mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
577 lines
16 KiB
JavaScript
Executable File
577 lines
16 KiB
JavaScript
Executable File
/*
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* @author alteredq / http://alteredqualia.com/
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*
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* Normal map shader
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* - Blinn-Phong
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* - normal + diffuse + specular + AO + displacement + reflection + shadow maps
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* - point and directional lights (use with "lights: true" material option)
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*/
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THREE.NormalDisplacementShader = {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "fog" ],
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THREE.UniformsLib[ "lights" ],
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THREE.UniformsLib[ "shadowmap" ],
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{
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"enableAO" : { type: "i", value: 0 },
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"enableDiffuse" : { type: "i", value: 0 },
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"enableSpecular" : { type: "i", value: 0 },
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"enableReflection" : { type: "i", value: 0 },
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"enableDisplacement": { type: "i", value: 0 },
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"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
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"tDiffuse" : { type: "t", value: null },
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"tCube" : { type: "t", value: null },
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"tNormal" : { type: "t", value: null },
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"tSpecular" : { type: "t", value: null },
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"tAO" : { type: "t", value: null },
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"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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"uDisplacementBias": { type: "f", value: 0.0 },
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"uDisplacementScale": { type: "f", value: 1.0 },
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"diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
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"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
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"shininess": { type: "f", value: 30 },
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"opacity": { type: "f", value: 1 },
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"refractionRatio": { type: "f", value: 0.98 },
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"reflectivity": { type: "f", value: 0.5 },
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"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
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"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
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}
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] ),
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fragmentShader: [
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"uniform vec3 diffuse;",
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"uniform vec3 specular;",
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"uniform float shininess;",
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"uniform float opacity;",
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"uniform bool enableDiffuse;",
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"uniform bool enableSpecular;",
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"uniform bool enableAO;",
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"uniform bool enableReflection;",
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tNormal;",
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"uniform sampler2D tSpecular;",
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"uniform sampler2D tAO;",
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"uniform samplerCube tCube;",
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"uniform vec2 uNormalScale;",
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"uniform float refractionRatio;",
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"uniform float reflectivity;",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"uniform vec3 ambientLightColor;",
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"#if MAX_DIR_LIGHTS > 0",
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" uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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" uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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"#endif",
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"#if MAX_HEMI_LIGHTS > 0",
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" uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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" uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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" uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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" uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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" uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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" uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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"#endif",
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"#if MAX_SPOT_LIGHTS > 0",
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" uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
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" uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
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" uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
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" uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
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" uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
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" uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
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"#endif",
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"#ifdef WRAP_AROUND",
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" uniform vec3 wrapRGB;",
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"#endif",
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"varying vec3 vWorldPosition;",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
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"void main() {",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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" vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
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" vec4 diffuseColor = vec4( diffuse, opacity );",
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" vec3 specularTex = vec3( 1.0 );",
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" vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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" normalTex.xy *= uNormalScale;",
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" normalTex = normalize( normalTex );",
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" if( enableDiffuse ) {",
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" #ifdef GAMMA_INPUT",
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" vec4 texelColor = texture2D( tDiffuse, vUv );",
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" texelColor.xyz *= texelColor.xyz;",
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" diffuseColor *= texelColor;",
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" #else",
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" diffuseColor *= texture2D( tDiffuse, vUv );",
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" #endif",
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" }",
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" if( enableAO ) {",
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" #ifdef GAMMA_INPUT",
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" vec4 aoColor = texture2D( tAO, vUv );",
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" aoColor.xyz *= aoColor.xyz;",
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" diffuseColor.rgb *= aoColor.xyz;",
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" #else",
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" diffuseColor.rgb *= texture2D( tAO, vUv ).xyz;",
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" #endif",
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" }",
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THREE.ShaderChunk[ "alphatest_fragment" ],
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" if( enableSpecular )",
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" specularTex = texture2D( tSpecular, vUv ).xyz;",
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" mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
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" vec3 finalNormal = tsb * normalTex;",
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" #ifdef FLIP_SIDED",
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" finalNormal = -finalNormal;",
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" #endif",
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" vec3 normal = normalize( finalNormal );",
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" vec3 viewPosition = normalize( vViewPosition );",
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" vec3 totalDiffuseLight = vec3( 0.0 );",
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" vec3 totalSpecularLight = vec3( 0.0 );",
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// point lights
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" #if MAX_POINT_LIGHTS > 0",
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" for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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" vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
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" vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
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" float pointDistance = 1.0;",
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" if ( pointLightDistance[ i ] > 0.0 )",
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" pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
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" pointVector = normalize( pointVector );",
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// diffuse
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" #ifdef WRAP_AROUND",
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" float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
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" float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
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" vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
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" #else",
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" float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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" #endif",
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" totalDiffuseLight += pointDistance * pointLightColor[ i ] * pointDiffuseWeight;",
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// specular
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" vec3 pointHalfVector = normalize( pointVector + viewPosition );",
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" float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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" float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
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" float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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" vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
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" totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
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" }",
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" #endif",
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// spot lights
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" #if MAX_SPOT_LIGHTS > 0",
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" for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
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" vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
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" vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
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" float spotDistance = 1.0;",
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" if ( spotLightDistance[ i ] > 0.0 )",
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" spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
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" spotVector = normalize( spotVector );",
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" float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
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" if ( spotEffect > spotLightAngleCos[ i ] ) {",
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" spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
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// diffuse
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" #ifdef WRAP_AROUND",
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" float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
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" float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
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" vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
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" #else",
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" float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
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" #endif",
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" totalDiffuseLight += spotDistance * spotLightColor[ i ] * spotDiffuseWeight * spotEffect;",
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// specular
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" vec3 spotHalfVector = normalize( spotVector + viewPosition );",
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" float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
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" float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
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" float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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" vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
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" totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
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" }",
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" }",
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" #endif",
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// directional lights
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" #if MAX_DIR_LIGHTS > 0",
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" for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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" vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
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" vec3 dirVector = normalize( lDirection.xyz );",
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// diffuse
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" #ifdef WRAP_AROUND",
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" float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
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" float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
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" vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
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" #else",
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" float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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" #endif",
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" totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
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// specular
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" vec3 dirHalfVector = normalize( dirVector + viewPosition );",
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" float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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" float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
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" float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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" vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
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" totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
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" }",
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" #endif",
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// hemisphere lights
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" #if MAX_HEMI_LIGHTS > 0",
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" for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
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" vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
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" vec3 lVector = normalize( lDirection.xyz );",
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// diffuse
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" float dotProduct = dot( normal, lVector );",
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" float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
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" vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
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" totalDiffuseLight += hemiColor;",
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// specular (sky light)
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" vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
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" float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
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" float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
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// specular (ground light)
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" vec3 lVectorGround = -lVector;",
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" vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
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" float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
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" float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
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" float dotProductGround = dot( normal, lVectorGround );",
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" float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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" vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
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" vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
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" totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
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" }",
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" #endif",
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" #ifdef METAL",
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" outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
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" #else",
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" outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight;",
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" #endif",
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" if ( enableReflection ) {",
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" vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
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" #ifdef ENVMAP_MODE_REFLECTION",
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" vec3 vReflect = reflect( cameraToVertex, normal );",
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" #else",
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" vec3 vReflect = refract( cameraToVertex, normal, refractionRatio );",
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" #endif",
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" vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
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" #ifdef GAMMA_INPUT",
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" cubeColor.xyz *= cubeColor.xyz;",
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" #endif",
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" outgoingLight = mix( outgoingLight, cubeColor.xyz, specularTex.r * reflectivity );",
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" }",
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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THREE.ShaderChunk[ "fog_fragment" ],
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" gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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"}"
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].join("\n"),
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vertexShader: [
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"attribute vec4 tangent;",
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"uniform vec2 uOffset;",
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"uniform vec2 uRepeat;",
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"uniform bool enableDisplacement;",
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"#ifdef VERTEX_TEXTURES",
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" uniform sampler2D tDisplacement;",
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" uniform float uDisplacementScale;",
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" uniform float uDisplacementBias;",
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"#endif",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"varying vec3 vWorldPosition;",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "skinning_pars_vertex" ],
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THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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"void main() {",
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THREE.ShaderChunk[ "skinbase_vertex" ],
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THREE.ShaderChunk[ "skinnormal_vertex" ],
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// normal, tangent and binormal vectors
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" #ifdef USE_SKINNING",
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" vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
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" vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
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" vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
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" #else",
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" vNormal = normalize( normalMatrix * normal );",
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" vTangent = normalize( normalMatrix * tangent.xyz );",
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" #endif",
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" vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
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" vUv = uv * uRepeat + uOffset;",
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// displacement mapping
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" vec3 displacedPosition;",
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" #ifdef VERTEX_TEXTURES",
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" if ( enableDisplacement ) {",
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" vec3 dv = texture2D( tDisplacement, uv ).xyz;",
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" float df = uDisplacementScale * dv.x + uDisplacementBias;",
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" displacedPosition = position + normalize( normal ) * df;",
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" } else {",
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" #ifdef USE_SKINNING",
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" vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
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" vec4 skinned = vec4( 0.0 );",
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" skinned += boneMatX * skinVertex * skinWeight.x;",
|
|
" skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
" skinned += boneMatZ * skinVertex * skinWeight.z;",
|
|
" skinned += boneMatW * skinVertex * skinWeight.w;",
|
|
" skinned = bindMatrixInverse * skinned;",
|
|
|
|
" displacedPosition = skinned.xyz;",
|
|
|
|
" #else",
|
|
|
|
" displacedPosition = position;",
|
|
|
|
" #endif",
|
|
|
|
" }",
|
|
|
|
" #else",
|
|
|
|
" #ifdef USE_SKINNING",
|
|
|
|
" vec4 skinVertex = bindMatrix * vec4( position, 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;",
|
|
" skinned = bindMatrixInverse * skinned;",
|
|
|
|
" displacedPosition = skinned.xyz;",
|
|
|
|
" #else",
|
|
|
|
" displacedPosition = position;",
|
|
|
|
" #endif",
|
|
|
|
" #endif",
|
|
|
|
//
|
|
|
|
" vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
|
|
" vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
|
" gl_Position = projectionMatrix * mvPosition;",
|
|
|
|
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
|
|
|
|
//
|
|
|
|
" vWorldPosition = worldPosition.xyz;",
|
|
" vViewPosition = -mvPosition.xyz;",
|
|
|
|
// shadows
|
|
|
|
" #ifdef USE_SHADOWMAP",
|
|
|
|
" for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
|
|
|
" vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
|
|
|
" }",
|
|
|
|
" #endif",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
};
|