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433 lines
9.7 KiB
433 lines
9.7 KiB
6 months ago
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/**
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* MeshGouraudMaterial
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*
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* Lambert illumination model with Gouraud (per-vertex) shading
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*
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*/
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import { UniformsUtils, UniformsLib, ShaderMaterial, Color, MultiplyOperation } from 'three';
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const GouraudShader = {
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name: 'GouraudShader',
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uniforms: UniformsUtils.merge( [
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UniformsLib.common,
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UniformsLib.specularmap,
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UniformsLib.envmap,
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UniformsLib.aomap,
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UniformsLib.lightmap,
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UniformsLib.emissivemap,
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UniformsLib.fog,
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UniformsLib.lights,
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{
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emissive: { value: new Color( 0x000000 ) }
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}
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] ),
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vertexShader: /* glsl */`
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#define GOURAUD
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varying vec3 vLightFront;
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varying vec3 vIndirectFront;
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#ifdef DOUBLE_SIDED
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varying vec3 vLightBack;
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varying vec3 vIndirectBack;
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#endif
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#include <common>
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#include <uv_pars_vertex>
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#include <envmap_pars_vertex>
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#include <bsdfs>
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#include <lights_pars_begin>
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#include <color_pars_vertex>
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#include <fog_pars_vertex>
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#include <morphtarget_pars_vertex>
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#include <skinning_pars_vertex>
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#include <shadowmap_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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#include <clipping_planes_pars_vertex>
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void main() {
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#include <uv_vertex>
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#include <color_vertex>
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#include <morphcolor_vertex>
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#include <beginnormal_vertex>
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#include <morphnormal_vertex>
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#include <skinbase_vertex>
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#include <skinnormal_vertex>
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#include <defaultnormal_vertex>
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#include <begin_vertex>
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#include <morphtarget_vertex>
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#include <skinning_vertex>
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#include <project_vertex>
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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#include <worldpos_vertex>
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#include <envmap_vertex>
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// inlining legacy <lights_lambert_vertex>
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vec3 diffuse = vec3( 1.0 );
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vec3 geometryPosition = mvPosition.xyz;
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vec3 geometryNormal = normalize( transformedNormal );
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vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );
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vec3 backGeometryNormal = - geometryNormal;
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vLightFront = vec3( 0.0 );
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vIndirectFront = vec3( 0.0 );
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#ifdef DOUBLE_SIDED
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vLightBack = vec3( 0.0 );
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vIndirectBack = vec3( 0.0 );
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#endif
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IncidentLight directLight;
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float dotNL;
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vec3 directLightColor_Diffuse;
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vIndirectFront += getAmbientLightIrradiance( ambientLightColor );
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#if defined( USE_LIGHT_PROBES )
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vIndirectFront += getLightProbeIrradiance( lightProbe, geometryNormal );
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#endif
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#ifdef DOUBLE_SIDED
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vIndirectBack += getAmbientLightIrradiance( ambientLightColor );
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#if defined( USE_LIGHT_PROBES )
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vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometryNormal );
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#endif
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#endif
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#if NUM_POINT_LIGHTS > 0
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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getPointLightInfo( pointLights[ i ], geometryPosition, directLight );
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dotNL = dot( geometryNormal, directLight.direction );
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directLightColor_Diffuse = directLight.color;
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vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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#ifdef DOUBLE_SIDED
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vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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#endif
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}
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#pragma unroll_loop_end
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#endif
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#if NUM_SPOT_LIGHTS > 0
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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getSpotLightInfo( spotLights[ i ], geometryPosition, directLight );
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dotNL = dot( geometryNormal, directLight.direction );
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directLightColor_Diffuse = directLight.color;
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vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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#ifdef DOUBLE_SIDED
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vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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#endif
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}
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#pragma unroll_loop_end
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#endif
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#if NUM_DIR_LIGHTS > 0
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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getDirectionalLightInfo( directionalLights[ i ], directLight );
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dotNL = dot( geometryNormal, directLight.direction );
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directLightColor_Diffuse = directLight.color;
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vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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#ifdef DOUBLE_SIDED
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vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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#endif
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}
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#pragma unroll_loop_end
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#endif
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#if NUM_HEMI_LIGHTS > 0
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );
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#ifdef DOUBLE_SIDED
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vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometryNormal );
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#endif
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}
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#pragma unroll_loop_end
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#endif
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#include <shadowmap_vertex>
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#include <fog_vertex>
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}`,
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fragmentShader: /* glsl */`
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#define GOURAUD
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uniform vec3 diffuse;
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uniform vec3 emissive;
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uniform float opacity;
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varying vec3 vLightFront;
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varying vec3 vIndirectFront;
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#ifdef DOUBLE_SIDED
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varying vec3 vLightBack;
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varying vec3 vIndirectBack;
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#endif
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#include <common>
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#include <packing>
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#include <dithering_pars_fragment>
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#include <color_pars_fragment>
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#include <uv_pars_fragment>
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#include <map_pars_fragment>
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#include <alphamap_pars_fragment>
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#include <alphatest_pars_fragment>
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#include <aomap_pars_fragment>
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#include <lightmap_pars_fragment>
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#include <emissivemap_pars_fragment>
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#include <envmap_common_pars_fragment>
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#include <envmap_pars_fragment>
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#include <bsdfs>
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#include <lights_pars_begin>
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#include <fog_pars_fragment>
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#include <shadowmap_pars_fragment>
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#include <shadowmask_pars_fragment>
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#include <specularmap_pars_fragment>
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#include <logdepthbuf_pars_fragment>
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#include <clipping_planes_pars_fragment>
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void main() {
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#include <clipping_planes_fragment>
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vec4 diffuseColor = vec4( diffuse, opacity );
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ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
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vec3 totalEmissiveRadiance = emissive;
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#include <logdepthbuf_fragment>
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#include <map_fragment>
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#include <color_fragment>
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#include <alphamap_fragment>
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#include <alphatest_fragment>
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#include <specularmap_fragment>
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#include <emissivemap_fragment>
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// accumulation
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#ifdef DOUBLE_SIDED
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reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;
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#else
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reflectedLight.indirectDiffuse += vIndirectFront;
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#endif
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#ifdef USE_LIGHTMAP
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vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
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vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
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reflectedLight.indirectDiffuse += lightMapIrradiance;
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#endif
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reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );
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#ifdef DOUBLE_SIDED
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reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
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#else
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reflectedLight.directDiffuse = vLightFront;
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#endif
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reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();
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// modulation
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#include <aomap_fragment>
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vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
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#include <envmap_fragment>
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#include <opaque_fragment>
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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#include <fog_fragment>
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#include <premultiplied_alpha_fragment>
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#include <dithering_fragment>
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}`
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};
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//
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class MeshGouraudMaterial extends ShaderMaterial {
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constructor( parameters ) {
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super();
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this.isMeshGouraudMaterial = true;
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this.type = 'MeshGouraudMaterial';
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//this.color = new THREE.Color( 0xffffff ); // diffuse
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//this.map = null;
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//this.lightMap = null;
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//this.lightMapIntensity = 1.0;
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//this.aoMap = null;
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//this.aoMapIntensity = 1.0;
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//this.emissive = new THREE.Color( 0x000000 );
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//this.emissiveIntensity = 1.0;
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//this.emissiveMap = null;
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//this.specularMap = null;
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//this.alphaMap = null;
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//this.envMap = null;
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this.combine = MultiplyOperation; // combine has no uniform
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//this.reflectivity = 1;
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//this.refractionRatio = 0.98;
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this.fog = false; // set to use scene fog
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this.lights = true; // set to use scene lights
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this.clipping = false; // set to use user-defined clipping planes
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const shader = GouraudShader;
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this.defines = Object.assign( {}, shader.defines );
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this.uniforms = UniformsUtils.clone( shader.uniforms );
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this.vertexShader = shader.vertexShader;
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this.fragmentShader = shader.fragmentShader;
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const exposePropertyNames = [
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'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity',
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'emissive', 'emissiveIntensity', 'emissiveMap', 'specularMap', 'alphaMap',
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'envMap', 'reflectivity', 'refractionRatio', 'opacity', 'diffuse'
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];
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for ( const propertyName of exposePropertyNames ) {
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Object.defineProperty( this, propertyName, {
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get: function () {
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return this.uniforms[ propertyName ].value;
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},
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set: function ( value ) {
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this.uniforms[ propertyName ].value = value;
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}
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} );
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}
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Object.defineProperty( this, 'color', Object.getOwnPropertyDescriptor( this, 'diffuse' ) );
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this.setValues( parameters );
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}
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copy( source ) {
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super.copy( source );
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this.color.copy( source.color );
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this.map = source.map;
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this.lightMap = source.lightMap;
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this.lightMapIntensity = source.lightMapIntensity;
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this.aoMap = source.aoMap;
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this.aoMapIntensity = source.aoMapIntensity;
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this.emissive.copy( source.emissive );
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this.emissiveMap = source.emissiveMap;
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this.emissiveIntensity = source.emissiveIntensity;
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this.specularMap = source.specularMap;
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this.alphaMap = source.alphaMap;
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this.envMap = source.envMap;
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this.combine = source.combine;
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this.reflectivity = source.reflectivity;
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this.refractionRatio = source.refractionRatio;
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this.wireframe = source.wireframe;
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this.wireframeLinewidth = source.wireframeLinewidth;
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this.wireframeLinecap = source.wireframeLinecap;
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this.wireframeLinejoin = source.wireframeLinejoin;
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this.fog = source.fog;
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return this;
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}
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}
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export { MeshGouraudMaterial };
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