@plastic-software/three 0.182.0 → 0.183.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +1 -1
- package/build/three.cjs +11521 -10878
- package/build/three.core.js +11732 -11340
- package/build/three.core.min.js +2 -2
- package/build/three.module.js +510 -263
- package/build/three.module.min.js +2 -2
- package/build/three.tsl.js +7 -11
- package/build/three.tsl.min.js +2 -2
- package/build/three.webgpu.js +3072 -2607
- package/build/three.webgpu.min.js +2 -2
- package/build/three.webgpu.nodes.js +3071 -2607
- package/build/three.webgpu.nodes.min.js +2 -2
- package/examples/jsm/Addons.js +0 -3
- package/examples/jsm/animation/CCDIKSolver.js +2 -2
- package/examples/jsm/controls/ArcballControls.js +3 -3
- package/examples/jsm/controls/OrbitControls.js +103 -0
- package/examples/jsm/effects/AnaglyphEffect.js +102 -7
- package/examples/jsm/environments/ColorEnvironment.js +59 -0
- package/examples/jsm/environments/RoomEnvironment.js +1 -0
- package/examples/jsm/exporters/EXRExporter.js +1 -1
- package/examples/jsm/exporters/GLTFExporter.js +131 -4
- package/examples/jsm/exporters/USDZExporter.js +22 -3
- package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
- package/examples/jsm/helpers/ViewHelper.js +67 -8
- package/examples/jsm/inspector/Inspector.js +21 -5
- package/examples/jsm/inspector/tabs/Console.js +39 -5
- package/examples/jsm/inspector/tabs/Parameters.js +16 -0
- package/examples/jsm/inspector/ui/Style.js +25 -1
- package/examples/jsm/libs/meshopt_decoder.module.js +6 -5
- package/examples/jsm/lines/LineMaterial.js +6 -0
- package/examples/jsm/loaders/3MFLoader.js +2 -2
- package/examples/jsm/loaders/AMFLoader.js +2 -2
- package/examples/jsm/loaders/ColladaLoader.js +24 -4026
- package/examples/jsm/loaders/EXRLoader.js +5 -5
- package/examples/jsm/loaders/FBXLoader.js +2 -2
- package/examples/jsm/loaders/GCodeLoader.js +34 -8
- package/examples/jsm/loaders/GLTFLoader.js +122 -171
- package/examples/jsm/loaders/KMZLoader.js +5 -5
- package/examples/jsm/loaders/KTX2Loader.js +5 -5
- package/examples/jsm/loaders/LWOLoader.js +7 -39
- package/examples/jsm/loaders/NRRDLoader.js +2 -2
- package/examples/jsm/loaders/PCDLoader.js +3 -2
- package/examples/jsm/loaders/USDLoader.js +100 -40
- package/examples/jsm/loaders/UltraHDRLoader.js +182 -30
- package/examples/jsm/loaders/VRMLLoader.js +77 -0
- package/examples/jsm/loaders/VTKLoader.js +37 -24
- package/examples/jsm/loaders/collada/ColladaComposer.js +2950 -0
- package/examples/jsm/loaders/collada/ColladaParser.js +1962 -0
- package/examples/jsm/loaders/usd/USDAParser.js +447 -366
- package/examples/jsm/loaders/usd/USDCParser.js +1841 -6
- package/examples/jsm/loaders/usd/USDComposer.js +4041 -0
- package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +2 -2
- package/examples/jsm/objects/LensflareMesh.js +1 -1
- package/examples/jsm/objects/Sky.js +76 -4
- package/examples/jsm/objects/SkyMesh.js +114 -7
- package/examples/jsm/objects/Water.js +4 -3
- package/examples/jsm/objects/Water2.js +5 -3
- package/examples/jsm/objects/WaterMesh.js +5 -7
- package/examples/jsm/physics/JoltPhysics.js +7 -5
- package/examples/jsm/physics/RapierPhysics.js +6 -4
- package/examples/jsm/postprocessing/EffectComposer.js +7 -5
- package/examples/jsm/postprocessing/RenderTransitionPass.js +1 -1
- package/examples/jsm/renderers/CSS3DRenderer.js +1 -1
- package/examples/jsm/renderers/SVGRenderer.js +2 -2
- package/examples/jsm/shaders/GTAOShader.js +19 -6
- package/examples/jsm/shaders/HalftoneShader.js +12 -1
- package/examples/jsm/shaders/PoissonDenoiseShader.js +6 -2
- package/examples/jsm/shaders/SAOShader.js +17 -4
- package/examples/jsm/shaders/SSAOShader.js +11 -1
- package/examples/jsm/shaders/SSRShader.js +6 -5
- package/examples/jsm/shaders/VignetteShader.js +1 -1
- package/examples/jsm/tsl/display/AfterImageNode.js +1 -1
- package/examples/jsm/tsl/display/AnaglyphPassNode.js +456 -16
- package/examples/jsm/tsl/display/AnamorphicNode.js +1 -1
- package/examples/jsm/tsl/display/BilateralBlurNode.js +364 -0
- package/examples/jsm/tsl/display/BloomNode.js +5 -5
- package/examples/jsm/tsl/display/CRT.js +150 -0
- package/examples/jsm/tsl/display/DenoiseNode.js +1 -1
- package/examples/jsm/tsl/display/DepthOfFieldNode.js +1 -1
- package/examples/jsm/tsl/display/DotScreenNode.js +1 -1
- package/examples/jsm/tsl/display/FXAANode.js +2 -2
- package/examples/jsm/tsl/display/GTAONode.js +2 -2
- package/examples/jsm/tsl/display/GaussianBlurNode.js +11 -2
- package/examples/jsm/tsl/display/GodraysNode.js +624 -0
- package/examples/jsm/tsl/display/LensflareNode.js +1 -1
- package/examples/jsm/tsl/display/Lut3DNode.js +1 -1
- package/examples/jsm/tsl/display/OutlineNode.js +3 -3
- package/examples/jsm/tsl/display/ParallaxBarrierPassNode.js +2 -2
- package/examples/jsm/tsl/display/PixelationPassNode.js +5 -5
- package/examples/jsm/tsl/display/RGBShiftNode.js +2 -2
- package/examples/jsm/tsl/display/RetroPassNode.js +263 -0
- package/examples/jsm/tsl/display/SMAANode.js +2 -2
- package/examples/jsm/tsl/display/SSAAPassNode.js +2 -2
- package/examples/jsm/tsl/display/SSGINode.js +2 -2
- package/examples/jsm/tsl/display/SSRNode.js +7 -7
- package/examples/jsm/tsl/display/SSSNode.js +2 -2
- package/examples/jsm/tsl/display/Shape.js +29 -0
- package/examples/jsm/tsl/display/SobelOperatorNode.js +2 -2
- package/examples/jsm/tsl/display/StereoPassNode.js +1 -2
- package/examples/jsm/tsl/display/TRAANode.js +9 -12
- package/examples/jsm/tsl/display/TransitionNode.js +1 -1
- package/examples/jsm/tsl/display/depthAwareBlend.js +80 -0
- package/examples/jsm/tsl/math/Bayer.js +40 -1
- package/examples/jsm/utils/LDrawUtils.js +1 -1
- package/package.json +11 -19
- package/src/Three.Core.js +1 -1
- package/src/Three.TSL.js +5 -9
- package/src/Three.WebGPU.Nodes.js +2 -0
- package/src/Three.WebGPU.js +3 -0
- package/src/Three.js +1 -0
- package/src/animation/AnimationAction.js +1 -1
- package/src/animation/AnimationClip.js +1 -1
- package/src/animation/AnimationMixer.js +6 -0
- package/src/animation/KeyframeTrack.js +46 -7
- package/src/animation/PropertyMixer.js +4 -4
- package/src/audio/Audio.js +1 -1
- package/src/audio/AudioListener.js +5 -3
- package/src/cameras/Camera.js +32 -2
- package/src/cameras/CubeCamera.js +20 -0
- package/src/constants.js +30 -1
- package/src/core/Clock.js +7 -0
- package/src/core/Object3D.js +56 -4
- package/src/core/RenderTarget.js +3 -4
- package/src/extras/PMREMGenerator.js +4 -8
- package/src/geometries/TorusGeometry.js +8 -3
- package/src/helpers/CameraHelper.js +3 -0
- package/src/helpers/DirectionalLightHelper.js +4 -1
- package/src/helpers/HemisphereLightHelper.js +3 -0
- package/src/helpers/PointLightHelper.js +0 -24
- package/src/helpers/SpotLightHelper.js +3 -0
- package/src/lights/LightShadow.js +15 -3
- package/src/lights/webgpu/IESSpotLight.js +2 -1
- package/src/loaders/Cache.js +28 -0
- package/src/loaders/FileLoader.js +1 -1
- package/src/loaders/ImageBitmapLoader.js +8 -3
- package/src/loaders/Loader.js +6 -0
- package/src/loaders/ObjectLoader.js +18 -1
- package/src/materials/MeshLambertMaterial.js +9 -0
- package/src/materials/MeshPhongMaterial.js +9 -0
- package/src/materials/nodes/Line2NodeMaterial.js +5 -5
- package/src/materials/nodes/MeshPhysicalNodeMaterial.js +2 -0
- package/src/materials/nodes/NodeMaterial.js +15 -24
- package/src/materials/nodes/manager/NodeMaterialObserver.js +9 -3
- package/src/math/Line3.js +3 -5
- package/src/math/MathUtils.js +10 -10
- package/src/math/Matrix4.js +35 -26
- package/src/math/Quaternion.js +3 -29
- package/src/math/Vector3.js +3 -3
- package/src/math/interpolants/BezierInterpolant.js +108 -0
- package/src/nodes/Nodes.js +87 -68
- package/src/nodes/TSL.js +2 -5
- package/src/nodes/accessors/Arrays.js +1 -1
- package/src/nodes/accessors/Bitangent.js +5 -5
- package/src/nodes/accessors/BufferAttributeNode.js +1 -1
- package/src/nodes/accessors/Camera.js +149 -28
- package/src/nodes/accessors/InstanceNode.js +105 -40
- package/src/nodes/accessors/Normal.js +9 -9
- package/src/nodes/accessors/Position.js +34 -2
- package/src/nodes/accessors/SceneProperties.js +53 -0
- package/src/nodes/accessors/SkinningNode.js +12 -24
- package/src/nodes/accessors/StorageBufferNode.js +0 -19
- package/src/nodes/accessors/StorageTextureNode.js +37 -1
- package/src/nodes/accessors/Tangent.js +3 -3
- package/src/nodes/accessors/Texture3DNode.js +6 -34
- package/src/nodes/accessors/TextureNode.js +58 -22
- package/src/nodes/accessors/UniformArrayNode.js +2 -0
- package/src/nodes/core/MRTNode.js +48 -2
- package/src/nodes/core/Node.js +29 -3
- package/src/nodes/core/NodeBuilder.js +115 -40
- package/src/nodes/core/NodeError.js +28 -0
- package/src/nodes/core/NodeUtils.js +5 -3
- package/src/nodes/core/OutputStructNode.js +12 -10
- package/src/nodes/core/ParameterNode.js +2 -1
- package/src/nodes/core/StackNode.js +9 -8
- package/src/nodes/core/StackTrace.js +139 -0
- package/src/nodes/core/StructNode.js +15 -0
- package/src/nodes/core/SubBuildNode.js +1 -1
- package/src/nodes/core/UniformNode.js +2 -1
- package/src/nodes/core/VarNode.js +1 -1
- package/src/nodes/core/VaryingNode.js +1 -18
- package/src/nodes/display/BlendModes.js +0 -64
- package/src/nodes/display/ColorAdjustment.js +17 -0
- package/src/nodes/display/ColorSpaceNode.js +3 -3
- package/src/nodes/display/NormalMapNode.js +2 -2
- package/src/nodes/display/PassNode.js +21 -2
- package/src/nodes/display/RenderOutputNode.js +3 -3
- package/src/nodes/display/ScreenNode.js +2 -1
- package/src/nodes/display/ToneMappingNode.js +1 -1
- package/src/nodes/display/ToonOutlinePassNode.js +2 -2
- package/src/nodes/display/ViewportDepthNode.js +52 -4
- package/src/nodes/display/ViewportTextureNode.js +21 -4
- package/src/nodes/fog/Fog.js +18 -35
- package/src/nodes/functions/PhysicalLightingModel.js +25 -3
- package/src/nodes/geometry/RangeNode.js +4 -2
- package/src/nodes/gpgpu/ComputeNode.js +5 -4
- package/src/nodes/gpgpu/WorkgroupInfoNode.js +2 -1
- package/src/nodes/lighting/EnvironmentNode.js +28 -3
- package/src/nodes/lighting/PointShadowNode.js +24 -12
- package/src/nodes/lighting/ShadowFilterNode.js +15 -43
- package/src/nodes/lighting/ShadowNode.js +54 -32
- package/src/nodes/math/ConditionalNode.js +2 -2
- package/src/nodes/math/MathNode.js +3 -40
- package/src/nodes/math/OperatorNode.js +2 -1
- package/src/nodes/pmrem/PMREMUtils.js +9 -15
- package/src/nodes/tsl/TSLCore.js +13 -10
- package/src/nodes/utils/DebugNode.js +11 -11
- package/src/nodes/utils/JoinNode.js +2 -2
- package/src/nodes/utils/LoopNode.js +1 -1
- package/src/nodes/utils/MemberNode.js +1 -1
- package/src/nodes/utils/RTTNode.js +1 -1
- package/src/nodes/utils/ReflectorNode.js +2 -3
- package/src/nodes/utils/SpriteSheetUV.js +35 -0
- package/src/nodes/utils/UVUtils.js +4 -2
- package/src/objects/BatchedMesh.js +22 -12
- package/src/objects/InstancedMesh.js +11 -0
- package/src/renderers/WebGLRenderer.js +34 -60
- package/src/renderers/common/Backend.js +21 -0
- package/src/renderers/common/Background.js +7 -4
- package/src/renderers/common/BindGroup.js +1 -9
- package/src/renderers/common/Bindings.js +20 -5
- package/src/renderers/common/BlendMode.js +143 -0
- package/src/renderers/common/BundleGroup.js +1 -1
- package/src/renderers/common/CubeRenderTarget.js +50 -6
- package/src/renderers/common/Geometries.js +17 -3
- package/src/renderers/common/Lighting.js +5 -21
- package/src/renderers/common/Pipelines.js +4 -4
- package/src/renderers/common/PostProcessing.js +8 -206
- package/src/renderers/common/RenderBundles.js +2 -1
- package/src/renderers/common/RenderContext.js +16 -0
- package/src/renderers/common/RenderContexts.js +33 -56
- package/src/renderers/common/RenderLists.js +2 -1
- package/src/renderers/common/RenderObject.js +2 -3
- package/src/renderers/common/RenderObjectPipeline.js +40 -0
- package/src/renderers/common/RenderObjects.js +18 -2
- package/src/renderers/common/RenderPipeline.js +203 -17
- package/src/renderers/common/Renderer.js +207 -40
- package/src/renderers/common/Sampler.js +4 -4
- package/src/renderers/common/StorageBuffer.js +13 -1
- package/src/renderers/common/Textures.js +16 -0
- package/src/renderers/common/TimestampQueryPool.js +5 -3
- package/src/renderers/common/Uniform.js +8 -0
- package/src/renderers/common/UniformsGroup.js +60 -0
- package/src/renderers/common/XRManager.js +2 -2
- package/src/renderers/common/nodes/NodeBuilderState.js +1 -1
- package/src/renderers/common/nodes/{Nodes.js → NodeManager.js} +18 -6
- package/src/renderers/common/nodes/NodeStorageBuffer.js +13 -2
- package/src/renderers/shaders/ShaderChunk/batching_pars_vertex.glsl.js +2 -2
- package/src/renderers/shaders/ShaderChunk/color_fragment.glsl.js +1 -5
- package/src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js +1 -5
- package/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js +1 -5
- package/src/renderers/shaders/ShaderChunk/color_vertex.glsl.js +8 -10
- package/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js +4 -4
- package/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js +7 -11
- package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +6 -0
- package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +6 -2
- package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +23 -1
- package/src/renderers/shaders/ShaderChunk/packing.glsl.js +20 -4
- package/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js +55 -24
- package/src/renderers/shaders/ShaderLib/meshlambert.glsl.js +2 -0
- package/src/renderers/shaders/ShaderLib/meshphong.glsl.js +2 -0
- package/src/renderers/shaders/ShaderLib/shadow.glsl.js +1 -0
- package/src/renderers/shaders/ShaderLib.js +4 -2
- package/src/renderers/shaders/UniformsLib.js +0 -3
- package/src/renderers/webgl/WebGLBackground.js +2 -2
- package/src/renderers/webgl/WebGLBindingStates.js +99 -27
- package/src/renderers/webgl/WebGLEnvironments.js +228 -0
- package/src/renderers/webgl/WebGLGeometries.js +10 -7
- package/src/renderers/webgl/WebGLMaterials.js +12 -0
- package/src/renderers/webgl/WebGLObjects.js +3 -1
- package/src/renderers/webgl/WebGLProgram.js +2 -2
- package/src/renderers/webgl/WebGLPrograms.js +10 -4
- package/src/renderers/webgl/WebGLRenderLists.js +15 -0
- package/src/renderers/webgl/WebGLShadowMap.js +5 -4
- package/src/renderers/webgl/WebGLState.js +12 -17
- package/src/renderers/webgl-fallback/WebGLBackend.js +71 -7
- package/src/renderers/webgl-fallback/nodes/GLSLNodeBuilder.js +98 -29
- package/src/renderers/webgl-fallback/utils/WebGLState.js +168 -7
- package/src/renderers/webgpu/WebGPUBackend.js +58 -9
- package/src/renderers/webgpu/WebGPURenderer.js +1 -0
- package/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +257 -45
- package/src/renderers/webgpu/utils/WebGPUBindingUtils.js +8 -19
- package/src/renderers/webgpu/utils/WebGPUConstants.js +1 -1
- package/src/renderers/webgpu/utils/WebGPUPipelineUtils.js +56 -31
- package/src/renderers/webgpu/utils/WebGPUTexturePassUtils.js +152 -200
- package/src/renderers/webgpu/utils/WebGPUTextureUtils.js +25 -25
- package/src/renderers/webgpu/utils/WebGPUUtils.js +10 -6
- package/src/renderers/webxr/WebXRManager.js +2 -2
- package/src/textures/Texture.js +2 -2
- package/src/utils.js +246 -3
- package/examples/jsm/materials/MeshGouraudMaterial.js +0 -433
- package/examples/jsm/materials/MeshPostProcessingMaterial.js +0 -167
- package/examples/jsm/shaders/GodRaysShader.js +0 -333
- package/src/nodes/accessors/SceneNode.js +0 -145
- package/src/nodes/code/ScriptableNode.js +0 -726
- package/src/nodes/code/ScriptableValueNode.js +0 -253
- package/src/nodes/display/PosterizeNode.js +0 -65
- package/src/nodes/utils/SpriteSheetUVNode.js +0 -90
- package/src/renderers/webgl/WebGLCubeMaps.js +0 -99
- package/src/renderers/webgl/WebGLCubeUVMaps.js +0 -134
package/build/three.module.js
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* Copyright 2010-2026 Three.js Authors
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import { Matrix3, Vector2, Color, Matrix4, mergeUniforms, Vector3, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, BackSide, cloneUniforms, Euler, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, IntType, warn, HalfFloatType, UnsignedByteType, FloatType, RGBAFormat, Plane,
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export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls,
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import { Matrix3, Vector2, Color, Matrix4, mergeUniforms, Vector3, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, BackSide, cloneUniforms, Euler, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, IntType, warn, HalfFloatType, UnsignedByteType, FloatType, RGBAFormat, Plane, CubeReflectionMapping, CubeRefractionMapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, error, NoBlending, WebGLRenderTarget, BufferAttribute, LinearSRGBColorSpace, LinearFilter, CubeTexture, LinearMipmapLinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, warnOnce, Uint32BufferAttribute, Uint16BufferAttribute, Vector4, DataArrayTexture, Float32BufferAttribute, RawShaderMaterial, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, Data3DTexture, GreaterEqualCompare, LessEqualCompare, DepthTexture, Texture, TriPlanarMapping, CylindricalMapping, UVMapping, GLSL3, VSMShadowMap, PCFShadowMap, AddOperation, MixOperation, MultiplyOperation, LinearTransfer, UniformsUtils, DoubleSide, NormalBlending, TangentSpaceNormalMap, ObjectSpaceNormalMap, Layers, RGFormat, Frustum, MeshDepthMaterial, MeshDistanceMaterial, PCFSoftShadowMap, DepthFormat, NearestFilter, CubeDepthTexture, UnsignedIntType, LessEqualDepth, ReverseSubtractEquation, SubtractEquation, AddEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, ZeroFactor, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceNone, CullFaceBack, CullFaceFront, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, ReversedDepthFuncs, MinEquation, MaxEquation, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, LinearMipmapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, EqualCompare, LessCompare, AlwaysCompare, NeverCompare, NoColorSpace, DepthStencilFormat, getByteLength, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, UnsignedInt101111Type, ByteType, ShortType, AlphaFormat, RGBFormat, RedFormat, RedIntegerFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, RG11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, RED_GREEN_RGTC2_Format, SIGNED_RED_GREEN_RGTC2_Format, ExternalTexture, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, DataTexture, createCanvasElement, SRGBColorSpace, REVISION, log, WebGLCoordinateSystem, probeAsync } from './three.core.js';
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export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NoNormalPacking, NormalAnimationBlendMode, NormalGAPacking, NormalRGPacking, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, Ray, Raycaster, RectAreaLight, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp, getConsoleFunction, setConsoleFunction } from './three.core.js';
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var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
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var batching_pars_vertex = "#ifdef USE_BATCHING_MATRIX\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in int i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\
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var batching_pars_vertex = "#ifdef USE_BATCHING_MATRIX\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in int i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec4 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 );\n\t}\n#endif";
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var batching_vertex = "#ifdef USE_BATCHING_MATRIX\n\tmat4 batchingMatrix = getBatchingMatrix( gl_DrawID );\n#elif defined ( USE_BATCHING )\n\tmat4 batchingMatrix = mat4( 1.0 );\n#endif";
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@@ -331,17 +331,17 @@ var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 v
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var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
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var color_fragment = "#if defined(
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var color_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#endif";
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var color_pars_fragment = "#if defined(
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var color_pars_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#endif";
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var color_pars_vertex = "#if defined(
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var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec4 vColor;\n#endif";
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var color_vertex = "#if defined(
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var color_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec4( 1.0 );\n#endif\n#ifdef USE_COLOR_ALPHA\n\tvColor *= color;\n#elif defined( USE_COLOR )\n\tvColor.rgb *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.rgb *= instanceColor.rgb;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );\n#endif";
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var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\n#if defined( USE_MAP_TRIPLANAR ) || \\\n defined( USE_ALPHAMAP_TRIPLANAR ) || \\\n defined( USE_NORMALMAP_TRIPLANAR ) || \\\n defined( USE_ROUGHNESSMAP_TRIPLANAR ) || \\\n defined( USE_AOMAP_TRIPLANAR ) || \\\n defined( USE_METALNESSMAP_TRIPLANAR ) || \\\n defined( USE_CLEARCOAT_NORMALMAP_TRIPLANAR )\n #define USE_TRIPLANAR\n#endif\n#if defined( USE_MAP_TRIPLANAR ) || \\\n defined( USE_ALPHAMAP_TRIPLANAR ) || \\\n defined( USE_ROUGHNESSMAP_TRIPLANAR ) || \\\n defined( USE_AOMAP_TRIPLANAR ) || \\\n defined( USE_METALNESSMAP_TRIPLANAR )\n vec4 texture2DTriplanar( sampler2D map, mat3 uvTransform, vec3 coords, vec3 weights ) {\n return weights.x * texture2D( map, (uvTransform * vec3(coords.zy, 1)).xy ) +\n weights.y * texture2D( map, (uvTransform * vec3(coords.xz, 1)).xy ) +\n weights.z * texture2D( map, (uvTransform * vec3(coords.xy, 1)).xy );\n \n }\n#endif\n#if defined( USE_NORMALMAP_TRIPLANAR ) || defined( USE_CLEARCOAT_NORMALMAP_TRIPLANAR )\n vec3 texture2DTriplanarNormal( sampler2D normalMap, mat3 uvTransform, vec2 normalMapScale, vec3 normal, vec3 coords, vec3 weights ) {\n \n vec2 uvX = coords.zy; vec2 uvY = coords.xz; vec2 uvZ = coords.xy; \n vec3 tnormalX = texture2D( normalMap, (uvTransform * vec3(uvX, 1)).xy ).xyz * 2.0 - 1.0;\n vec3 tnormalY = texture2D( normalMap, (uvTransform * vec3(uvY, 1)).xy ).xyz * 2.0 - 1.0;\n vec3 tnormalZ = texture2D( normalMap, (uvTransform * vec3(uvZ, 1)).xy ).xyz * 2.0 - 1.0;\n tnormalX.xy *= normalMapScale;\n tnormalY.xy *= normalMapScale;\n tnormalZ.xy *= normalMapScale;\n \n tnormalX = vec3(\n tnormalX.xy + normal.zy,\n abs(tnormalX.z) * normal.x\n );\n tnormalY = vec3(\n tnormalY.xy + normal.xz,\n abs(tnormalY.z) * normal.y\n );\n tnormalZ = vec3(\n tnormalZ.xy + normal.xy,\n abs(tnormalZ.z) * normal.z\n );\n \n return normalize(\n tnormalX.zyx * weights.x +\n tnormalY.xzy * weights.y +\n tnormalZ.xyz * weights.z\n );\n }\n#endif\n#if defined( USE_MAP_CYLINDRICAL ) || \\\n defined( USE_ALPHAMAP_CYLINDRICAL ) || \\\n defined( USE_NORMALMAP_CYLINDRICAL ) || \\\n defined( USE_ROUGHNESSMAP_CYLINDRICAL ) || \\\n defined( USE_AOMAP_CYLINDRICAL ) || \\\n defined( USE_METALNESSMAP_CYLINDRICAL ) || \\\n defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n #define USE_CYLINDRICAL\n#endif";
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var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4
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var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 3.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 4.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 5.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness ) + 1.0;\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
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var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#if defined( USE_TANGENT_FROM_NORMAL ) || defined( USE_NORMALMAP_TRIPLANAR )\n mat3 tangentMatrix = mat3(1.0);\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n #endif\n #if defined( USE_TANGENT_FROM_NORMAL ) || defined( USE_NORMALMAP_TRIPLANAR )\n tangentMatrix = bm * tangentMatrix;\n #endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n #endif\n #if defined( USE_TANGENT_FROM_NORMAL ) || defined( USE_NORMALMAP_TRIPLANAR )\n tangentMatrix = im * tangentMatrix;\n #endif\n#endif\n#if defined( USE_TRIPLANAR )\n\tvModelNormal = transformedNormal.xyz;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif\n#if defined( USE_TANGENT_FROM_NORMAL ) || defined( USE_NORMALMAP_TRIPLANAR )\n tangentMatrix = mat3( modelViewMatrix ) * tangentMatrix;\n#endif";
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var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}";
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var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t
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var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t\t#endif\n\t#endif\n#endif";
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var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif";
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@@ -397,13 +397,13 @@ var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhong
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var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";
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var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn v;\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( vec3( 1.0 ) - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
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var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn v;\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
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var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
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var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )
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var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
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var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
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var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\t#if defined( LAMBERT ) || defined( PHONG )\n\t\tirradiance += iblIrradiance;\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
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var logdepthbuf_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
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@@ -459,7 +459,7 @@ var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D
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var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";
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var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}";
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var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\n\t\treturn depth * ( far - near ) - far;\n\t#else\n\t\treturn depth * ( near - far ) - near;\n\t#endif\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\treturn ( near * far ) / ( ( near - far ) * depth - near );\n\t#else\n\t\treturn ( near * far ) / ( ( far - near ) * depth - far );\n\t#endif\n}";
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var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
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var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
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var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) *
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var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n\t\t\t\t) * 0.2;\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n\t\t\t\tfloat mean = distribution.x;\n\t\t\t\tfloat variance = distribution.y * distribution.y;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tfloat hard_shadow = step( mean, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tfloat hard_shadow = step( shadowCoord.z, mean );\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tif ( hard_shadow == 1.0 ) {\n\t\t\t\t\tshadow = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\tvariance = max( variance, 0.0000001 );\n\t\t\t\t\tfloat d = shadowCoord.z - mean;\n\t\t\t\t\tfloat p_max = variance / ( variance + d * d );\n\t\t\t\t\tp_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n\t\t\t\t\tshadow = max( hard_shadow, p_max );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#else\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tfloat depth = texture2D( shadowMap, shadowCoord.xy ).r;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tshadow = step( depth, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tshadow = step( shadowCoord.z, depth );\n\t\t\t\t#endif\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\tfloat getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tfloat dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp -= shadowBias;\n\t\t\t#else\n\t\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp += shadowBias;\n\t\t\t#endif\n\t\t\tfloat texelSize = shadowRadius / shadowMapSize.x;\n\t\t\tvec3 absDir = abs( bd3D );\n\t\t\tvec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n\t\t\ttangent = normalize( cross( bd3D, tangent ) );\n\t\t\tvec3 bitangent = cross( bd3D, tangent );\n\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\tvec2 sample0 = vogelDiskSample( 0, 5, phi );\n\t\t\tvec2 sample1 = vogelDiskSample( 1, 5, phi );\n\t\t\tvec2 sample2 = vogelDiskSample( 2, 5, phi );\n\t\t\tvec2 sample3 = vogelDiskSample( 3, 5, phi );\n\t\t\tvec2 sample4 = vogelDiskSample( 4, 5, phi );\n\t\t\tshadow = (\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )\n\t\t\t) * 0.2;\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\tfloat getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat depth = textureCube( shadowMap, bd3D ).r;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tdepth = 1.0 - depth;\n\t\t\t#endif\n\t\t\tshadow = step( dp, depth );\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#endif\n\t#endif\n#endif";
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var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
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const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <batching_vertex>\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
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const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_lambert_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_lambert_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_lambert_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_lambert_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <batching_vertex>\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
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@@ -555,7 +555,7 @@ const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SH
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const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <batching_vertex>\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
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const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
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const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <batching_vertex>\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";
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const vertex$2 = "#include <common>\n#include <batching_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
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const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n}";
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const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
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const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
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emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }
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emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
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function WebGLBackground( renderer,
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function WebGLBackground( renderer, environments, state, objects, alpha, premultipliedAlpha ) {
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1333
1332
|
|
|
@@ -1607,7 +1606,7 @@ function WebGLBindingStates( gl, attributes ) {
|
|
|
1607
1606
|
|
|
1608
1607
|
let updateBuffers = false;
|
|
1609
1608
|
|
|
1610
|
-
const state = getBindingState( geometry, program, material );
|
|
1609
|
+
const state = getBindingState( object, geometry, program, material );
|
|
1611
1610
|
|
|
1612
1611
|
if ( currentState !== state ) {
|
|
1613
1612
|
|
|
@@ -1660,16 +1659,28 @@ function WebGLBindingStates( gl, attributes ) {
|
|
|
1660
1659
|
|
|
1661
1660
|
}
|
|
1662
1661
|
|
|
1663
|
-
function getBindingState( geometry, program, material ) {
|
|
1662
|
+
function getBindingState( object, geometry, program, material ) {
|
|
1664
1663
|
|
|
1665
1664
|
const wireframe = ( material.wireframe === true );
|
|
1666
1665
|
|
|
1667
|
-
let
|
|
1666
|
+
let objectMap = bindingStates[ geometry.id ];
|
|
1667
|
+
|
|
1668
|
+
if ( objectMap === undefined ) {
|
|
1669
|
+
|
|
1670
|
+
objectMap = {};
|
|
1671
|
+
bindingStates[ geometry.id ] = objectMap;
|
|
1672
|
+
|
|
1673
|
+
}
|
|
1674
|
+
|
|
1675
|
+
// Each InstancedMesh requires unique binding states because it contains instanced attributes.
|
|
1676
|
+
const objectId = ( object.isInstancedMesh === true ) ? object.id : 0;
|
|
1677
|
+
|
|
1678
|
+
let programMap = objectMap[ objectId ];
|
|
1668
1679
|
|
|
1669
1680
|
if ( programMap === undefined ) {
|
|
1670
1681
|
|
|
1671
1682
|
programMap = {};
|
|
1672
|
-
|
|
1683
|
+
objectMap[ objectId ] = programMap;
|
|
1673
1684
|
|
|
1674
1685
|
}
|
|
1675
1686
|
|
|
@@ -2070,21 +2081,27 @@ function WebGLBindingStates( gl, attributes ) {
|
|
|
2070
2081
|
|
|
2071
2082
|
for ( const geometryId in bindingStates ) {
|
|
2072
2083
|
|
|
2073
|
-
const
|
|
2084
|
+
const objectMap = bindingStates[ geometryId ];
|
|
2074
2085
|
|
|
2075
|
-
for ( const
|
|
2086
|
+
for ( const objectId in objectMap ) {
|
|
2076
2087
|
|
|
2077
|
-
const
|
|
2088
|
+
const programMap = objectMap[ objectId ];
|
|
2078
2089
|
|
|
2079
|
-
for ( const
|
|
2090
|
+
for ( const programId in programMap ) {
|
|
2080
2091
|
|
|
2081
|
-
|
|
2092
|
+
const stateMap = programMap[ programId ];
|
|
2082
2093
|
|
|
2083
|
-
|
|
2094
|
+
for ( const wireframe in stateMap ) {
|
|
2084
2095
|
|
|
2085
|
-
|
|
2096
|
+
deleteVertexArrayObject( stateMap[ wireframe ].object );
|
|
2086
2097
|
|
|
2087
|
-
|
|
2098
|
+
delete stateMap[ wireframe ];
|
|
2099
|
+
|
|
2100
|
+
}
|
|
2101
|
+
|
|
2102
|
+
delete programMap[ programId ];
|
|
2103
|
+
|
|
2104
|
+
}
|
|
2088
2105
|
|
|
2089
2106
|
}
|
|
2090
2107
|
|
|
@@ -2098,21 +2115,27 @@ function WebGLBindingStates( gl, attributes ) {
|
|
|
2098
2115
|
|
|
2099
2116
|
if ( bindingStates[ geometry.id ] === undefined ) return;
|
|
2100
2117
|
|
|
2101
|
-
const
|
|
2118
|
+
const objectMap = bindingStates[ geometry.id ];
|
|
2102
2119
|
|
|
2103
|
-
for ( const
|
|
2120
|
+
for ( const objectId in objectMap ) {
|
|
2104
2121
|
|
|
2105
|
-
const
|
|
2122
|
+
const programMap = objectMap[ objectId ];
|
|
2106
2123
|
|
|
2107
|
-
for ( const
|
|
2124
|
+
for ( const programId in programMap ) {
|
|
2108
2125
|
|
|
2109
|
-
|
|
2126
|
+
const stateMap = programMap[ programId ];
|
|
2110
2127
|
|
|
2111
|
-
|
|
2128
|
+
for ( const wireframe in stateMap ) {
|
|
2112
2129
|
|
|
2113
|
-
|
|
2130
|
+
deleteVertexArrayObject( stateMap[ wireframe ].object );
|
|
2131
|
+
|
|
2132
|
+
delete stateMap[ wireframe ];
|
|
2114
2133
|
|
|
2115
|
-
|
|
2134
|
+
}
|
|
2135
|
+
|
|
2136
|
+
delete programMap[ programId ];
|
|
2137
|
+
|
|
2138
|
+
}
|
|
2116
2139
|
|
|
2117
2140
|
}
|
|
2118
2141
|
|
|
@@ -2124,26 +2147,73 @@ function WebGLBindingStates( gl, attributes ) {
|
|
|
2124
2147
|
|
|
2125
2148
|
for ( const geometryId in bindingStates ) {
|
|
2126
2149
|
|
|
2127
|
-
const
|
|
2150
|
+
const objectMap = bindingStates[ geometryId ];
|
|
2151
|
+
|
|
2152
|
+
for ( const objectId in objectMap ) {
|
|
2153
|
+
|
|
2154
|
+
const programMap = objectMap[ objectId ];
|
|
2128
2155
|
|
|
2129
|
-
|
|
2156
|
+
if ( programMap[ program.id ] === undefined ) continue;
|
|
2157
|
+
|
|
2158
|
+
const stateMap = programMap[ program.id ];
|
|
2159
|
+
|
|
2160
|
+
for ( const wireframe in stateMap ) {
|
|
2130
2161
|
|
|
2131
|
-
|
|
2162
|
+
deleteVertexArrayObject( stateMap[ wireframe ].object );
|
|
2132
2163
|
|
|
2133
|
-
|
|
2164
|
+
delete stateMap[ wireframe ];
|
|
2134
2165
|
|
|
2135
|
-
|
|
2166
|
+
}
|
|
2136
2167
|
|
|
2137
|
-
delete
|
|
2168
|
+
delete programMap[ program.id ];
|
|
2138
2169
|
|
|
2139
2170
|
}
|
|
2140
2171
|
|
|
2141
|
-
|
|
2172
|
+
}
|
|
2173
|
+
|
|
2174
|
+
}
|
|
2175
|
+
|
|
2176
|
+
function releaseStatesOfObject( object ) {
|
|
2177
|
+
|
|
2178
|
+
for ( const geometryId in bindingStates ) {
|
|
2179
|
+
|
|
2180
|
+
const objectMap = bindingStates[ geometryId ];
|
|
2181
|
+
|
|
2182
|
+
const objectId = ( object.isInstancedMesh === true ) ? object.id : 0;
|
|
2183
|
+
|
|
2184
|
+
const programMap = objectMap[ objectId ];
|
|
2185
|
+
|
|
2186
|
+
if ( programMap === undefined ) continue;
|
|
2187
|
+
|
|
2188
|
+
for ( const programId in programMap ) {
|
|
2189
|
+
|
|
2190
|
+
const stateMap = programMap[ programId ];
|
|
2191
|
+
|
|
2192
|
+
for ( const wireframe in stateMap ) {
|
|
2193
|
+
|
|
2194
|
+
deleteVertexArrayObject( stateMap[ wireframe ].object );
|
|
2195
|
+
|
|
2196
|
+
delete stateMap[ wireframe ];
|
|
2197
|
+
|
|
2198
|
+
}
|
|
2199
|
+
|
|
2200
|
+
delete programMap[ programId ];
|
|
2201
|
+
|
|
2202
|
+
}
|
|
2203
|
+
|
|
2204
|
+
delete objectMap[ objectId ];
|
|
2205
|
+
|
|
2206
|
+
if ( Object.keys( objectMap ).length === 0 ) {
|
|
2207
|
+
|
|
2208
|
+
delete bindingStates[ geometryId ];
|
|
2209
|
+
|
|
2210
|
+
}
|
|
2142
2211
|
|
|
2143
2212
|
}
|
|
2144
2213
|
|
|
2145
2214
|
}
|
|
2146
2215
|
|
|
2216
|
+
|
|
2147
2217
|
function reset() {
|
|
2148
2218
|
|
|
2149
2219
|
resetDefaultState();
|
|
@@ -2173,6 +2243,7 @@ function WebGLBindingStates( gl, attributes ) {
|
|
|
2173
2243
|
resetDefaultState: resetDefaultState,
|
|
2174
2244
|
dispose: dispose,
|
|
2175
2245
|
releaseStatesOfGeometry: releaseStatesOfGeometry,
|
|
2246
|
+
releaseStatesOfObject: releaseStatesOfObject,
|
|
2176
2247
|
releaseStatesOfProgram: releaseStatesOfProgram,
|
|
2177
2248
|
|
|
2178
2249
|
initAttributes: initAttributes,
|
|
@@ -2575,101 +2646,6 @@ function WebGLClipping( properties ) {
|
|
|
2575
2646
|
|
|
2576
2647
|
}
|
|
2577
2648
|
|
|
2578
|
-
function WebGLCubeMaps( renderer ) {
|
|
2579
|
-
|
|
2580
|
-
let cubemaps = new WeakMap();
|
|
2581
|
-
|
|
2582
|
-
function mapTextureMapping( texture, mapping ) {
|
|
2583
|
-
|
|
2584
|
-
if ( mapping === EquirectangularReflectionMapping ) {
|
|
2585
|
-
|
|
2586
|
-
texture.mapping = CubeReflectionMapping;
|
|
2587
|
-
|
|
2588
|
-
} else if ( mapping === EquirectangularRefractionMapping ) {
|
|
2589
|
-
|
|
2590
|
-
texture.mapping = CubeRefractionMapping;
|
|
2591
|
-
|
|
2592
|
-
}
|
|
2593
|
-
|
|
2594
|
-
return texture;
|
|
2595
|
-
|
|
2596
|
-
}
|
|
2597
|
-
|
|
2598
|
-
function get( texture ) {
|
|
2599
|
-
|
|
2600
|
-
if ( texture && texture.isTexture ) {
|
|
2601
|
-
|
|
2602
|
-
const mapping = texture.mapping;
|
|
2603
|
-
|
|
2604
|
-
if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
|
|
2605
|
-
|
|
2606
|
-
if ( cubemaps.has( texture ) ) {
|
|
2607
|
-
|
|
2608
|
-
const cubemap = cubemaps.get( texture ).texture;
|
|
2609
|
-
return mapTextureMapping( cubemap, texture.mapping );
|
|
2610
|
-
|
|
2611
|
-
} else {
|
|
2612
|
-
|
|
2613
|
-
const image = texture.image;
|
|
2614
|
-
|
|
2615
|
-
if ( image && image.height > 0 ) {
|
|
2616
|
-
|
|
2617
|
-
const renderTarget = new WebGLCubeRenderTarget( image.height );
|
|
2618
|
-
renderTarget.fromEquirectangularTexture( renderer, texture );
|
|
2619
|
-
cubemaps.set( texture, renderTarget );
|
|
2620
|
-
|
|
2621
|
-
texture.addEventListener( 'dispose', onTextureDispose );
|
|
2622
|
-
|
|
2623
|
-
return mapTextureMapping( renderTarget.texture, texture.mapping );
|
|
2624
|
-
|
|
2625
|
-
} else {
|
|
2626
|
-
|
|
2627
|
-
// image not yet ready. try the conversion next frame
|
|
2628
|
-
|
|
2629
|
-
return null;
|
|
2630
|
-
|
|
2631
|
-
}
|
|
2632
|
-
|
|
2633
|
-
}
|
|
2634
|
-
|
|
2635
|
-
}
|
|
2636
|
-
|
|
2637
|
-
}
|
|
2638
|
-
|
|
2639
|
-
return texture;
|
|
2640
|
-
|
|
2641
|
-
}
|
|
2642
|
-
|
|
2643
|
-
function onTextureDispose( event ) {
|
|
2644
|
-
|
|
2645
|
-
const texture = event.target;
|
|
2646
|
-
|
|
2647
|
-
texture.removeEventListener( 'dispose', onTextureDispose );
|
|
2648
|
-
|
|
2649
|
-
const cubemap = cubemaps.get( texture );
|
|
2650
|
-
|
|
2651
|
-
if ( cubemap !== undefined ) {
|
|
2652
|
-
|
|
2653
|
-
cubemaps.delete( texture );
|
|
2654
|
-
cubemap.dispose();
|
|
2655
|
-
|
|
2656
|
-
}
|
|
2657
|
-
|
|
2658
|
-
}
|
|
2659
|
-
|
|
2660
|
-
function dispose() {
|
|
2661
|
-
|
|
2662
|
-
cubemaps = new WeakMap();
|
|
2663
|
-
|
|
2664
|
-
}
|
|
2665
|
-
|
|
2666
|
-
return {
|
|
2667
|
-
get: get,
|
|
2668
|
-
dispose: dispose
|
|
2669
|
-
};
|
|
2670
|
-
|
|
2671
|
-
}
|
|
2672
|
-
|
|
2673
2649
|
const LOD_MIN = 4;
|
|
2674
2650
|
|
|
2675
2651
|
// The standard deviations (radians) associated with the extra mips.
|
|
@@ -3491,24 +3467,20 @@ function _getGGXShader( lodMax, width, height ) {
|
|
|
3491
3467
|
vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) {
|
|
3492
3468
|
float alpha = roughness * roughness;
|
|
3493
3469
|
|
|
3494
|
-
// Section 3.2: Transform view direction to hemisphere configuration
|
|
3495
|
-
vec3 Vh = normalize(vec3(alpha * V.x, alpha * V.y, V.z));
|
|
3496
|
-
|
|
3497
3470
|
// Section 4.1: Orthonormal basis
|
|
3498
|
-
|
|
3499
|
-
vec3
|
|
3500
|
-
vec3 T2 = cross(Vh, T1);
|
|
3471
|
+
vec3 T1 = vec3(1.0, 0.0, 0.0);
|
|
3472
|
+
vec3 T2 = cross(V, T1);
|
|
3501
3473
|
|
|
3502
3474
|
// Section 4.2: Parameterization of projected area
|
|
3503
3475
|
float r = sqrt(Xi.x);
|
|
3504
3476
|
float phi = 2.0 * PI * Xi.y;
|
|
3505
3477
|
float t1 = r * cos(phi);
|
|
3506
3478
|
float t2 = r * sin(phi);
|
|
3507
|
-
float s = 0.5 * (1.0 +
|
|
3479
|
+
float s = 0.5 * (1.0 + V.z);
|
|
3508
3480
|
t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;
|
|
3509
3481
|
|
|
3510
3482
|
// Section 4.3: Reprojection onto hemisphere
|
|
3511
|
-
vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) *
|
|
3483
|
+
vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * V;
|
|
3512
3484
|
|
|
3513
3485
|
// Section 3.4: Transform back to ellipsoid configuration
|
|
3514
3486
|
return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));
|
|
@@ -3814,13 +3786,245 @@ function _getCommonVertexShader() {
|
|
|
3814
3786
|
|
|
3815
3787
|
}
|
|
3816
3788
|
|
|
3817
|
-
|
|
3789
|
+
/**
|
|
3790
|
+
* A cube render target used in context of {@link WebGLRenderer}.
|
|
3791
|
+
*
|
|
3792
|
+
* @augments WebGLRenderTarget
|
|
3793
|
+
*/
|
|
3794
|
+
class WebGLCubeRenderTarget extends WebGLRenderTarget {
|
|
3795
|
+
|
|
3796
|
+
/**
|
|
3797
|
+
* Constructs a new cube render target.
|
|
3798
|
+
*
|
|
3799
|
+
* @param {number} [size=1] - The size of the render target.
|
|
3800
|
+
* @param {RenderTarget~Options} [options] - The configuration object.
|
|
3801
|
+
*/
|
|
3802
|
+
constructor( size = 1, options = {} ) {
|
|
3803
|
+
|
|
3804
|
+
super( size, size, options );
|
|
3818
3805
|
|
|
3819
|
-
|
|
3806
|
+
/**
|
|
3807
|
+
* This flag can be used for type testing.
|
|
3808
|
+
*
|
|
3809
|
+
* @type {boolean}
|
|
3810
|
+
* @readonly
|
|
3811
|
+
* @default true
|
|
3812
|
+
*/
|
|
3813
|
+
this.isWebGLCubeRenderTarget = true;
|
|
3814
|
+
|
|
3815
|
+
const image = { width: size, height: size, depth: 1 };
|
|
3816
|
+
const images = [ image, image, image, image, image, image ];
|
|
3817
|
+
|
|
3818
|
+
/**
|
|
3819
|
+
* Overwritten with a different texture type.
|
|
3820
|
+
*
|
|
3821
|
+
* @type {DataArrayTexture}
|
|
3822
|
+
*/
|
|
3823
|
+
this.texture = new CubeTexture( images );
|
|
3824
|
+
this._setTextureOptions( options );
|
|
3825
|
+
|
|
3826
|
+
// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
|
|
3827
|
+
// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
|
|
3828
|
+
// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
|
|
3829
|
+
|
|
3830
|
+
// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
|
|
3831
|
+
// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
|
|
3832
|
+
// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
|
|
3833
|
+
|
|
3834
|
+
this.texture.isRenderTargetTexture = true;
|
|
3835
|
+
|
|
3836
|
+
}
|
|
3837
|
+
|
|
3838
|
+
/**
|
|
3839
|
+
* Converts the given equirectangular texture to a cube map.
|
|
3840
|
+
*
|
|
3841
|
+
* @param {WebGLRenderer} renderer - The renderer.
|
|
3842
|
+
* @param {Texture} texture - The equirectangular texture.
|
|
3843
|
+
* @return {WebGLCubeRenderTarget} A reference to this cube render target.
|
|
3844
|
+
*/
|
|
3845
|
+
fromEquirectangularTexture( renderer, texture ) {
|
|
3846
|
+
|
|
3847
|
+
this.texture.type = texture.type;
|
|
3848
|
+
this.texture.colorSpace = texture.colorSpace;
|
|
3849
|
+
|
|
3850
|
+
this.texture.generateMipmaps = texture.generateMipmaps;
|
|
3851
|
+
this.texture.minFilter = texture.minFilter;
|
|
3852
|
+
this.texture.magFilter = texture.magFilter;
|
|
3853
|
+
|
|
3854
|
+
const shader = {
|
|
3855
|
+
|
|
3856
|
+
uniforms: {
|
|
3857
|
+
tEquirect: { value: null },
|
|
3858
|
+
},
|
|
3859
|
+
|
|
3860
|
+
vertexShader: /* glsl */`
|
|
3861
|
+
|
|
3862
|
+
varying vec3 vWorldDirection;
|
|
3863
|
+
|
|
3864
|
+
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
|
|
3865
|
+
|
|
3866
|
+
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
|
|
3867
|
+
|
|
3868
|
+
}
|
|
3869
|
+
|
|
3870
|
+
void main() {
|
|
3871
|
+
|
|
3872
|
+
vWorldDirection = transformDirection( position, modelMatrix );
|
|
3873
|
+
|
|
3874
|
+
#include <begin_vertex>
|
|
3875
|
+
#include <project_vertex>
|
|
3876
|
+
|
|
3877
|
+
}
|
|
3878
|
+
`,
|
|
3879
|
+
|
|
3880
|
+
fragmentShader: /* glsl */`
|
|
3881
|
+
|
|
3882
|
+
uniform sampler2D tEquirect;
|
|
3883
|
+
|
|
3884
|
+
varying vec3 vWorldDirection;
|
|
3885
|
+
|
|
3886
|
+
#include <common>
|
|
3887
|
+
|
|
3888
|
+
void main() {
|
|
3889
|
+
|
|
3890
|
+
vec3 direction = normalize( vWorldDirection );
|
|
3891
|
+
|
|
3892
|
+
vec2 sampleUV = equirectUv( direction );
|
|
3893
|
+
|
|
3894
|
+
gl_FragColor = texture2D( tEquirect, sampleUV );
|
|
3895
|
+
|
|
3896
|
+
}
|
|
3897
|
+
`
|
|
3898
|
+
};
|
|
3899
|
+
|
|
3900
|
+
const geometry = new BoxGeometry( 5, 5, 5 );
|
|
3901
|
+
|
|
3902
|
+
const material = new ShaderMaterial( {
|
|
3903
|
+
|
|
3904
|
+
name: 'CubemapFromEquirect',
|
|
3905
|
+
|
|
3906
|
+
uniforms: cloneUniforms( shader.uniforms ),
|
|
3907
|
+
vertexShader: shader.vertexShader,
|
|
3908
|
+
fragmentShader: shader.fragmentShader,
|
|
3909
|
+
side: BackSide,
|
|
3910
|
+
blending: NoBlending
|
|
3911
|
+
|
|
3912
|
+
} );
|
|
3913
|
+
|
|
3914
|
+
material.uniforms.tEquirect.value = texture;
|
|
3915
|
+
|
|
3916
|
+
const mesh = new Mesh( geometry, material );
|
|
3917
|
+
|
|
3918
|
+
const currentMinFilter = texture.minFilter;
|
|
3919
|
+
|
|
3920
|
+
// Avoid blurred poles
|
|
3921
|
+
if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
|
|
3922
|
+
|
|
3923
|
+
const camera = new CubeCamera( 1, 10, this );
|
|
3924
|
+
camera.update( renderer, mesh );
|
|
3925
|
+
|
|
3926
|
+
texture.minFilter = currentMinFilter;
|
|
3927
|
+
|
|
3928
|
+
mesh.geometry.dispose();
|
|
3929
|
+
mesh.material.dispose();
|
|
3930
|
+
|
|
3931
|
+
return this;
|
|
3932
|
+
|
|
3933
|
+
}
|
|
3934
|
+
|
|
3935
|
+
/**
|
|
3936
|
+
* Clears this cube render target.
|
|
3937
|
+
*
|
|
3938
|
+
* @param {WebGLRenderer} renderer - The renderer.
|
|
3939
|
+
* @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
|
|
3940
|
+
* @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
|
|
3941
|
+
* @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
|
|
3942
|
+
*/
|
|
3943
|
+
clear( renderer, color = true, depth = true, stencil = true ) {
|
|
3944
|
+
|
|
3945
|
+
const currentRenderTarget = renderer.getRenderTarget();
|
|
3946
|
+
|
|
3947
|
+
for ( let i = 0; i < 6; i ++ ) {
|
|
3948
|
+
|
|
3949
|
+
renderer.setRenderTarget( this, i );
|
|
3950
|
+
|
|
3951
|
+
renderer.clear( color, depth, stencil );
|
|
3952
|
+
|
|
3953
|
+
}
|
|
3954
|
+
|
|
3955
|
+
renderer.setRenderTarget( currentRenderTarget );
|
|
3956
|
+
|
|
3957
|
+
}
|
|
3958
|
+
|
|
3959
|
+
}
|
|
3960
|
+
|
|
3961
|
+
function WebGLEnvironments( renderer ) {
|
|
3962
|
+
|
|
3963
|
+
let cubeMaps = new WeakMap();
|
|
3964
|
+
let pmremMaps = new WeakMap();
|
|
3820
3965
|
|
|
3821
3966
|
let pmremGenerator = null;
|
|
3822
3967
|
|
|
3823
|
-
function get( texture ) {
|
|
3968
|
+
function get( texture, usePMREM = false ) {
|
|
3969
|
+
|
|
3970
|
+
if ( texture === null || texture === undefined ) return null;
|
|
3971
|
+
|
|
3972
|
+
if ( usePMREM ) {
|
|
3973
|
+
|
|
3974
|
+
return getPMREM( texture );
|
|
3975
|
+
|
|
3976
|
+
}
|
|
3977
|
+
|
|
3978
|
+
return getCube( texture );
|
|
3979
|
+
|
|
3980
|
+
}
|
|
3981
|
+
|
|
3982
|
+
function getCube( texture ) {
|
|
3983
|
+
|
|
3984
|
+
if ( texture && texture.isTexture ) {
|
|
3985
|
+
|
|
3986
|
+
const mapping = texture.mapping;
|
|
3987
|
+
|
|
3988
|
+
if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
|
|
3989
|
+
|
|
3990
|
+
if ( cubeMaps.has( texture ) ) {
|
|
3991
|
+
|
|
3992
|
+
const cubemap = cubeMaps.get( texture ).texture;
|
|
3993
|
+
return mapTextureMapping( cubemap, texture.mapping );
|
|
3994
|
+
|
|
3995
|
+
} else {
|
|
3996
|
+
|
|
3997
|
+
const image = texture.image;
|
|
3998
|
+
|
|
3999
|
+
if ( image && image.height > 0 ) {
|
|
4000
|
+
|
|
4001
|
+
const renderTarget = new WebGLCubeRenderTarget( image.height );
|
|
4002
|
+
renderTarget.fromEquirectangularTexture( renderer, texture );
|
|
4003
|
+
cubeMaps.set( texture, renderTarget );
|
|
4004
|
+
|
|
4005
|
+
texture.addEventListener( 'dispose', onCubemapDispose );
|
|
4006
|
+
|
|
4007
|
+
return mapTextureMapping( renderTarget.texture, texture.mapping );
|
|
4008
|
+
|
|
4009
|
+
} else {
|
|
4010
|
+
|
|
4011
|
+
// image not yet ready. try the conversion next frame
|
|
4012
|
+
|
|
4013
|
+
return null;
|
|
4014
|
+
|
|
4015
|
+
}
|
|
4016
|
+
|
|
4017
|
+
}
|
|
4018
|
+
|
|
4019
|
+
}
|
|
4020
|
+
|
|
4021
|
+
}
|
|
4022
|
+
|
|
4023
|
+
return texture;
|
|
4024
|
+
|
|
4025
|
+
}
|
|
4026
|
+
|
|
4027
|
+
function getPMREM( texture ) {
|
|
3824
4028
|
|
|
3825
4029
|
if ( texture && texture.isTexture ) {
|
|
3826
4030
|
|
|
@@ -3833,7 +4037,7 @@ function WebGLCubeUVMaps( renderer ) {
|
|
|
3833
4037
|
|
|
3834
4038
|
if ( isEquirectMap || isCubeMap ) {
|
|
3835
4039
|
|
|
3836
|
-
let renderTarget =
|
|
4040
|
+
let renderTarget = pmremMaps.get( texture );
|
|
3837
4041
|
|
|
3838
4042
|
const currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0;
|
|
3839
4043
|
|
|
@@ -3844,7 +4048,7 @@ function WebGLCubeUVMaps( renderer ) {
|
|
|
3844
4048
|
renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );
|
|
3845
4049
|
renderTarget.texture.pmremVersion = texture.pmremVersion;
|
|
3846
4050
|
|
|
3847
|
-
|
|
4051
|
+
pmremMaps.set( texture, renderTarget );
|
|
3848
4052
|
|
|
3849
4053
|
return renderTarget.texture;
|
|
3850
4054
|
|
|
@@ -3865,9 +4069,9 @@ function WebGLCubeUVMaps( renderer ) {
|
|
|
3865
4069
|
renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );
|
|
3866
4070
|
renderTarget.texture.pmremVersion = texture.pmremVersion;
|
|
3867
4071
|
|
|
3868
|
-
|
|
4072
|
+
pmremMaps.set( texture, renderTarget );
|
|
3869
4073
|
|
|
3870
|
-
texture.addEventListener( 'dispose',
|
|
4074
|
+
texture.addEventListener( 'dispose', onPMREMDispose );
|
|
3871
4075
|
|
|
3872
4076
|
return renderTarget.texture;
|
|
3873
4077
|
|
|
@@ -3891,6 +4095,22 @@ function WebGLCubeUVMaps( renderer ) {
|
|
|
3891
4095
|
|
|
3892
4096
|
}
|
|
3893
4097
|
|
|
4098
|
+
function mapTextureMapping( texture, mapping ) {
|
|
4099
|
+
|
|
4100
|
+
if ( mapping === EquirectangularReflectionMapping ) {
|
|
4101
|
+
|
|
4102
|
+
texture.mapping = CubeReflectionMapping;
|
|
4103
|
+
|
|
4104
|
+
} else if ( mapping === EquirectangularRefractionMapping ) {
|
|
4105
|
+
|
|
4106
|
+
texture.mapping = CubeRefractionMapping;
|
|
4107
|
+
|
|
4108
|
+
}
|
|
4109
|
+
|
|
4110
|
+
return texture;
|
|
4111
|
+
|
|
4112
|
+
}
|
|
4113
|
+
|
|
3894
4114
|
function isCubeTextureComplete( image ) {
|
|
3895
4115
|
|
|
3896
4116
|
let count = 0;
|
|
@@ -3904,21 +4124,37 @@ function WebGLCubeUVMaps( renderer ) {
|
|
|
3904
4124
|
|
|
3905
4125
|
return count === length;
|
|
3906
4126
|
|
|
4127
|
+
}
|
|
4128
|
+
|
|
4129
|
+
function onCubemapDispose( event ) {
|
|
4130
|
+
|
|
4131
|
+
const texture = event.target;
|
|
4132
|
+
|
|
4133
|
+
texture.removeEventListener( 'dispose', onCubemapDispose );
|
|
4134
|
+
|
|
4135
|
+
const cubemap = cubeMaps.get( texture );
|
|
4136
|
+
|
|
4137
|
+
if ( cubemap !== undefined ) {
|
|
4138
|
+
|
|
4139
|
+
cubeMaps.delete( texture );
|
|
4140
|
+
cubemap.dispose();
|
|
4141
|
+
|
|
4142
|
+
}
|
|
3907
4143
|
|
|
3908
4144
|
}
|
|
3909
4145
|
|
|
3910
|
-
function
|
|
4146
|
+
function onPMREMDispose( event ) {
|
|
3911
4147
|
|
|
3912
4148
|
const texture = event.target;
|
|
3913
4149
|
|
|
3914
|
-
texture.removeEventListener( 'dispose',
|
|
4150
|
+
texture.removeEventListener( 'dispose', onPMREMDispose );
|
|
3915
4151
|
|
|
3916
|
-
const
|
|
4152
|
+
const pmrem = pmremMaps.get( texture );
|
|
3917
4153
|
|
|
3918
|
-
if (
|
|
4154
|
+
if ( pmrem !== undefined ) {
|
|
3919
4155
|
|
|
3920
|
-
|
|
3921
|
-
|
|
4156
|
+
pmremMaps.delete( texture );
|
|
4157
|
+
pmrem.dispose();
|
|
3922
4158
|
|
|
3923
4159
|
}
|
|
3924
4160
|
|
|
@@ -3926,7 +4162,8 @@ function WebGLCubeUVMaps( renderer ) {
|
|
|
3926
4162
|
|
|
3927
4163
|
function dispose() {
|
|
3928
4164
|
|
|
3929
|
-
|
|
4165
|
+
cubeMaps = new WeakMap();
|
|
4166
|
+
pmremMaps = new WeakMap();
|
|
3930
4167
|
|
|
3931
4168
|
if ( pmremGenerator !== null ) {
|
|
3932
4169
|
|
|
@@ -4085,6 +4322,12 @@ function WebGLGeometries( gl, attributes, info, bindingStates ) {
|
|
|
4085
4322
|
const geometryPosition = geometry.attributes.position;
|
|
4086
4323
|
let version = 0;
|
|
4087
4324
|
|
|
4325
|
+
if ( geometryPosition === undefined ) {
|
|
4326
|
+
|
|
4327
|
+
return;
|
|
4328
|
+
|
|
4329
|
+
}
|
|
4330
|
+
|
|
4088
4331
|
if ( geometryIndex !== null ) {
|
|
4089
4332
|
|
|
4090
4333
|
const array = geometryIndex.array;
|
|
@@ -4100,7 +4343,7 @@ function WebGLGeometries( gl, attributes, info, bindingStates ) {
|
|
|
4100
4343
|
|
|
4101
4344
|
}
|
|
4102
4345
|
|
|
4103
|
-
} else
|
|
4346
|
+
} else {
|
|
4104
4347
|
|
|
4105
4348
|
const array = geometryPosition.array;
|
|
4106
4349
|
version = geometryPosition.version;
|
|
@@ -4115,13 +4358,11 @@ function WebGLGeometries( gl, attributes, info, bindingStates ) {
|
|
|
4115
4358
|
|
|
4116
4359
|
}
|
|
4117
4360
|
|
|
4118
|
-
} else {
|
|
4119
|
-
|
|
4120
|
-
return;
|
|
4121
|
-
|
|
4122
4361
|
}
|
|
4123
4362
|
|
|
4124
|
-
|
|
4363
|
+
// check whether a 32 bit or 16 bit buffer is required to store the indices
|
|
4364
|
+
// account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
|
|
4365
|
+
const attribute = new ( geometryPosition.count >= 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
|
|
4125
4366
|
attribute.version = version;
|
|
4126
4367
|
|
|
4127
4368
|
// Updating index buffer in VAO now. See WebGLBindingStates
|
|
@@ -4507,7 +4748,7 @@ function WebGLMorphtargets( gl, capabilities, textures ) {
|
|
|
4507
4748
|
|
|
4508
4749
|
}
|
|
4509
4750
|
|
|
4510
|
-
function WebGLObjects( gl, geometries, attributes, info ) {
|
|
4751
|
+
function WebGLObjects( gl, geometries, attributes, bindingStates, info ) {
|
|
4511
4752
|
|
|
4512
4753
|
let updateMap = new WeakMap();
|
|
4513
4754
|
|
|
@@ -4582,6 +4823,8 @@ function WebGLObjects( gl, geometries, attributes, info ) {
|
|
|
4582
4823
|
|
|
4583
4824
|
instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );
|
|
4584
4825
|
|
|
4826
|
+
bindingStates.releaseStatesOfObject( instancedMesh );
|
|
4827
|
+
|
|
4585
4828
|
attributes.remove( instancedMesh.instanceMatrix );
|
|
4586
4829
|
|
|
4587
4830
|
if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );
|
|
@@ -6794,8 +7037,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
|
|
|
6794
7037
|
parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
|
|
6795
7038
|
|
|
6796
7039
|
parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',
|
|
6797
|
-
parameters.vertexColors || parameters.instancingColor
|
|
6798
|
-
parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
|
|
7040
|
+
parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',
|
|
7041
|
+
parameters.vertexAlphas || parameters.batchingColor ? '#define USE_COLOR_ALPHA' : '',
|
|
6799
7042
|
parameters.vertexUv1s ? '#define USE_UV1' : '',
|
|
6800
7043
|
parameters.vertexUv2s ? '#define USE_UV2' : '',
|
|
6801
7044
|
parameters.vertexUv3s ? '#define USE_UV3' : '',
|
|
@@ -7211,7 +7454,7 @@ class WebGLShaderStage {
|
|
|
7211
7454
|
|
|
7212
7455
|
}
|
|
7213
7456
|
|
|
7214
|
-
function WebGLPrograms( renderer,
|
|
7457
|
+
function WebGLPrograms( renderer, environments, extensions, capabilities, bindingStates, clipping ) {
|
|
7215
7458
|
|
|
7216
7459
|
const _programLayers = new Layers();
|
|
7217
7460
|
const _customShaders = new WebGLShaderCache();
|
|
@@ -7255,9 +7498,10 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
|
|
|
7255
7498
|
|
|
7256
7499
|
const fog = scene.fog;
|
|
7257
7500
|
const geometry = object.geometry;
|
|
7258
|
-
const environment = material.isMeshStandardMaterial ? scene.environment : null;
|
|
7501
|
+
const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;
|
|
7259
7502
|
|
|
7260
|
-
const
|
|
7503
|
+
const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
|
|
7504
|
+
const envMap = environments.get( material.envMap || environment, usePMREM );
|
|
7261
7505
|
const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;
|
|
7262
7506
|
|
|
7263
7507
|
const shaderID = shaderIDs[ material.type ];
|
|
@@ -7514,7 +7758,12 @@ function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities
|
|
|
7514
7758
|
useFog: material.fog === true,
|
|
7515
7759
|
fogExp2: ( !! fog && fog.isFogExp2 ),
|
|
7516
7760
|
|
|
7517
|
-
flatShading:
|
|
7761
|
+
flatShading: material.wireframe === false && (
|
|
7762
|
+
material.flatShading === true ||
|
|
7763
|
+
( geometry.attributes.normal === undefined && HAS_NORMALMAP === false &&
|
|
7764
|
+
( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isMeshPhysicalMaterial )
|
|
7765
|
+
)
|
|
7766
|
+
),
|
|
7518
7767
|
|
|
7519
7768
|
sizeAttenuation: material.sizeAttenuation === true,
|
|
7520
7769
|
logarithmicDepthBuffer: logarithmicDepthBuffer,
|
|
@@ -7942,6 +8191,10 @@ function painterSortStable( a, b ) {
|
|
|
7942
8191
|
|
|
7943
8192
|
return a.material.id - b.material.id;
|
|
7944
8193
|
|
|
8194
|
+
} else if ( a.materialVariant !== b.materialVariant ) {
|
|
8195
|
+
|
|
8196
|
+
return a.materialVariant - b.materialVariant;
|
|
8197
|
+
|
|
7945
8198
|
} else if ( a.z !== b.z ) {
|
|
7946
8199
|
|
|
7947
8200
|
return a.z - b.z;
|
|
@@ -7996,6 +8249,15 @@ function WebGLRenderList() {
|
|
|
7996
8249
|
|
|
7997
8250
|
}
|
|
7998
8251
|
|
|
8252
|
+
function materialVariant( object ) {
|
|
8253
|
+
|
|
8254
|
+
let variant = 0;
|
|
8255
|
+
if ( object.isInstancedMesh ) variant += 2;
|
|
8256
|
+
if ( object.isSkinnedMesh ) variant += 1;
|
|
8257
|
+
return variant;
|
|
8258
|
+
|
|
8259
|
+
}
|
|
8260
|
+
|
|
7999
8261
|
function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
|
|
8000
8262
|
|
|
8001
8263
|
let renderItem = renderItems[ renderItemsIndex ];
|
|
@@ -8007,6 +8269,7 @@ function WebGLRenderList() {
|
|
|
8007
8269
|
object: object,
|
|
8008
8270
|
geometry: geometry,
|
|
8009
8271
|
material: material,
|
|
8272
|
+
materialVariant: materialVariant( object ),
|
|
8010
8273
|
groupOrder: groupOrder,
|
|
8011
8274
|
renderOrder: object.renderOrder,
|
|
8012
8275
|
z: z,
|
|
@@ -8021,6 +8284,7 @@ function WebGLRenderList() {
|
|
|
8021
8284
|
renderItem.object = object;
|
|
8022
8285
|
renderItem.geometry = geometry;
|
|
8023
8286
|
renderItem.material = material;
|
|
8287
|
+
renderItem.materialVariant = materialVariant( object );
|
|
8024
8288
|
renderItem.groupOrder = groupOrder;
|
|
8025
8289
|
renderItem.renderOrder = object.renderOrder;
|
|
8026
8290
|
renderItem.z = z;
|
|
@@ -8930,10 +9194,10 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
|
|
|
8930
9194
|
|
|
8931
9195
|
if ( lights.length === 0 ) return;
|
|
8932
9196
|
|
|
8933
|
-
if (
|
|
9197
|
+
if ( this.type === PCFSoftShadowMap ) {
|
|
8934
9198
|
|
|
8935
9199
|
warn( 'WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.' );
|
|
8936
|
-
|
|
9200
|
+
this.type = PCFShadowMap;
|
|
8937
9201
|
|
|
8938
9202
|
}
|
|
8939
9203
|
|
|
@@ -9031,6 +9295,9 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
|
|
|
9031
9295
|
|
|
9032
9296
|
}
|
|
9033
9297
|
|
|
9298
|
+
const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
|
|
9299
|
+
shadow.camera._reversedDepth = reversedDepthBuffer;
|
|
9300
|
+
|
|
9034
9301
|
if ( shadow.map === null || typeChanged === true ) {
|
|
9035
9302
|
|
|
9036
9303
|
if ( shadow.map !== null ) {
|
|
@@ -9089,8 +9356,6 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
|
|
|
9089
9356
|
shadow.map.depthTexture.name = light.name + '.shadowMap';
|
|
9090
9357
|
shadow.map.depthTexture.format = DepthFormat;
|
|
9091
9358
|
|
|
9092
|
-
const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
|
|
9093
|
-
|
|
9094
9359
|
if ( this.type === PCFShadowMap ) {
|
|
9095
9360
|
|
|
9096
9361
|
shadow.map.depthTexture.compareFunction = reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare;
|
|
@@ -9429,18 +9694,6 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
|
|
|
9429
9694
|
|
|
9430
9695
|
}
|
|
9431
9696
|
|
|
9432
|
-
const reversedFuncs = {
|
|
9433
|
-
[ NeverDepth ]: AlwaysDepth,
|
|
9434
|
-
[ LessDepth ]: GreaterDepth,
|
|
9435
|
-
[ EqualDepth ]: NotEqualDepth,
|
|
9436
|
-
[ LessEqualDepth ]: GreaterEqualDepth,
|
|
9437
|
-
|
|
9438
|
-
[ AlwaysDepth ]: NeverDepth,
|
|
9439
|
-
[ GreaterDepth ]: LessDepth,
|
|
9440
|
-
[ NotEqualDepth ]: EqualDepth,
|
|
9441
|
-
[ GreaterEqualDepth ]: LessEqualDepth,
|
|
9442
|
-
};
|
|
9443
|
-
|
|
9444
9697
|
function WebGLState( gl, extensions ) {
|
|
9445
9698
|
|
|
9446
9699
|
function ColorBuffer() {
|
|
@@ -9572,7 +9825,7 @@ function WebGLState( gl, extensions ) {
|
|
|
9572
9825
|
|
|
9573
9826
|
setFunc: function ( depthFunc ) {
|
|
9574
9827
|
|
|
9575
|
-
if ( currentReversed ) depthFunc =
|
|
9828
|
+
if ( currentReversed ) depthFunc = ReversedDepthFuncs[ depthFunc ];
|
|
9576
9829
|
|
|
9577
9830
|
if ( currentDepthFunc !== depthFunc ) {
|
|
9578
9831
|
|
|
@@ -9640,6 +9893,8 @@ function WebGLState( gl, extensions ) {
|
|
|
9640
9893
|
|
|
9641
9894
|
if ( currentDepthClear !== depth ) {
|
|
9642
9895
|
|
|
9896
|
+
currentDepthClear = depth;
|
|
9897
|
+
|
|
9643
9898
|
if ( currentReversed ) {
|
|
9644
9899
|
|
|
9645
9900
|
depth = 1 - depth;
|
|
@@ -9647,7 +9902,6 @@ function WebGLState( gl, extensions ) {
|
|
|
9647
9902
|
}
|
|
9648
9903
|
|
|
9649
9904
|
gl.clearDepth( depth );
|
|
9650
|
-
currentDepthClear = depth;
|
|
9651
9905
|
|
|
9652
9906
|
}
|
|
9653
9907
|
|
|
@@ -10301,11 +10555,17 @@ function WebGLState( gl, extensions ) {
|
|
|
10301
10555
|
|
|
10302
10556
|
if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
|
|
10303
10557
|
|
|
10304
|
-
gl.polygonOffset( factor, units );
|
|
10305
|
-
|
|
10306
10558
|
currentPolygonOffsetFactor = factor;
|
|
10307
10559
|
currentPolygonOffsetUnits = units;
|
|
10308
10560
|
|
|
10561
|
+
if ( depthBuffer.getReversed() ) {
|
|
10562
|
+
|
|
10563
|
+
factor = - factor;
|
|
10564
|
+
|
|
10565
|
+
}
|
|
10566
|
+
|
|
10567
|
+
gl.polygonOffset( factor, units );
|
|
10568
|
+
|
|
10309
10569
|
}
|
|
10310
10570
|
|
|
10311
10571
|
} else {
|
|
@@ -14247,8 +14507,8 @@ class WebXRManager extends EventDispatcher {
|
|
|
14247
14507
|
|
|
14248
14508
|
// inherit camera layers and enable eye layers (1 = left, 2 = right)
|
|
14249
14509
|
cameraXR.layers.mask = camera.layers.mask | 0b110;
|
|
14250
|
-
cameraL.layers.mask = cameraXR.layers.mask &
|
|
14251
|
-
cameraR.layers.mask = cameraXR.layers.mask &
|
|
14510
|
+
cameraL.layers.mask = cameraXR.layers.mask & -5;
|
|
14511
|
+
cameraR.layers.mask = cameraXR.layers.mask & -3;
|
|
14252
14512
|
|
|
14253
14513
|
const parent = camera.parent;
|
|
14254
14514
|
const cameras = cameraXR.cameras;
|
|
@@ -14642,6 +14902,12 @@ function WebGLMaterials( renderer, properties ) {
|
|
|
14642
14902
|
|
|
14643
14903
|
refreshUniformsCommon( uniforms, material );
|
|
14644
14904
|
|
|
14905
|
+
if ( material.envMap ) {
|
|
14906
|
+
|
|
14907
|
+
uniforms.envMapIntensity.value = material.envMapIntensity;
|
|
14908
|
+
|
|
14909
|
+
}
|
|
14910
|
+
|
|
14645
14911
|
} else if ( material.isMeshToonMaterial ) {
|
|
14646
14912
|
|
|
14647
14913
|
refreshUniformsCommon( uniforms, material );
|
|
@@ -14652,6 +14918,12 @@ function WebGLMaterials( renderer, properties ) {
|
|
|
14652
14918
|
refreshUniformsCommon( uniforms, material );
|
|
14653
14919
|
refreshUniformsPhong( uniforms, material );
|
|
14654
14920
|
|
|
14921
|
+
if ( material.envMap ) {
|
|
14922
|
+
|
|
14923
|
+
uniforms.envMapIntensity.value = material.envMapIntensity;
|
|
14924
|
+
|
|
14925
|
+
}
|
|
14926
|
+
|
|
14655
14927
|
} else if ( material.isMeshStandardMaterial ) {
|
|
14656
14928
|
|
|
14657
14929
|
refreshUniformsCommon( uniforms, material );
|
|
@@ -15725,7 +15997,7 @@ class WebGLRenderer {
|
|
|
15725
15997
|
// public properties
|
|
15726
15998
|
|
|
15727
15999
|
/**
|
|
15728
|
-
* A canvas where the renderer draws its output.This is automatically created by the renderer
|
|
16000
|
+
* A canvas where the renderer draws its output. This is automatically created by the renderer
|
|
15729
16001
|
* in the constructor (if not provided already); you just need to add it to your page like so:
|
|
15730
16002
|
* ```js
|
|
15731
16003
|
* document.body.appendChild( renderer.domElement );
|
|
@@ -15741,7 +16013,7 @@ class WebGLRenderer {
|
|
|
15741
16013
|
* - `checkShaderErrors`: If it is `true`, defines whether material shader programs are
|
|
15742
16014
|
* checked for errors during compilation and linkage process. It may be useful to disable
|
|
15743
16015
|
* this check in production for performance gain. It is strongly recommended to keep these
|
|
15744
|
-
* checks enabled during development. If the shader does not compile and link
|
|
16016
|
+
* checks enabled during development. If the shader does not compile and link, it will not
|
|
15745
16017
|
* work and associated material will not render.
|
|
15746
16018
|
* - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that
|
|
15747
16019
|
* can be used for custom error reporting. The callback receives the WebGL context, an instance
|
|
@@ -15990,7 +16262,7 @@ class WebGLRenderer {
|
|
|
15990
16262
|
}
|
|
15991
16263
|
|
|
15992
16264
|
let extensions, capabilities, state, info;
|
|
15993
|
-
let properties, textures,
|
|
16265
|
+
let properties, textures, environments, attributes, geometries, objects;
|
|
15994
16266
|
let programCache, materials, renderLists, renderStates, clipping, shadowMap;
|
|
15995
16267
|
|
|
15996
16268
|
let background, morphtargets, bufferRenderer, indexedBufferRenderer;
|
|
@@ -16017,19 +16289,18 @@ class WebGLRenderer {
|
|
|
16017
16289
|
info = new WebGLInfo( _gl );
|
|
16018
16290
|
properties = new WebGLProperties();
|
|
16019
16291
|
textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
|
|
16020
|
-
|
|
16021
|
-
cubeuvmaps = new WebGLCubeUVMaps( _this );
|
|
16292
|
+
environments = new WebGLEnvironments( _this );
|
|
16022
16293
|
attributes = new WebGLAttributes( _gl );
|
|
16023
16294
|
bindingStates = new WebGLBindingStates( _gl, attributes );
|
|
16024
16295
|
geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
|
|
16025
|
-
objects = new WebGLObjects( _gl, geometries, attributes, info );
|
|
16296
|
+
objects = new WebGLObjects( _gl, geometries, attributes, bindingStates, info );
|
|
16026
16297
|
morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
|
|
16027
16298
|
clipping = new WebGLClipping( properties );
|
|
16028
|
-
programCache = new WebGLPrograms( _this,
|
|
16299
|
+
programCache = new WebGLPrograms( _this, environments, extensions, capabilities, bindingStates, clipping );
|
|
16029
16300
|
materials = new WebGLMaterials( _this, properties );
|
|
16030
16301
|
renderLists = new WebGLRenderLists();
|
|
16031
16302
|
renderStates = new WebGLRenderStates( extensions );
|
|
16032
|
-
background = new WebGLBackground( _this,
|
|
16303
|
+
background = new WebGLBackground( _this, environments, state, objects, _alpha, premultipliedAlpha );
|
|
16033
16304
|
shadowMap = new WebGLShadowMap( _this, objects, capabilities );
|
|
16034
16305
|
uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
|
|
16035
16306
|
|
|
@@ -16586,7 +16857,11 @@ class WebGLRenderer {
|
|
|
16586
16857
|
|
|
16587
16858
|
}
|
|
16588
16859
|
|
|
16589
|
-
|
|
16860
|
+
if ( bits !== 0 ) {
|
|
16861
|
+
|
|
16862
|
+
_gl.clear( bits );
|
|
16863
|
+
|
|
16864
|
+
}
|
|
16590
16865
|
|
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16591
16866
|
};
|
|
16592
16867
|
|
|
@@ -16631,8 +16906,7 @@ class WebGLRenderer {
|
|
|
16631
16906
|
renderLists.dispose();
|
|
16632
16907
|
renderStates.dispose();
|
|
16633
16908
|
properties.dispose();
|
|
16634
|
-
|
|
16635
|
-
cubeuvmaps.dispose();
|
|
16909
|
+
environments.dispose();
|
|
16636
16910
|
objects.dispose();
|
|
16637
16911
|
bindingStates.dispose();
|
|
16638
16912
|
uniformsGroups.dispose();
|
|
@@ -17529,7 +17803,7 @@ class WebGLRenderer {
|
|
|
17529
17803
|
generateMipmaps: true,
|
|
17530
17804
|
type: hasHalfFloatSupport ? HalfFloatType : UnsignedByteType,
|
|
17531
17805
|
minFilter: LinearMipmapLinearFilter,
|
|
17532
|
-
samples: capabilities.samples,
|
|
17806
|
+
samples: Math.max( 4, capabilities.samples ), // to avoid feedback loops, the transmission render target requires a resolve, see #26177
|
|
17533
17807
|
stencilBuffer: stencil,
|
|
17534
17808
|
resolveDepthBuffer: false,
|
|
17535
17809
|
resolveStencilBuffer: false,
|
|
@@ -17711,9 +17985,11 @@ class WebGLRenderer {
|
|
|
17711
17985
|
|
|
17712
17986
|
// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
|
|
17713
17987
|
|
|
17714
|
-
materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
|
|
17988
|
+
materialProperties.environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;
|
|
17715
17989
|
materialProperties.fog = scene.fog;
|
|
17716
|
-
|
|
17990
|
+
|
|
17991
|
+
const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
|
|
17992
|
+
materialProperties.envMap = environments.get( material.envMap || materialProperties.environment, usePMREM );
|
|
17717
17993
|
materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
|
|
17718
17994
|
|
|
17719
17995
|
if ( programs === undefined ) {
|
|
@@ -17786,12 +18062,9 @@ class WebGLRenderer {
|
|
|
17786
18062
|
uniforms.pointLightShadows.value = lights.state.pointShadow;
|
|
17787
18063
|
uniforms.hemisphereLights.value = lights.state.hemi;
|
|
17788
18064
|
|
|
17789
|
-
uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
|
|
17790
18065
|
uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
|
|
17791
|
-
uniforms.spotShadowMap.value = lights.state.spotShadowMap;
|
|
17792
18066
|
uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
|
|
17793
18067
|
uniforms.spotLightMap.value = lights.state.spotLightMap;
|
|
17794
|
-
uniforms.pointShadowMap.value = lights.state.pointShadowMap;
|
|
17795
18068
|
uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
|
|
17796
18069
|
// TODO (abelnation): add area lights shadow info to uniforms
|
|
17797
18070
|
|
|
@@ -17847,9 +18120,10 @@ class WebGLRenderer {
|
|
|
17847
18120
|
textures.resetTextureUnits();
|
|
17848
18121
|
|
|
17849
18122
|
const fog = scene.fog;
|
|
17850
|
-
const environment = material.isMeshStandardMaterial ? scene.environment : null;
|
|
18123
|
+
const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;
|
|
17851
18124
|
const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
|
|
17852
|
-
const
|
|
18125
|
+
const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
|
|
18126
|
+
const envMap = environments.get( material.envMap || environment, usePMREM );
|
|
17853
18127
|
const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
|
|
17854
18128
|
const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
|
|
17855
18129
|
const morphTargets = !! geometry.morphAttributes.position;
|
|
@@ -18190,17 +18464,7 @@ class WebGLRenderer {
|
|
|
18190
18464
|
|
|
18191
18465
|
}
|
|
18192
18466
|
|
|
18193
|
-
|
|
18194
|
-
|
|
18195
|
-
if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
|
|
18196
|
-
|
|
18197
|
-
m_uniforms.envMap.value = envMap;
|
|
18198
|
-
|
|
18199
|
-
m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;
|
|
18200
|
-
|
|
18201
|
-
}
|
|
18202
|
-
|
|
18203
|
-
if ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) {
|
|
18467
|
+
if ( ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) && material.envMap === null && scene.environment !== null ) {
|
|
18204
18468
|
|
|
18205
18469
|
m_uniforms.envMapIntensity.value = scene.environmentIntensity;
|
|
18206
18470
|
|
|
@@ -18593,6 +18857,10 @@ class WebGLRenderer {
|
|
|
18593
18857
|
const textureFormat = texture.format;
|
|
18594
18858
|
const textureType = texture.type;
|
|
18595
18859
|
|
|
18860
|
+
// when using MRT, select the correct color buffer for the subsequent read command
|
|
18861
|
+
|
|
18862
|
+
if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
|
|
18863
|
+
|
|
18596
18864
|
if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
|
|
18597
18865
|
|
|
18598
18866
|
error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
|
|
@@ -18611,10 +18879,6 @@ class WebGLRenderer {
|
|
|
18611
18879
|
|
|
18612
18880
|
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
|
|
18613
18881
|
|
|
18614
|
-
// when using MRT, select the correct color buffer for the subsequent read command
|
|
18615
|
-
|
|
18616
|
-
if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
|
|
18617
|
-
|
|
18618
18882
|
_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
|
|
18619
18883
|
|
|
18620
18884
|
}
|
|
@@ -18675,6 +18939,11 @@ class WebGLRenderer {
|
|
|
18675
18939
|
const textureFormat = texture.format;
|
|
18676
18940
|
const textureType = texture.type;
|
|
18677
18941
|
|
|
18942
|
+
// when using MRT, select the correct color buffer for the subsequent read command
|
|
18943
|
+
|
|
18944
|
+
if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
|
|
18945
|
+
|
|
18946
|
+
|
|
18678
18947
|
if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
|
|
18679
18948
|
|
|
18680
18949
|
throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' );
|
|
@@ -18691,10 +18960,6 @@ class WebGLRenderer {
|
|
|
18691
18960
|
_gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
|
|
18692
18961
|
_gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );
|
|
18693
18962
|
|
|
18694
|
-
// when using MRT, select the correct color buffer for the subsequent read command
|
|
18695
|
-
|
|
18696
|
-
if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
|
|
18697
|
-
|
|
18698
18963
|
_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 );
|
|
18699
18964
|
|
|
18700
18965
|
// reset the frame buffer to the currently set buffer before waiting
|
|
@@ -18764,27 +19029,9 @@ class WebGLRenderer {
|
|
|
18764
19029
|
* @param {?(Box2|Box3)} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
|
|
18765
19030
|
* @param {?(Vector2|Vector3)} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
|
|
18766
19031
|
* @param {number} [srcLevel=0] - The source mipmap level to copy.
|
|
18767
|
-
* @param {?number} [dstLevel=
|
|
19032
|
+
* @param {?number} [dstLevel=0] - The destination mipmap level.
|
|
18768
19033
|
*/
|
|
18769
|
-
this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel =
|
|
18770
|
-
|
|
18771
|
-
// support the previous signature with just a single dst mipmap level
|
|
18772
|
-
if ( dstLevel === null ) {
|
|
18773
|
-
|
|
18774
|
-
if ( srcLevel !== 0 ) {
|
|
18775
|
-
|
|
18776
|
-
// @deprecated, r171
|
|
18777
|
-
warnOnce( 'WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels.' );
|
|
18778
|
-
dstLevel = srcLevel;
|
|
18779
|
-
srcLevel = 0;
|
|
18780
|
-
|
|
18781
|
-
} else {
|
|
18782
|
-
|
|
18783
|
-
dstLevel = 0;
|
|
18784
|
-
|
|
18785
|
-
}
|
|
18786
|
-
|
|
18787
|
-
}
|
|
19034
|
+
this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) {
|
|
18788
19035
|
|
|
18789
19036
|
// gather the necessary dimensions to copy
|
|
18790
19037
|
let width, height, depth, minX, minY, minZ;
|
|
@@ -19128,4 +19375,4 @@ class WebGLRenderer {
|
|
|
19128
19375
|
|
|
19129
19376
|
}
|
|
19130
19377
|
|
|
19131
|
-
export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, CylindricalMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, Float32BufferAttribute, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, R11_EAC_Format, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReverseSubtractEquation, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, ShaderChunk, ShaderLib, ShaderMaterial, ShortType, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, SubtractEquation, SubtractiveBlending, TangentSpaceNormalMap, Texture, TriPlanarMapping, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebXRController, ZeroFactor, createCanvasElement, error, log, warn, warnOnce };
|
|
19378
|
+
export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, CylindricalMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, Float32BufferAttribute, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, R11_EAC_Format, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReverseSubtractEquation, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, ShaderChunk, ShaderLib, ShaderMaterial, ShortType, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, SubtractEquation, SubtractiveBlending, TangentSpaceNormalMap, Texture, TriPlanarMapping, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebXRController, ZeroFactor, createCanvasElement, error, log, warn, warnOnce };
|