abstract-3d 4.0.0-beta.8 → 4.0.0
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/README.md +2 -0
- package/lib/abstract-3d.d.ts +6 -1
- package/lib/abstract-3d.d.ts.map +1 -1
- package/lib/abstract-3d.js +24 -2
- package/lib/abstract-3d.js.map +1 -1
- package/lib/renderers/react/react.d.ts.map +1 -1
- package/lib/renderers/react/react.js +9 -3
- package/lib/renderers/react/react.js.map +1 -1
- package/lib/renderers/svg/index.d.ts +1 -1
- package/lib/renderers/svg/index.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/shared.d.ts +14 -2
- package/lib/renderers/svg/svg-geometries/shared.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/shared.js +15 -1
- package/lib/renderers/svg/svg-geometries/shared.js.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-box.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-box.js +41 -30
- package/lib/renderers/svg/svg-geometries/svg-box.js.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-cone.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-cone.js +3 -3
- package/lib/renderers/svg/svg-geometries/svg-cone.js.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-cylinder.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-cylinder.js +18 -6
- package/lib/renderers/svg/svg-geometries/svg-cylinder.js.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-image.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-image.js +3 -2
- package/lib/renderers/svg/svg-geometries/svg-image.js.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-line.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-line.js +3 -1
- package/lib/renderers/svg/svg-geometries/svg-line.js.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-plane.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-plane.js +4 -2
- package/lib/renderers/svg/svg-geometries/svg-plane.js.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-polygon.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-polygon.js +4 -2
- package/lib/renderers/svg/svg-geometries/svg-polygon.js.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-shape.d.ts.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-shape.js +4 -2
- package/lib/renderers/svg/svg-geometries/svg-shape.js.map +1 -1
- package/lib/renderers/svg/svg-geometries/svg-text.js +1 -1
- package/lib/renderers/svg/svg-geometries/svg-text.js.map +1 -1
- package/lib/renderers/svg/svg-order.d.ts +9 -0
- package/lib/renderers/svg/svg-order.d.ts.map +1 -0
- package/lib/renderers/svg/svg-order.js +148 -0
- package/lib/renderers/svg/svg-order.js.map +1 -0
- package/lib/renderers/svg/svg.d.ts.map +1 -1
- package/lib/renderers/svg/svg.js +13 -9
- package/lib/renderers/svg/svg.js.map +1 -1
- package/lib/renderers/three/build/build.d.ts +2 -0
- package/lib/renderers/three/build/build.d.ts.map +1 -1
- package/lib/renderers/three/build/build.js +1 -1
- package/lib/renderers/three/build/build.js.map +1 -1
- package/lib/renderers/three/build/materials.d.ts +5 -1
- package/lib/renderers/three/build/materials.d.ts.map +1 -1
- package/lib/renderers/three/build/materials.js +53 -17
- package/lib/renderers/three/build/materials.js.map +1 -1
- package/lib/renderers/three/environment/studio.d.ts +3 -2
- package/lib/renderers/three/environment/studio.d.ts.map +1 -1
- package/lib/renderers/three/environment/studio.js +4 -3
- package/lib/renderers/three/environment/studio.js.map +1 -1
- package/lib/renderers/three/geometry/geometry.d.ts.map +1 -1
- package/lib/renderers/three/geometry/geometry.js +11 -5
- package/lib/renderers/three/geometry/geometry.js.map +1 -1
- package/lib/renderers/three/shadow/key-light.js +1 -1
- package/lib/renderers/three/viewer/options.d.ts +7 -1
- package/lib/renderers/three/viewer/options.d.ts.map +1 -1
- package/lib/renderers/three/viewer/options.js +1 -0
- package/lib/renderers/three/viewer/options.js.map +1 -1
- package/lib/renderers/three/viewer/viewer.d.ts +5 -0
- package/lib/renderers/three/viewer/viewer.d.ts.map +1 -1
- package/lib/renderers/three/viewer/viewer.js +54 -11
- package/lib/renderers/three/viewer/viewer.js.map +1 -1
- package/package.json +1 -1
- package/src/abstract-3d.ts +30 -2
- package/src/renderers/react/react.tsx +14 -4
- package/src/renderers/svg/index.ts +1 -1
- package/src/renderers/svg/svg-geometries/shared.ts +26 -3
- package/src/renderers/svg/svg-geometries/svg-box.ts +42 -36
- package/src/renderers/svg/svg-geometries/svg-cone.ts +17 -3
- package/src/renderers/svg/svg-geometries/svg-cylinder.ts +25 -6
- package/src/renderers/svg/svg-geometries/svg-image.ts +3 -2
- package/src/renderers/svg/svg-geometries/svg-line.ts +3 -1
- package/src/renderers/svg/svg-geometries/svg-plane.ts +9 -2
- package/src/renderers/svg/svg-geometries/svg-polygon.ts +9 -2
- package/src/renderers/svg/svg-geometries/svg-shape.ts +9 -2
- package/src/renderers/svg/svg-geometries/svg-text.ts +1 -1
- package/src/renderers/svg/svg-order.test.ts +35 -0
- package/src/renderers/svg/svg-order.ts +172 -0
- package/src/renderers/svg/svg.ts +13 -9
- package/src/renderers/three/build/build.ts +3 -1
- package/src/renderers/three/build/materials.ts +57 -17
- package/src/renderers/three/environment/studio.ts +4 -3
- package/src/renderers/three/geometry/geometry.test.ts +17 -5
- package/src/renderers/three/geometry/geometry.ts +12 -5
- package/src/renderers/three/shadow/key-light.ts +1 -1
- package/src/renderers/three/viewer/options.ts +8 -1
- package/src/renderers/three/viewer/viewer.ts +57 -10
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@@ -21,29 +21,38 @@ import { ERROR_IMG_KEY } from "../appearance/appearance.js";
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/** White materials, colored per instance, for each material class; images' materials and textures */
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/**
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* Without reflections, i.e. without the studio, metals keep at most a little metalness, satin from the lights' highlights, as they'd be black, having
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* almost no diffuse light
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*/
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export function createClassMaterial(c: MaterialClass, reflections: boolean): Material {
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const side = c.side === "front" ? FrontSide : c.side === "back" ? BackSide : DoubleSide;
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const common = { side, transparent: c.transparent, depthWrite: !c.transparent };
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if (!c.lit) {
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return new MeshBasicMaterial(common);
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}
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const metalness = c.type ? (finishes[c.type].metalness ?? 0) : c.metalness;
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const material = c.type
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? new MeshPhysicalMaterial({ ...common, ...finishes[c.type] })
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: new MeshStandardMaterial({ ...common, metalness:
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? new MeshPhysicalMaterial({ ...common, ...finishes[c.type], metalness: reflections ? metalness : Math.min(metalness, plainMetalness) })
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: new MeshStandardMaterial({ ...common, metalness: reflections ? metalness : Math.min(metalness, plainMetalness), roughness: c.roughness });
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return Object.assign(material, { onBeforeCompile: roundEdges });
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}
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/** The most metalness without reflections */
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const plainMetalness = 0.4;
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/**
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* The physical finish of each type of surface, in the material's color: metals reflect their color
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*
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* soft sheen. Glass is a thin, smooth, mostly see-through surface, not refracting, which would render the scene once
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* The physical finish of each type of surface, in the material's color: metals reflect their color; galvanized and aluminum sheet keep some of their
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* color diffuse, so faces that mirror the studio's dark surroundings aren't black; the others are dielectrics with a white reflection; painted sheet
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* has a light clearcoat, fabric a soft sheen. Glass is a thin, smooth, mostly see-through surface, not refracting, which would render the scene once
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* more each frame
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*/
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const finishes: Record<MaterialType, MeshPhysicalMaterialParameters> = {
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painted: { metalness: 0, roughness: 0.45, clearcoat: 0.3, clearcoatRoughness: 0.25 },
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galvanized: { metalness: 0.
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aluminum: { metalness: 0.
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stainless: { metalness: 1, roughness: 0.
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copper: { metalness: 1, roughness: 0.
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galvanized: { metalness: 0.6, roughness: 0.6 },
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aluminum: { metalness: 0.7, roughness: 0.45 },
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stainless: { metalness: 1, roughness: 0.3 },
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copper: { metalness: 1, roughness: 0.35 },
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plastic: { metalness: 0, roughness: 0.55 },
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rubber: { metalness: 0, roughness: 0.9 },
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fabric: { metalness: 0, roughness: 1, sheen: 1, sheenRoughness: 0.8, sheenColor: 0x888888 },
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@@ -53,15 +62,17 @@ const finishes: Record<MaterialType, MeshPhysicalMaterialParameters> = {
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/**
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* Shades the edges of boxes with a radius as rounded by it, so they catch light and reflections: the normal of a rounded box of the same size, from
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* the signed distance function of a rounded box (Inigo Quilez's sdRoundBox), is used at each point of the sharp one. No extra geometry, and the
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* radius stays the same along every edge, as boxes are one unit cube scaled to their size. Only the outline stays
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* radius stays the same along every edge, as boxes are one unit cube scaled to their size. Only the box's rounded edges bend; the outline stays
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* sharp
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*/
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function roundEdges(shader: { vertexShader: string; fragmentShader: string }): void {
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shader.vertexShader = shader.vertexShader
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.replace(
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"#include <common>",
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`#include <common>
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attribute
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attribute vec2 bevel;
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varying float vBevel;
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flat varying int vEdges;
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varying vec3 vBoxPoint;
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varying vec3 vBoxHalf;
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varying mat3 vBoxRotation;`
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@@ -78,7 +89,8 @@ varying mat3 vBoxRotation;`
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#endif
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// From the box's own axes to view space, where the fragment shader's normal is
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vBoxRotation = normalMatrix * boxRotation;
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vBevel = bevel;
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vBevel = bevel.x;
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vEdges = int( bevel.y );
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vBoxHalf = boxSize * 0.5;
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vBoxPoint = position * boxSize;`
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);
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"#include <common>",
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`#include <common>
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varying float vBevel;
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flat varying int vEdges;
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varying vec3 vBoxPoint;
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varying vec3 vBoxHalf;
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varying mat3 vBoxRotation;`
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@@ -94,15 +107,42 @@ varying mat3 vBoxRotation;`
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.replace(
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"#include <normal_fragment_maps>",
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`#include <normal_fragment_maps>
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float edgeShade = 1.0;
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if ( vBevel > 0.0 ) {
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// At least 2 pixels wide, so a rounded edge far away is a soft line instead of a jagged sub-pixel highlight, and at most half the box
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// At least 2 pixels wide, so a rounded edge far away is a soft line instead of a jagged sub-pixel highlight, and at most half the box; a radius
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// smaller than that bends the normal only partly, so far edges don't catch more light than their size
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vec3 pixel = fwidth( vBoxPoint );
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float
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float minRadius = 2.0 * max( pixel.x, max( pixel.y, pixel.z ) );
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float radius = min( max( vBevel, minRadius ), min( vBoxHalf.x, min( vBoxHalf.y, vBoxHalf.z ) ) );
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float bend = min( vBevel / minRadius, 1.0 );
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vec3 near = max( abs( vBoxPoint ) - ( vBoxHalf - radius ), 0.0 );
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// Whether the edge along x, y and z here is rounded, its bit by which sides it's between, as boxEdges orders them
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ivec3 high = ivec3( greaterThan( vBoxPoint, vec3( 0.0 ) ) );
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bvec3 edge = notEqual( ( ivec3( vEdges ) >> ( ivec3( 0, 4, 8 ) + high.yxx + 2 * high.zzy ) ) & 1, ivec3( 0 ) );
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// An axis bends where the edge between its side and another side near the point is rounded
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vec3 bends = vec3(
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( edge.z && near.y > 0.0 ) || ( edge.y && near.z > 0.0 ),
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( edge.z && near.x > 0.0 ) || ( edge.x && near.z > 0.0 ),
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( edge.y && near.x > 0.0 ) || ( edge.x && near.y > 0.0 )
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);
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vec3 rounded = sign( vBoxPoint ) * near * bends;
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if ( dot( rounded, rounded ) > 0.0 ) {
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normal = normalize( vBoxRotation * normalize( rounded ) ) * faceDirection;
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normal = normalize( mix( normal, normalize( vBoxRotation * normalize( rounded ) ) * faceDirection, bend ) );
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}
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// Light doesn't reach into the groove where rounded edges meet, so parts show where they start and end, also far away: how far into the edge
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// a point is, from the face to its outermost line, is the bend of the axes other than the face's, which is bent by the whole radius
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vec3 bent = abs( rounded );
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float depth = min( ( bent.x + bent.y + bent.z - max( bent.x, max( bent.y, bent.z ) ) ) / radius, 1.0 );
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edgeShade = 1.0 - 0.4 * depth * depth;
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}`
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)
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.replace(
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"#include <aomap_fragment>",
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`#include <aomap_fragment>
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reflectedLight.directDiffuse *= edgeShade;
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reflectedLight.directSpecular *= edgeShade;
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reflectedLight.indirectDiffuse *= edgeShade;
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reflectedLight.indirectSpecular *= edgeShade;`
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)
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.replace(
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"#include <clearcoat_normal_fragment_maps>",
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