WebGLShaders.js 31.7 KB
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/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 */

THREE.ShaderChunk = {

	// FOG

	fog_pars_fragment: [

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		"#ifdef USE_FOG",
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			"uniform vec3 fogColor;",
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			"#ifdef FOG_EXP2",
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				"uniform float fogDensity;",
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			"#else",
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				"uniform float fogNear;",
				"uniform float fogFar;",
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			"#endif",
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		"#endif"
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	].join("\n"),

	fog_fragment: [

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		"#ifdef USE_FOG",
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			"float depth = gl_FragCoord.z / gl_FragCoord.w;",
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			"#ifdef FOG_EXP2",
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				"const float LOG2 = 1.442695;",
				"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
				"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
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			"#else",
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				"float fogFactor = smoothstep( fogNear, fogFar, depth );",
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			"#endif",
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			"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
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		"#endif"
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	].join("\n"),

	// ENVIRONMENT MAP

	envmap_pars_fragment: [

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		"#ifdef USE_ENVMAP",
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			"varying vec3 vReflect;",
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			"uniform float reflectivity;",
			"uniform samplerCube envMap;",
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			"uniform float flipEnvMap;",
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			"uniform int combine;",
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		"#endif"
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	].join("\n"),

	envmap_fragment: [

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		"#ifdef USE_ENVMAP",
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			"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * vReflect.x, vReflect.yz ) );",
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			"#ifdef GAMMA_INPUT",

				"cubeColor.xyz *= cubeColor.xyz;",

			"#endif",

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			"if ( combine == 1 ) {",
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				"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity );",
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			"} else {",
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				"gl_FragColor.xyz = gl_FragColor.xyz * cubeColor.xyz;",
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			"}",
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		"#endif"
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	].join("\n"),

	envmap_pars_vertex: [

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		"#ifdef USE_ENVMAP",
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			"varying vec3 vReflect;",
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			"uniform float refractionRatio;",
			"uniform bool useRefract;",
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		"#endif"
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	].join("\n"),

	envmap_vertex : [

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		"#ifdef USE_ENVMAP",
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			"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
			"vec3 nWorld = mat3( objectMatrix[ 0 ].xyz, objectMatrix[ 1 ].xyz, objectMatrix[ 2 ].xyz ) * normal;",
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			"if ( useRefract ) {",
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				"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
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			"} else {",
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				"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
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			"}",
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		"#endif"
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	].join("\n"),

	// COLOR MAP (particles)

	map_particle_pars_fragment: [

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		"#ifdef USE_MAP",
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			"uniform sampler2D map;",
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		"#endif"
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	].join("\n"),


	map_particle_fragment: [

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		"#ifdef USE_MAP",
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			"gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
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		"#endif"
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	].join("\n"),

	// COLOR MAP (triangles)

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	map_pars_vertex: [
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		"#ifdef USE_MAP",
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			"varying vec2 vUv;",
			"uniform vec4 offsetRepeat;",
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		"#endif"
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	].join("\n"),

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	map_pars_fragment: [
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		"#ifdef USE_MAP",
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			"varying vec2 vUv;",
			"uniform sampler2D map;",
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		"#endif"
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	].join("\n"),

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	map_vertex: [
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		"#ifdef USE_MAP",
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			"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
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		"#endif"
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	].join("\n"),

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	map_fragment: [
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		"#ifdef USE_MAP",
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			"#ifdef GAMMA_INPUT",

				"vec4 texelColor = texture2D( map, vUv );",
				"texelColor.xyz *= texelColor.xyz;",

				"gl_FragColor = gl_FragColor * texelColor;",

			"#else",

				"gl_FragColor = gl_FragColor * texture2D( map, vUv );",

			"#endif",
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		"#endif"
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	].join("\n"),

	// LIGHT MAP

	lightmap_pars_fragment: [

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		"#ifdef USE_LIGHTMAP",
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			"varying vec2 vUv2;",
			"uniform sampler2D lightMap;",
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		"#endif"
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	].join("\n"),

	lightmap_pars_vertex: [

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		"#ifdef USE_LIGHTMAP",
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			"varying vec2 vUv2;",
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		"#endif"
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	].join("\n"),

	lightmap_fragment: [

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		"#ifdef USE_LIGHTMAP",
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			"gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
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		"#endif"
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	].join("\n"),

	lightmap_vertex: [

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		"#ifdef USE_LIGHTMAP",
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			"vUv2 = uv2;",
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		"#endif"
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	].join("\n"),

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	// LIGHTS LAMBERT

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	lights_lambert_pars_vertex: [

		"uniform vec3 ambient;",
		"uniform vec3 diffuse;",
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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 ];",
			"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 ];",
			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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		"#endif",

		"#ifdef WRAP_AROUND",

			"uniform vec3 wrapRGB;",

		"#endif",
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	].join("\n"),

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	lights_lambert_vertex: [
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		"vLightWeighting = vec3( 0.0 );",
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		"#if MAX_DIR_LIGHTS > 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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			"#ifdef WRAP_AROUND",

				"float directionalLightWeightingFull = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
				"float directionalLightWeightingHalf = max( 0.5 * dot( transformedNormal, normalize( lDirection.xyz ) ) + 0.5, 0.0 );",

				"vec3 directionalLightWeighting = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",

			"#else",

				"float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",

			"#endif",

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			"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
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		"}",
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		"#endif",
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		"#if MAX_POINT_LIGHTS > 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 - mvPosition.xyz;",
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				"float lDistance = 1.0;",
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				"if ( pointLightDistance[ i ] > 0.0 )",
					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
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				"lVector = normalize( lVector );",
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				"#ifdef WRAP_AROUND",

					"float pointLightWeightingFull = max( dot( transformedNormal, lVector ), 0.0 );",
					"float pointLightWeightingHalf = max( 0.5 * dot( transformedNormal, lVector ) + 0.5, 0.0 );",

					"vec3 pointLightWeighting = mix( vec3 ( pointLightWeightingFull ), vec3( pointLightWeightingHalf ), wrapRGB );",

				"#else",

					"float pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );",

				"#endif",


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				"vLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;",
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			"}",
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		"#endif",
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		"vLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;",
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	].join("\n"),

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	// LIGHTS PHONG

	lights_phong_pars_vertex: [

		"#if MAX_POINT_LIGHTS > 0",
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		"#ifndef PHONG_PER_PIXEL",
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			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

			"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",

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		"#endif",
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		"#endif"

	].join("\n"),


	lights_phong_vertex: [

		"#if MAX_POINT_LIGHTS > 0",
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		"#ifndef PHONG_PER_PIXEL",
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			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",

				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"float lDistance = 1.0;",

				"if ( pointLightDistance[ i ] > 0.0 )",
					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

				"lVector = normalize( lVector );",

				"vPointLight[ i ] = vec4( lVector, lDistance );",

			"}",

		"#endif",
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		"#endif"
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	].join("\n"),

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	lights_phong_pars_fragment: [
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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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			"#ifdef PHONG_PER_PIXEL",

				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

			"#else",

				"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",

			"#endif",
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		"#endif",
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		"#ifdef WRAP_AROUND",

			"uniform vec3 wrapRGB;",

		"#endif",

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		"varying vec3 vViewPosition;",
		"varying vec3 vNormal;"
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	].join("\n"),

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	lights_phong_fragment: [
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		"vec3 normal = normalize( vNormal );",
		"vec3 viewPosition = normalize( vViewPosition );",
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		"#if MAX_POINT_LIGHTS > 0",
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			"vec3 pointDiffuse  = vec3( 0.0 );",
			"vec3 pointSpecular = vec3( 0.0 );",
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			"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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				"#ifdef PHONG_PER_PIXEL",

					"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",

					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",

					"float lDistance = 1.0;",

					"if ( pointLightDistance[ i ] > 0.0 )",
						"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

					"lVector = normalize( lVector );",

				"#else",

					"vec3 lVector = normalize( vPointLight[ i ].xyz );",
					"float lDistance = vPointLight[ i ].w;",

				"#endif",

				"vec3 pointHalfVector = normalize( lVector + viewPosition );",
				"float pointDistance = lDistance;",
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				"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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				"#ifdef WRAP_AROUND",

					"float pointDiffuseWeightFull = max( dot( normal, lVector ), 0.0 );",
					"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, lVector ) + 0.5, 0.0 );",

					"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

				"#else",

					"float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",

				"#endif",
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				"float pointSpecularWeight = pow( pointDotNormalHalf, shininess );",
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				"#ifdef PHYSICALLY_BASED_SHADING",

					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );",
					"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;",

				"#else",

					"pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;",

				"#endif",

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				"pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;",
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			"}",
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		"#endif",
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		"#if MAX_DIR_LIGHTS > 0",
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			"vec3 dirDiffuse  = vec3( 0.0 );",
			"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 );",
				"vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );",
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				"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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				"#ifdef WRAP_AROUND",

					"float dirDiffuseWeightFull = max( dot( normal, dirVector ), 0.0 );",
					"float dirDiffuseWeightHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",

					"vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",

				"#else",

					"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

				"#endif",
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				"float dirSpecularWeight = pow( dirDotNormalHalf, shininess );",
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				"#ifdef PHYSICALLY_BASED_SHADING",

					/*
					// fresnel term from skin shader
					"const float F0 = 0.128;",

					"float base = 1.0 - dot( viewPosition, dirHalfVector );",
					"float exponential = pow( base, 5.0 );",

					"float fresnel = exponential + F0 * ( 1.0 - exponential );",
					*/

					/*
					// fresnel term from fresnel shader
					"const float mFresnelBias = 0.08;",
					"const float mFresnelScale = 0.3;",
					"const float mFresnelPower = 5.0;",

					"float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
					*/

					// normalization factor
					//float specularNormalization = ( shininess + 2.0 ) / 8.0;

					//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",

					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );",
					"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",

				"#else",

					"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",

				"#endif",

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				"dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
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			"}",
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		"#endif",
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		"vec3 totalDiffuse = vec3( 0.0 );",
		"vec3 totalSpecular = vec3( 0.0 );",
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		"#if MAX_DIR_LIGHTS > 0",
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			"totalDiffuse += dirDiffuse;",
			"totalSpecular += dirSpecular;",
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		"#endif",
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		"#if MAX_POINT_LIGHTS > 0",
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			"totalDiffuse += pointDiffuse;",
			"totalSpecular += pointSpecular;",
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		"#endif",
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		"#ifdef METAL",

			"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",

		"#else",

			"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",

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		"#endif"
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	].join("\n"),

	// VERTEX COLORS

	color_pars_fragment: [

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		"#ifdef USE_COLOR",
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			"varying vec3 vColor;",
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		"#endif"
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	].join("\n"),


	color_fragment: [

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		"#ifdef USE_COLOR",
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			"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
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		"#endif"
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	].join("\n"),

	color_pars_vertex: [

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		"#ifdef USE_COLOR",
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			"varying vec3 vColor;",
634

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		"#endif"
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	].join("\n"),


	color_vertex: [

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		"#ifdef USE_COLOR",
643

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			"#ifdef GAMMA_INPUT",

				"vColor = color * color;",

			"#else",

				"vColor = color;",

			"#endif",
653

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		"#endif"
655 656 657

	].join("\n"),

658
	// SKINNING
659 660 661

	skinning_pars_vertex: [

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		"#ifdef USE_SKINNING",
663

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			"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
665

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		"#endif"
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	].join("\n"),

	skinning_vertex: [

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		"#ifdef USE_SKINNING",
673

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			"gl_Position  = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
			"gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
676

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			// this doesn't work, no idea why
			//"gl_Position  = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
679

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			"gl_Position  = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
681

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		"#endif"
683

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	].join("\n"),

686
	// MORPHING
687

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	morphtarget_pars_vertex: [

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		"#ifdef USE_MORPHTARGETS",
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			"uniform float morphTargetInfluences[ 8 ];",
693

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		"#endif"
695

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	].join("\n"),

	morphtarget_vertex: [

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		"#ifdef USE_MORPHTARGETS",
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			"vec3 morphed = vec3( 0.0, 0.0, 0.0 );",
			"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
			"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
			"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
			"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
			"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
			"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
			"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
			"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
			"morphed += position;",
712

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			"gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );",
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		"#endif"
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	].join("\n"),
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	default_vertex : [
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		"#ifndef USE_MORPHTARGETS",
		"#ifndef USE_SKINNING",
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			"gl_Position = projectionMatrix * mvPosition;",
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		"#endif",
		"#endif"
728

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	].join("\n"),

	// SHADOW MAP

	// based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
	//  http://spidergl.org/example.php?id=6
	// 	http://fabiensanglard.net/shadowmapping

	shadowmap_pars_fragment: [

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		"#ifdef USE_SHADOWMAP",
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			"uniform sampler2D shadowMap[ MAX_SHADOWS ];",
742

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			"uniform float shadowDarkness;",
			"uniform float shadowBias;",
745

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			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
747

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			"float unpackDepth( const in vec4 rgba_depth ) {",
749

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				"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
				"float depth = dot( rgba_depth, bit_shift );",
				"return depth;",
753

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			"}",
755

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		"#endif"
757 758 759 760 761

	].join("\n"),

	shadowmap_fragment: [

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		"#ifdef USE_SHADOWMAP",
763

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			"#ifdef SHADOWMAP_SOFT",
765

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				"const float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;",
				"const float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;",
768

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			"#endif",
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771
			"vec3 shadowColor = vec3( 1.0 );",
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			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
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				"vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
				"shadowCoord.z += shadowBias;",
777

778 779 780
				"bvec4 shadowTest = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",

				"if ( all( shadowTest ) ) {",
781

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					"#ifdef SHADOWMAP_SOFT",
783

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						// Percentage-close filtering
						// (9 pixel kernel)
						// http://fabiensanglard.net/shadowmappingPCF/
787

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						"float shadow = 0.0;",
789

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						"for ( float y = -1.25; y <= 1.25; y += 1.25 )",
							"for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
792

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								"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
794

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								// doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
								//"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
797

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								"float fDepth = unpackDepth( rgbaDepth );",
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								"if ( fDepth < shadowCoord.z )",
									"shadow += 1.0;",
802

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						"}",
804

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						"shadow /= 9.0;",
806
						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness * shadow ) );",
807

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					"#else",
809

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						"vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
						"float fDepth = unpackDepth( rgbaDepth );",
812

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						"if ( fDepth < shadowCoord.z )",
814

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							// spot with multiple shadows is darker
816

817
							"shadowColor = shadowColor * vec3( 1.0 - shadowDarkness );",
818

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							// spot with multiple shadows has the same color as single shadow spot
820

821
							//"shadowColor = min( shadowColor, vec3( shadowDarkness ) );",
822

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					"#endif",
824

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				"}",
826 827


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				// uncomment to see light frustum boundaries
				//"if ( !( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) )",
830
				//	"gl_FragColor.xyz =  gl_FragColor.xyz * vec3( 1.0, 0.0, 0.0 );",
831

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			"}",
833

834 835 836 837 838 839 840
			"#ifdef GAMMA_OUTPUT",

				"shadowColor *= shadowColor;",

			"#endif",

			"gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
841

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		"#endif"
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	].join("\n"),

	shadowmap_pars_vertex: [

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		"#ifdef USE_SHADOWMAP",
849

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			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
			"uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
852

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		"#endif"
854 855 856 857 858

	].join("\n"),

	shadowmap_vertex: [

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		"#ifdef USE_SHADOWMAP",
860

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			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
862

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				"vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );",
864

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			"}",
866

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		"#endif"
868 869

	].join("\n"),
870

871 872 873 874
	// ALPHATEST

	alphatest_fragment: [

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		"#ifdef ALPHATEST",
876

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			"if ( gl_FragColor.a < ALPHATEST ) discard;",
878

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		"#endif"
880

881 882 883 884 885 886 887 888 889 890 891 892 893 894
	].join("\n"),

	// LINEAR SPACE

	linear_to_gamma_fragment: [

		"#ifdef GAMMA_OUTPUT",

			"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",

		"#endif"

	].join("\n"),

895

896 897
};

898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932
THREE.UniformsUtils = {

	merge: function ( uniforms ) {

		var u, p, tmp, merged = {};

		for ( u = 0; u < uniforms.length; u++ ) {

			tmp = this.clone( uniforms[ u ] );

			for ( p in tmp ) {

				merged[ p ] = tmp[ p ];

			}

		}

		return merged;

	},

	clone: function ( uniforms_src ) {

		var u, p, parameter, parameter_src, uniforms_dst = {};

		for ( u in uniforms_src ) {

			uniforms_dst[ u ] = {};

			for ( p in uniforms_src[ u ] ) {

				parameter_src = uniforms_src[ u ][ p ];

				if ( parameter_src instanceof THREE.Color ||
933
					 parameter_src instanceof THREE.Vector2 ||
934
					 parameter_src instanceof THREE.Vector3 ||
935 936
					 parameter_src instanceof THREE.Vector4 ||
					 parameter_src instanceof THREE.Matrix4 ||
937 938 939 940
					 parameter_src instanceof THREE.Texture ) {

					uniforms_dst[ u ][ p ] = parameter_src.clone();

941 942 943 944
				} else if ( parameter_src instanceof Array ) {

					uniforms_dst[ u ][ p ] = parameter_src.slice();

945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960
				} else {

					uniforms_dst[ u ][ p ] = parameter_src;

				}

			}

		}

		return uniforms_dst;

	}

};

961 962 963 964
THREE.UniformsLib = {

	common: {

965 966
		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
		"opacity" : { type: "f", value: 1.0 },
967

968
		"map" : { type: "t", value: 0, texture: null },
969
		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
970

971
		"lightMap" : { type: "t", value: 2, texture: null },
972

973
		"envMap" : { type: "t", value: 1, texture: null },
974
		"flipEnvMap" : { type: "f", value: -1 },
975 976 977 978
		"useRefract" : { type: "i", value: 0 },
		"reflectivity" : { type: "f", value: 1.0 },
		"refractionRatio" : { type: "f", value: 0.98 },
		"combine" : { type: "i", value: 0 },
979

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		"morphTargetInfluences" : { type: "f", value: 0 }

	},

	fog : {

986 987 988
		"fogDensity" : { type: "f", value: 0.00025 },
		"fogNear" : { type: "f", value: 1 },
		"fogFar" : { type: "f", value: 2000 },
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		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
990 991 992 993 994

	},

	lights: {

995 996 997 998 999 1000
		"ambientLightColor" : { type: "fv", value: [] },
		"directionalLightDirection" : { type: "fv", value: [] },
		"directionalLightColor" : { type: "fv", value: [] },
		"pointLightColor" : { type: "fv", value: [] },
		"pointLightPosition" : { type: "fv", value: [] },
		"pointLightDistance" : { type: "fv1", value: [] }
1001 1002 1003 1004 1005

	},

	particle: {

1006 1007 1008 1009 1010
		"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
		"opacity" : { type: "f", value: 1.0 },
		"size" : { type: "f", value: 1.0 },
		"scale" : { type: "f", value: 1.0 },
		"map" : { type: "t", value: 0, texture: null },
1011

1012 1013 1014 1015
		"fogDensity" : { type: "f", value: 0.00025 },
		"fogNear" : { type: "f", value: 1 },
		"fogFar" : { type: "f", value: 2000 },
		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
1016

1017 1018 1019 1020
	},

	shadowmap: {

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		"shadowMap": { type: "tv", value: 6, texture: [] },
1022
		"shadowMatrix" : { type: "m4v", value: [] },
1023 1024 1025 1026

		"shadowBias" : { type: "f", value: 0.0039 },
		"shadowDarkness": { type: "f", value: 0.2 }

1027 1028 1029 1030 1031 1032 1033 1034
	}

};

THREE.ShaderLib = {

	'depth': {

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		uniforms: {
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			"mNear": { type: "f", value: 1.0 },
			"mFar" : { type: "f", value: 2000.0 },
			"opacity" : { type: "f", value: 1.0 }
1040

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		},

		vertexShader: [
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			"void main() {",

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				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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			"}"

		].join("\n"),

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		fragmentShader: [

			"uniform float mNear;",
			"uniform float mFar;",
			"uniform float opacity;",
1058 1059 1060

			"void main() {",

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				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
				"gl_FragColor = vec4( vec3( color ), opacity );",
1064 1065 1066 1067 1068 1069 1070 1071 1072

			"}"

		].join("\n")

	},

	'normal': {

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		uniforms: {
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			"opacity" : { type: "f", value: 1.0 }

		},

		vertexShader: [
1080 1081 1082 1083 1084

			"varying vec3 vNormal;",

			"void main() {",

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				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				"vNormal = normalize( normalMatrix * normal );",

				"gl_Position = projectionMatrix * mvPosition;",
1089 1090 1091 1092 1093

			"}"

		].join("\n"),

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		fragmentShader: [
1095

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			"uniform float opacity;",
1097 1098 1099 1100
			"varying vec3 vNormal;",

			"void main() {",

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				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
1102 1103 1104 1105 1106 1107 1108 1109 1110

			"}"

		].join("\n")

	},

	'basic': {

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		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
1114 1115
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "shadowmap" ]
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		] ),
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		vertexShader: [

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
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			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
1128 1129 1130 1131 1132 1133 1134 1135 1136 1137

			"void main() {",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
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				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],
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				THREE.ShaderChunk[ "shadowmap_vertex" ],
1141

1142 1143
			"}"

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		].join("\n"),
1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
1156
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
1157 1158 1159 1160 1161 1162

			"void main() {",

				"gl_FragColor = vec4( diffuse, opacity );",

				THREE.ShaderChunk[ "map_fragment" ],
1163
				THREE.ShaderChunk[ "alphatest_fragment" ],
1164 1165 1166
				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
1167
				THREE.ShaderChunk[ "shadowmap_fragment" ],
1168 1169 1170

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

1171 1172 1173 1174
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

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		].join("\n")

	},

	'lambert': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
1186 1187 1188
			THREE.UniformsLib[ "shadowmap" ],

			{
1189 1190
				"ambient"  : { type: "c", value: new THREE.Color( 0x050505 ) },
				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
1191
			}
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		] ),
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		vertexShader: [

			"varying vec3 vLightWeighting;",

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
1202
			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
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			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
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			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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			"void main() {",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],

				"vec3 transformedNormal = normalize( normalMatrix * normal );",

1219
				THREE.ShaderChunk[ "lights_lambert_vertex" ],
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				THREE.ShaderChunk[ "skinning_vertex" ],
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				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],
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				THREE.ShaderChunk[ "shadowmap_vertex" ],

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			"}"

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		].join("\n"),
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		fragmentShader: [

			"uniform float opacity;",

			"varying vec3 vLightWeighting;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
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			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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			"void main() {",

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				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
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				THREE.ShaderChunk[ "map_fragment" ],
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				THREE.ShaderChunk[ "alphatest_fragment" ],

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				"gl_FragColor.xyz = gl_FragColor.xyz * vLightWeighting;",
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				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
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				THREE.ShaderChunk[ "shadowmap_fragment" ],
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				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

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				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

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		].join("\n")

	},

	'phong': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
			THREE.UniformsLib[ "shadowmap" ],

			{
				"ambient"  : { type: "c", value: new THREE.Color( 0x050505 ) },
				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
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				"shininess": { type: "f", value: 30 },
				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
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			}

		] ),
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		vertexShader: [

			"varying vec3 vViewPosition;",
			"varying vec3 vNormal;",

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
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			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
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			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
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			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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			"void main() {",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],

				"#ifndef USE_ENVMAP",
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					"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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				"#endif",

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				"vViewPosition = -mvPosition.xyz;",
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				"vec3 transformedNormal = normalMatrix * normal;",
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				"vNormal = transformedNormal;",

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				THREE.ShaderChunk[ "lights_phong_vertex" ],
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				THREE.ShaderChunk[ "skinning_vertex" ],
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				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],
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				THREE.ShaderChunk[ "shadowmap_vertex" ],
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			"}"

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		].join("\n"),
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		fragmentShader: [

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			"uniform vec3 diffuse;",
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			"uniform float opacity;",

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			"uniform vec3 ambient;",
			"uniform vec3 specular;",
			"uniform float shininess;",

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			THREE.ShaderChunk[ "color_pars_fragment" ],
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			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
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			THREE.ShaderChunk[ "fog_pars_fragment" ],
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			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
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			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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			"void main() {",

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				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
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				THREE.ShaderChunk[ "map_fragment" ],
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				THREE.ShaderChunk[ "alphatest_fragment" ],
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				THREE.ShaderChunk[ "lights_phong_fragment" ],
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				THREE.ShaderChunk[ "lightmap_fragment" ],
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				THREE.ShaderChunk[ "color_fragment" ],
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				THREE.ShaderChunk[ "envmap_fragment" ],
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				THREE.ShaderChunk[ "shadowmap_fragment" ],
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				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

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				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

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		].join("\n")

	},

	'particle_basic': {

		uniforms:  THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "particle" ],
			THREE.UniformsLib[ "shadowmap" ]

		] ),
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		vertexShader: [

			"uniform float size;",
			"uniform float scale;",

			THREE.ShaderChunk[ "color_pars_vertex" ],
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			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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			"void main() {",

				THREE.ShaderChunk[ "color_vertex" ],

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

				"#ifdef USE_SIZEATTENUATION",
					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
				"#else",
					"gl_PointSize = size;",
				"#endif",

				"gl_Position = projectionMatrix * mvPosition;",

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				THREE.ShaderChunk[ "shadowmap_vertex" ],

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			"}"

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		].join("\n"),

		fragmentShader: [

			"uniform vec3 psColor;",
			"uniform float opacity;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( psColor, opacity );",

				THREE.ShaderChunk[ "map_particle_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

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		].join("\n")

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	},

	// Depth encoding into RGBA texture
	// 	based on SpiderGL shadow map example
	// 		http://spidergl.org/example.php?id=6
	// 	originally from
	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
	// 	see also here:
	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/

	'depthRGBA': {

		uniforms: {},

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		vertexShader: [

			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],

			"void main() {",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],

			"}"

		].join("\n"),

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		fragmentShader: [

			"vec4 pack_depth( const in float depth ) {",

				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
				"vec4 res = fract( depth * bit_shift );",
				"res -= res.xxyz * bit_mask;",
				"return res;",

			"}",

			"void main() {",

				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",

				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
				//"gl_FragData[ 0 ] = pack_depth( z );",
				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",

			"}"

		].join("\n")

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	}

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};