSampler, uv1 ) ) +',
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' ( texture2D( normalSampler, uv2 ) ) +',
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' ( texture2D( normalSampler, uv3 ) );',
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' return noise * 0.5 - 1.0;',
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'}',
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'void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor )',
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'{',
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' vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );',
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' float direction = max( 0.0, dot( eyeDirection, reflection ) );',
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' specularColor += pow( direction, shiny ) * sunColor * spec;',
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' diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;',
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'}',
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'void main()',
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'{',
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' vec4 noise = getNoise( worldPosition.xz );',
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' vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );',
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' vec3 diffuseLight = vec3(0.0);',
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' vec3 specularLight = vec3(0.0);',
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' vec3 worldToEye = eye-worldPosition;',
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' vec3 eyeDirection = normalize( worldToEye );',
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' sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );',
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' float distance = length(worldToEye);',
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' vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;',
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' vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.z + distortion ) );',
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' float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );',
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' float rf0 = 0.3;',
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' float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );',
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' vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;',
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' vec3 albedo = mix( sunColor * diffuseLight * 0.3 + scatter, ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance );',
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' gl_FragColor = vec4( albedo, alpha );',
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'}'
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].join('\n')
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};
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THREE.Water = function ( renderer, camera, scene, options ) {
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THREE.Object3D.call( this );
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this.name = 'water_' + this.id;
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function optionalParameter ( value, defaultValue ) {
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return value !== undefined ? value : defaultValue;
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};
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options = options || {};
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this.matrixNeedsUpdate = true;
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var width = optionalParameter( options.textureWidth, 512 );
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var height = optionalParameter( options.textureHeight, 512 );
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this.clipBias = optionalParameter( options.clipBias, 0.0 );
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this.alpha = optionalParameter( options.alpha, 1.0 );
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this.time = optionalParameter( options.time, 0.0 );
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this.normalSampler = optionalParameter( options.waterNormals, null );
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this.sunDirection = optionalParameter( options.sunDirection, new THREE.Vector3( 0.70707, 0.70707, 0.0 ) );
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this.sunColor = new THREE.Color( optionalParameter( options.sunColor, 0xffffff ) );
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this.waterColor = new THREE.Color( optionalParameter( options.waterColor, 0x7F7F7F ) );
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this.eye = optionalParameter( options.eye, new THREE.Vector3( 0, 0, 0 ) );
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this.distortionScale = optionalParameter( options.distortionScale, 20.0 );
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this.renderer = renderer;
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this.scene = scene;
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this.mirrorPlane = new THREE.Plane();
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this.normal = new THREE.Vector3( 0, 0, 1 );
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this.mirrorWorldPosition = new THREE.Vector3();
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this.cameraWorldPosition = new THREE.Vector3();
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this.rotationMatrix = new THREE.Matrix4();
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this.lookAtPosition = new THREE.Vector3( 0, 0, -1 );
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this.clipPlane = new THREE.Vector4();
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if ( camera instanceof THREE.PerspectiveCamera )
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this.camera = camera;
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else
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{
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this.camera = new THREE.PerspectiveCamera();
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console.log(this.name + ': camera is not a Perspective Camera!')
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}
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this.textureMatrix = new THREE.Matrix4();
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this.mirrorCamera = this.camera.clone();
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this.texture = new THREE.WebGLRenderTarget( width, height );
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this.tempTexture = new THREE.WebGLRenderTarget( width, height );
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var mirrorShader = THREE.ShaderLib[ "water" ];
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var mirrorUniforms = THREE.UniformsUtils.clone( mirrorShader.uniforms );
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this.material = new THREE.ShaderMaterial( {
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fragmentShader: mirrorShader.fragmentShader,
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vertexShader: mirrorShader.vertexShader,
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uniforms: mirrorUniforms,
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transparent: true
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} );
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this.material.uniforms.mirrorSampler.value = this.texture;
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this.material.uniforms.textureMatrix.value = this.textureMatrix;
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this.material.uniforms.alpha.value = this.alpha;
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this.material.uniforms.time.value = this.time;
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this.material.uniforms.normalSampler.value = this.normalSampler;
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this.material.uniforms.sunColor.value = this.sunColor;
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this.material.uniforms.waterColor.value = this.waterColor;
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this.material.uniforms.sunDirection.value = this.sunDirection;
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this.material.uniforms.distortionScale.value = this.distortionScale;
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this.material.uniforms.eye.value = this.eye;
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if ( !THREE.Math.isPowerOfTwo(width) || !THREE.Math.isPowerOfTwo(height) )
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{
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this.texture.generateMipmaps = false;
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this.tempTexture.generateMipmaps = false;
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}
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this.updateTextureMatrix();
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this.render();
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};
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THREE.Water.prototype = Object.create( THREE.Mirror.prototype );
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THREE.Water.prototype.constructor = THREE.Water;
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THREE.Water.prototype.updateTextureMatrix = function () {
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function sign(x) { return x ? x < 0 ? -1 : 1 : 0; }
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this.updateMatrixWorld();
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this.camera.updateMatrixWorld();
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this.mirrorWorldPosition.setFromMatrixPosition( this.matrixWorld );
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this.cameraWorldPosition.setFromMatrixPosition( this.camera.matrixWorld );
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this.rotationMatrix.extractRotation( this.matrixWorld );
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this.normal.set( 0, 0, 1 );
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this.normal.applyMatrix4( this.rotationMatrix );
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var view = this.mirrorWorldPosition.clone().sub( this.cameraWorldPosition );
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view.reflect( this.normal ).negate();
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view.add( this.mirrorWorldPosition );
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this.rotationMatrix.extractRotation( this.camera.matrixWorld );
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this.lookAtPosition.set(0, 0, -1);
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this.lookAtPosition.applyMatrix4( this.rotationMatrix );
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this.lookAtPosition.add( this.cameraWorldPosition );
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var target = this.mirrorWorldPosition.clone().sub( this.lookAtPosition );
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target.reflect( this.normal ).negate();
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target.add( this.mirrorWorldPosition );
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this.up.set(0, -1, 0);
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this.up.applyMatrix4( this.rotationMatrix );
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this.up.reflect( this.normal ).negate();
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this.mirrorCamera.position.copy( view );
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this.mirrorCamera.up = this.up;
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this.mirrorCamera.lookAt( target );
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this.mirrorCamera.aspect = this.camera.aspect;
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this.mirrorCamera.updateProjectionMatrix();
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this.mirrorCamera.updateMatrixWorld();
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this.mirrorCamera.matrixWorldInverse.getInverse(this.mirrorCamera.matrixWorld);
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// Update the texture matrix
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this.textureMatrix.set( 0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0 );
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this.textureMatrix.multiply(this.mirrorCamera.projectionMatrix);
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this.textureMatrix.multiply(this.mirrorCamera.matrixWorldInverse);
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// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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this.mirrorPlane.setFromNormalAndCoplanarPoint( this.normal, this.mirrorWorldPosition );
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this.mirrorPlane.applyMatrix4(this.mirrorCamera.matrixWorldInverse);
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this.clipPlane.set(this.mirrorPlane.normal.x, this.mirrorPlane.normal.y, this.mirrorPlane.normal.z, this.mirrorPlane.constant );
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var q = new THREE.Vector4();
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var projectionMatrix = this.mirrorCamera.projectionMatrix;
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q.x = (sign(this.clipPlane.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
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q.y = (sign(this.clipPlane.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
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q.z = -1.0;
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q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
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// Calculate the scaled plane vector
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var c = new THREE.Vector4();
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c = this.clipPlane.multiplyScalar( 2.0 / this.clipPlane.dot(q) );
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// Replacing the third row of the projection matrix
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projectionMatrix.elements[2] = c.x;
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projectionMatrix.elements[6] = c.y;
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projectionMatrix.elements[10] = c.z + 1.0 - this.clipBias;
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projectionMatrix.elements[14] = c.w;
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var worldCoordinates = new THREE.Vector3();
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worldCoordinates.setFromMatrixPosition( this.camera.matrixWorld );
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this.eye = worldCoordinates;
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this.material.uniforms.eye.value = this.eye;
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};
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