300 lines
7.4 KiB
JavaScript
300 lines
7.4 KiB
JavaScript
"use strict";
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Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
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const THREE = require("three");
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const ToonShader1 = {
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uniforms: {
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uDirLightPos: { value: /* @__PURE__ */ new THREE.Vector3() },
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uDirLightColor: { value: /* @__PURE__ */ new THREE.Color(15658734) },
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uAmbientLightColor: { value: /* @__PURE__ */ new THREE.Color(328965) },
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uBaseColor: { value: /* @__PURE__ */ new THREE.Color(16777215) }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec3 vNormal;
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varying vec3 vRefract;
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void main() {
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vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
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vNormal = normalize( normalMatrix * normal );
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vec3 I = worldPosition.xyz - cameraPosition;
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vRefract = refract( normalize( I ), worldNormal, 1.02 );
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gl_Position = projectionMatrix * mvPosition;
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform vec3 uBaseColor;
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uniform vec3 uDirLightPos;
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uniform vec3 uDirLightColor;
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uniform vec3 uAmbientLightColor;
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varying vec3 vNormal;
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varying vec3 vRefract;
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void main() {
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float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
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vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );
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intensity += length(lightWeighting) * 0.2;
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float cameraWeighting = dot( normalize( vNormal ), vRefract );
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intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );
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intensity = intensity * 0.2 + 0.3;
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if ( intensity < 0.50 ) {
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gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );
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} else {
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gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );
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}
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}
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`
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)
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};
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const ToonShader2 = {
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uniforms: {
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uDirLightPos: { value: /* @__PURE__ */ new THREE.Vector3() },
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uDirLightColor: { value: /* @__PURE__ */ new THREE.Color(15658734) },
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uAmbientLightColor: { value: /* @__PURE__ */ new THREE.Color(328965) },
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uBaseColor: { value: /* @__PURE__ */ new THREE.Color(15658734) },
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uLineColor1: { value: /* @__PURE__ */ new THREE.Color(8421504) },
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uLineColor2: { value: /* @__PURE__ */ new THREE.Color(0) },
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uLineColor3: { value: /* @__PURE__ */ new THREE.Color(0) },
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uLineColor4: { value: /* @__PURE__ */ new THREE.Color(0) }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec3 vNormal;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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vNormal = normalize( normalMatrix * normal );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform vec3 uBaseColor;
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uniform vec3 uLineColor1;
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uniform vec3 uLineColor2;
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uniform vec3 uLineColor3;
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uniform vec3 uLineColor4;
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uniform vec3 uDirLightPos;
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uniform vec3 uDirLightColor;
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uniform vec3 uAmbientLightColor;
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varying vec3 vNormal;
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void main() {
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float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);
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float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
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gl_FragColor = vec4( uBaseColor, 1.0 );
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if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {
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gl_FragColor *= vec4( uLineColor1, 1.0 );
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}
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if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {
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gl_FragColor *= vec4( uLineColor2, 1.0 );
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}
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}
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`
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)
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};
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const ToonShaderHatching = {
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uniforms: {
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uDirLightPos: { value: /* @__PURE__ */ new THREE.Vector3() },
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uDirLightColor: { value: /* @__PURE__ */ new THREE.Color(15658734) },
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uAmbientLightColor: { value: /* @__PURE__ */ new THREE.Color(328965) },
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uBaseColor: { value: /* @__PURE__ */ new THREE.Color(16777215) },
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uLineColor1: { value: /* @__PURE__ */ new THREE.Color(0) },
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uLineColor2: { value: /* @__PURE__ */ new THREE.Color(0) },
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uLineColor3: { value: /* @__PURE__ */ new THREE.Color(0) },
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uLineColor4: { value: /* @__PURE__ */ new THREE.Color(0) }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec3 vNormal;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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vNormal = normalize( normalMatrix * normal );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform vec3 uBaseColor;
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uniform vec3 uLineColor1;
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uniform vec3 uLineColor2;
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uniform vec3 uLineColor3;
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uniform vec3 uLineColor4;
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uniform vec3 uDirLightPos;
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uniform vec3 uDirLightColor;
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uniform vec3 uAmbientLightColor;
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varying vec3 vNormal;
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void main() {
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float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
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vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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gl_FragColor = vec4( uBaseColor, 1.0 );
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if ( length(lightWeighting) < 1.00 ) {
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if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
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gl_FragColor = vec4( uLineColor1, 1.0 );
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}
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}
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if ( length(lightWeighting) < 0.75 ) {
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if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
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gl_FragColor = vec4( uLineColor2, 1.0 );
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}
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}
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if ( length(lightWeighting) < 0.50 ) {
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if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
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gl_FragColor = vec4( uLineColor3, 1.0 );
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}
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}
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if ( length(lightWeighting) < 0.3465 ) {
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if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
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gl_FragColor = vec4( uLineColor4, 1.0 );
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}
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}
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}
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`
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)
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};
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const ToonShaderDotted = {
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uniforms: {
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uDirLightPos: { value: /* @__PURE__ */ new THREE.Vector3() },
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uDirLightColor: { value: /* @__PURE__ */ new THREE.Color(15658734) },
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uAmbientLightColor: { value: /* @__PURE__ */ new THREE.Color(328965) },
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uBaseColor: { value: /* @__PURE__ */ new THREE.Color(16777215) },
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uLineColor1: { value: /* @__PURE__ */ new THREE.Color(0) }
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},
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vertexShader: (
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/* glsl */
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`
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varying vec3 vNormal;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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vNormal = normalize( normalMatrix * normal );
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}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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uniform vec3 uBaseColor;
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uniform vec3 uLineColor1;
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uniform vec3 uLineColor2;
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uniform vec3 uLineColor3;
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uniform vec3 uLineColor4;
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uniform vec3 uDirLightPos;
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uniform vec3 uDirLightColor;
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uniform vec3 uAmbientLightColor;
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varying vec3 vNormal;
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void main() {
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float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
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vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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gl_FragColor = vec4( uBaseColor, 1.0 );
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if ( length(lightWeighting) < 1.00 ) {
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if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {
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gl_FragColor = vec4( uLineColor1, 1.0 );
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}
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}
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if ( length(lightWeighting) < 0.50 ) {
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if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {
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gl_FragColor = vec4( uLineColor1, 1.0 );
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}
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}
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}
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`
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)
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};
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exports.ToonShader1 = ToonShader1;
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exports.ToonShader2 = ToonShader2;
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exports.ToonShaderDotted = ToonShaderDotted;
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exports.ToonShaderHatching = ToonShaderHatching;
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//# sourceMappingURL=ToonShader.cjs.map
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