mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-09 13:06:01 +10:00
309 lines
8.4 KiB
JavaScript
309 lines
8.4 KiB
JavaScript
/**
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* @author alteredq / http://alteredqualia.com/
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*
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*/
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THREE.ShaderTerrain = {
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/* -------------------------------------------------------------------------
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// Dynamic terrain shader
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// - Blinn-Phong
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// - height + normal + diffuse1 + diffuse2 + specular + detail maps
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// - point and directional lights (use with "lights: true" material option)
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------------------------------------------------------------------------- */
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'terrain' : {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "fog" ],
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THREE.UniformsLib[ "lights" ],
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{
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"enableDiffuse1" : { type: "i", value: 0 },
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"enableDiffuse2" : { type: "i", value: 0 },
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"enableSpecular" : { type: "i", value: 0 },
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"enableReflection": { type: "i", value: 0 },
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"tDiffuse1" : { type: "t", value: 0, texture: null },
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"tDiffuse2" : { type: "t", value: 1, texture: null },
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"tDetail" : { type: "t", value: 2, texture: null },
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"tNormal" : { type: "t", value: 3, texture: null },
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"tSpecular" : { type: "t", value: 4, texture: null },
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"tDisplacement": { type: "t", value: 5, texture: null },
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"uNormalScale": { type: "f", value: 1.0 },
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"uDisplacementBias": { type: "f", value: 0.0 },
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"uDisplacementScale": { type: "f", value: 1.0 },
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"uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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"uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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"uShininess": { type: "f", value: 30 },
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"uOpacity": { type: "f", value: 1 },
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"uRepeatBase" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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"uRepeatOverlay" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) }
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}
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] ),
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fragmentShader: [
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"uniform vec3 uAmbientColor;",
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"uniform vec3 uDiffuseColor;",
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"uniform vec3 uSpecularColor;",
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"uniform float uShininess;",
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"uniform float uOpacity;",
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"uniform bool enableDiffuse1;",
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"uniform bool enableDiffuse2;",
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"uniform bool enableSpecular;",
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"uniform sampler2D tDiffuse1;",
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"uniform sampler2D tDiffuse2;",
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"uniform sampler2D tDetail;",
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"uniform sampler2D tNormal;",
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"uniform sampler2D tSpecular;",
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"uniform sampler2D tDisplacement;",
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"uniform float uNormalScale;",
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"uniform vec2 uRepeatOverlay;",
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"uniform vec2 uRepeatBase;",
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"uniform vec2 uOffset;",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"uniform vec3 ambientLightColor;",
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"#if MAX_DIR_LIGHTS > 0",
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"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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"#endif",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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"void main() {",
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"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
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"vec3 specularTex = vec3( 1.0 );",
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"vec2 uvOverlay = uRepeatOverlay * vUv + uOffset;",
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"vec2 uvBase = uRepeatBase * vUv;",
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"vec3 normalTex = texture2D( tDetail, uvOverlay ).xyz * 2.0 - 1.0;",
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"normalTex.xy *= uNormalScale;",
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"normalTex = normalize( normalTex );",
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"if( enableDiffuse1 && enableDiffuse2 ) {",
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"vec4 colDiffuse1 = texture2D( tDiffuse1, uvOverlay );",
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"vec4 colDiffuse2 = texture2D( tDiffuse2, uvOverlay );",
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"#ifdef GAMMA_INPUT",
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"colDiffuse1.xyz *= colDiffuse1.xyz;",
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"colDiffuse2.xyz *= colDiffuse2.xyz;",
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"#endif",
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"gl_FragColor = gl_FragColor * mix ( colDiffuse1, colDiffuse2, 1.0 - texture2D( tDisplacement, uvBase ) );",
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" } else if( enableDiffuse1 ) {",
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"gl_FragColor = gl_FragColor * texture2D( tDiffuse1, uvOverlay );",
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"} else if( enableDiffuse2 ) {",
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"gl_FragColor = gl_FragColor * texture2D( tDiffuse2, uvOverlay );",
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"}",
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"if( enableSpecular )",
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"specularTex = texture2D( tSpecular, uvOverlay ).xyz;",
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"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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"vec3 finalNormal = tsb * normalTex;",
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"vec3 normal = normalize( finalNormal );",
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"vec3 viewPosition = normalize( vViewPosition );",
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// point lights
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"#if MAX_POINT_LIGHTS > 0",
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"vec3 pointDiffuse = vec3( 0.0 );",
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"vec3 pointSpecular = vec3( 0.0 );",
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"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
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"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
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"float lDistance = 1.0;",
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"if ( pointLightDistance[ i ] > 0.0 )",
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"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
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"lVector = normalize( lVector );",
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"vec3 pointHalfVector = normalize( lVector + viewPosition );",
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"float pointDistance = lDistance;",
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"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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"float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
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"float pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );",
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"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
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"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
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"}",
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"#endif",
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// directional lights
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"#if MAX_DIR_LIGHTS > 0",
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"vec3 dirDiffuse = vec3( 0.0 );",
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"vec3 dirSpecular = vec3( 0.0 );",
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"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
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"vec3 dirVector = normalize( lDirection.xyz );",
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"vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );",
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"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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"float dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );",
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"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
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"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
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"}",
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"#endif",
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// all lights contribution summation
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"vec3 totalDiffuse = vec3( 0.0 );",
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"vec3 totalSpecular = vec3( 0.0 );",
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"#if MAX_DIR_LIGHTS > 0",
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"totalDiffuse += dirDiffuse;",
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"totalSpecular += dirSpecular;",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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"totalDiffuse += pointDiffuse;",
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"totalSpecular += pointSpecular;",
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"#endif",
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//"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;",
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"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
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THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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THREE.ShaderChunk[ "fog_fragment" ],
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"}"
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].join("\n"),
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vertexShader: [
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"attribute vec4 tangent;",
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"uniform vec2 uRepeatBase;",
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"uniform sampler2D tNormal;",
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"#ifdef VERTEX_TEXTURES",
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"uniform sampler2D tDisplacement;",
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"uniform float uDisplacementScale;",
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"uniform float uDisplacementBias;",
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"#endif",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"varying vec3 vViewPosition;",
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"void main() {",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"vViewPosition = -mvPosition.xyz;",
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"vNormal = normalize( normalMatrix * normal );",
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// tangent and binormal vectors
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"vTangent = normalize( normalMatrix * tangent.xyz );",
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"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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"vBinormal = normalize( vBinormal );",
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// texture coordinates
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"vUv = uv;",
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"vec2 uvBase = uv * uRepeatBase;",
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// displacement mapping
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"#ifdef VERTEX_TEXTURES",
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"vec3 dv = texture2D( tDisplacement, uvBase ).xyz;",
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"float df = uDisplacementScale * dv.x + uDisplacementBias;",
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"vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
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"gl_Position = projectionMatrix * displacedPosition;",
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"#else",
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"gl_Position = projectionMatrix * mvPosition;",
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"#endif",
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"vec3 normalTex = texture2D( tNormal, uvBase ).xyz * 2.0 - 1.0;",
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"vNormal = normalMatrix * normalTex;",
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"}"
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].join("\n")
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}
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};
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