| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351 | ( function () {	/** * Currently contains: * *	toon1 *	toon2 *	hatching *	dotted */	const ToonShader1 = {		uniforms: {			'uDirLightPos': {				value: new THREE.Vector3()			},			'uDirLightColor': {				value: new THREE.Color( 0xeeeeee )			},			'uAmbientLightColor': {				value: new THREE.Color( 0x050505 )			},			'uBaseColor': {				value: new THREE.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 THREE.Vector3()			},			'uDirLightColor': {				value: new THREE.Color( 0xeeeeee )			},			'uAmbientLightColor': {				value: new THREE.Color( 0x050505 )			},			'uBaseColor': {				value: new THREE.Color( 0xeeeeee )			},			'uLineColor1': {				value: new THREE.Color( 0x808080 )			},			'uLineColor2': {				value: new THREE.Color( 0x000000 )			},			'uLineColor3': {				value: new THREE.Color( 0x000000 )			},			'uLineColor4': {				value: new THREE.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 THREE.Vector3()			},			'uDirLightColor': {				value: new THREE.Color( 0xeeeeee )			},			'uAmbientLightColor': {				value: new THREE.Color( 0x050505 )			},			'uBaseColor': {				value: new THREE.Color( 0xffffff )			},			'uLineColor1': {				value: new THREE.Color( 0x000000 )			},			'uLineColor2': {				value: new THREE.Color( 0x000000 )			},			'uLineColor3': {				value: new THREE.Color( 0x000000 )			},			'uLineColor4': {				value: new THREE.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 THREE.Vector3()			},			'uDirLightColor': {				value: new THREE.Color( 0xeeeeee )			},			'uAmbientLightColor': {				value: new THREE.Color( 0x050505 )			},			'uBaseColor': {				value: new THREE.Color( 0xffffff )			},			'uLineColor1': {				value: new THREE.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 );				}			}		}`	};	THREE.ToonShader1 = ToonShader1;	THREE.ToonShader2 = ToonShader2;	THREE.ToonShaderDotted = ToonShaderDotted;	THREE.ToonShaderHatching = ToonShaderHatching;} )();
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