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							- import {
 
- 	Color,
 
- 	Vector3
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * Currently contains:
 
-  *
 
-  *	toon1
 
-  *	toon2
 
-  *	hatching
 
-  *	dotted
 
-  */
 
- const ToonShader1 = {
 
- 	uniforms: {
 
- 		'uDirLightPos': { value: new Vector3() },
 
- 		'uDirLightColor': { value: new Color( 0xeeeeee ) },
 
- 		'uAmbientLightColor': { value: new Color( 0x050505 ) },
 
- 		'uBaseColor': { value: new Color( 0xffffff ) }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec3 vNormal;
 
- 		varying vec3 vRefract;
 
- 		void main() {
 
- 			vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
 
- 			vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
 
- 			vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
 
- 			vNormal = normalize( normalMatrix * normal );
 
- 			vec3 I = worldPosition.xyz - cameraPosition;
 
- 			vRefract = refract( normalize( I ), worldNormal, 1.02 );
 
- 			gl_Position = projectionMatrix * mvPosition;
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform vec3 uBaseColor;
 
- 		uniform vec3 uDirLightPos;
 
- 		uniform vec3 uDirLightColor;
 
- 		uniform vec3 uAmbientLightColor;
 
- 		varying vec3 vNormal;
 
- 		varying vec3 vRefract;
 
- 		void main() {
 
- 			float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
 
- 			vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
 
- 			float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );
 
- 			intensity += length(lightWeighting) * 0.2;
 
- 			float cameraWeighting = dot( normalize( vNormal ), vRefract );
 
- 			intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );
 
- 			intensity = intensity * 0.2 + 0.3;
 
- 			if ( intensity < 0.50 ) {
 
- 				gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );
 
- 			} else {
 
- 				gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );
 
- 		}
 
- 		}`
 
- };
 
- const ToonShader2 = {
 
- 	uniforms: {
 
- 		'uDirLightPos': { value: new Vector3() },
 
- 		'uDirLightColor': { value: new Color( 0xeeeeee ) },
 
- 		'uAmbientLightColor': { value: new Color( 0x050505 ) },
 
- 		'uBaseColor': { value: new Color( 0xeeeeee ) },
 
- 		'uLineColor1': { value: new Color( 0x808080 ) },
 
- 		'uLineColor2': { value: new Color( 0x000000 ) },
 
- 		'uLineColor3': { value: new Color( 0x000000 ) },
 
- 		'uLineColor4': { value: new Color( 0x000000 ) }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec3 vNormal;
 
- 		void main() {
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 			vNormal = normalize( normalMatrix * normal );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform vec3 uBaseColor;
 
- 		uniform vec3 uLineColor1;
 
- 		uniform vec3 uLineColor2;
 
- 		uniform vec3 uLineColor3;
 
- 		uniform vec3 uLineColor4;
 
- 		uniform vec3 uDirLightPos;
 
- 		uniform vec3 uDirLightColor;
 
- 		uniform vec3 uAmbientLightColor;
 
- 		varying vec3 vNormal;
 
- 		void main() {
 
- 			float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);
 
- 			float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
 
- 			gl_FragColor = vec4( uBaseColor, 1.0 );
 
- 			if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {
 
- 				gl_FragColor *= vec4( uLineColor1, 1.0 );
 
- 			}
 
- 			if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {
 
- 				gl_FragColor *= vec4( uLineColor2, 1.0 );
 
- 			}
 
- 		}`
 
- };
 
- const ToonShaderHatching = {
 
- 	uniforms: {
 
- 		'uDirLightPos':	{ value: new Vector3() },
 
- 		'uDirLightColor': { value: new Color( 0xeeeeee ) },
 
- 		'uAmbientLightColor': { value: new Color( 0x050505 ) },
 
- 		'uBaseColor': { value: new Color( 0xffffff ) },
 
- 		'uLineColor1': { value: new Color( 0x000000 ) },
 
- 		'uLineColor2': { value: new Color( 0x000000 ) },
 
- 		'uLineColor3': { value: new Color( 0x000000 ) },
 
- 		'uLineColor4': { value: new Color( 0x000000 ) }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec3 vNormal;
 
- 		void main() {
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 			vNormal = normalize( normalMatrix * normal );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform vec3 uBaseColor;
 
- 		uniform vec3 uLineColor1;
 
- 		uniform vec3 uLineColor2;
 
- 		uniform vec3 uLineColor3;
 
- 		uniform vec3 uLineColor4;
 
- 		uniform vec3 uDirLightPos;
 
- 		uniform vec3 uDirLightColor;
 
- 		uniform vec3 uAmbientLightColor;
 
- 		varying vec3 vNormal;
 
- 		void main() {
 
- 			float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
 
- 			vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
 
- 			gl_FragColor = vec4( uBaseColor, 1.0 );
 
- 			if ( length(lightWeighting) < 1.00 ) {
 
- 				if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
 
- 					gl_FragColor = vec4( uLineColor1, 1.0 );
 
- 				}
 
- 			}
 
- 			if ( length(lightWeighting) < 0.75 ) {
 
- 				if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
 
- 					gl_FragColor = vec4( uLineColor2, 1.0 );
 
- 				}
 
- 			}
 
- 			if ( length(lightWeighting) < 0.50 ) {
 
- 				if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
 
- 					gl_FragColor = vec4( uLineColor3, 1.0 );
 
- 				}
 
- 			}
 
- 			if ( length(lightWeighting) < 0.3465 ) {
 
- 				if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
 
- 					gl_FragColor = vec4( uLineColor4, 1.0 );
 
- 			}
 
- 			}
 
- 		}`
 
- };
 
- const ToonShaderDotted = {
 
- 	uniforms: {
 
- 		'uDirLightPos':	{ value: new Vector3() },
 
- 		'uDirLightColor': { value: new Color( 0xeeeeee ) },
 
- 		'uAmbientLightColor': { value: new Color( 0x050505 ) },
 
- 		'uBaseColor': { value: new Color( 0xffffff ) },
 
- 		'uLineColor1': { value: new Color( 0x000000 ) }
 
- 	},
 
- 	vertexShader: /* glsl */`
 
- 		varying vec3 vNormal;
 
- 		void main() {
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 			vNormal = normalize( normalMatrix * normal );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		uniform vec3 uBaseColor;
 
- 		uniform vec3 uLineColor1;
 
- 		uniform vec3 uLineColor2;
 
- 		uniform vec3 uLineColor3;
 
- 		uniform vec3 uLineColor4;
 
- 		uniform vec3 uDirLightPos;
 
- 		uniform vec3 uDirLightColor;
 
- 		uniform vec3 uAmbientLightColor;
 
- 		varying vec3 vNormal;
 
- 		void main() {
 
- 		float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
 
- 		vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
 
- 		gl_FragColor = vec4( uBaseColor, 1.0 );
 
- 		if ( length(lightWeighting) < 1.00 ) {
 
- 				if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {
 
- 					gl_FragColor = vec4( uLineColor1, 1.0 );
 
- 				}
 
- 			}
 
- 			if ( length(lightWeighting) < 0.50 ) {
 
- 				if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {
 
- 					gl_FragColor = vec4( uLineColor1, 1.0 );
 
- 				}
 
- 			}
 
- 		}`
 
- };
 
- export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };
 
 
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