WebGLShaders.js 33.6 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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			"vec3 dirVector = normalize( lDirection.xyz );",
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			"#ifdef WRAP_AROUND",

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				"float directionalLightWeightingFull = max( dot( transformedNormal, dirVector ), 0.0 );",
				"float directionalLightWeightingHalf = max( 0.5 * dot( transformedNormal, dirVector ) + 0.5, 0.0 );",
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				"vec3 directionalLightWeighting = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",

			"#else",

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				"float directionalLightWeighting = max( dot( transformedNormal, dirVector ), 0.0 );",
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			"#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 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
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				"float lDistance = 1.0;",
				"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 );",

				"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;",

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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 );",

					"lVector = normalize( lVector );",

				"#else",

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

				"#endif",

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				// diffuse
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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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				"pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",

				// specular

				"vec3 pointHalfVector = normalize( lVector + viewPosition );",
				"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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				"float pointSpecularWeight = max( pow( pointDotNormalHalf, shininess ), 0.0 );",
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				"#ifdef PHYSICALLY_BASED_SHADING",

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

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					"pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
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				"#endif",

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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 );",
				"vec3 dirVector = normalize( lDirection.xyz );",
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				// diffuse
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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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				"dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",

				// specular

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				"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
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				"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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				"float dirSpecularWeight = max( pow( dirDotNormalHalf, shininess ), 0.0 );",
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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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			"}",
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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",
627

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			"varying vec3 vColor;",
629

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


	color_vertex: [

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		"#ifdef USE_COLOR",
638

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			"#ifdef GAMMA_INPUT",

				"vColor = color * color;",

			"#else",

				"vColor = color;",

			"#endif",
648

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		"#endif"
650 651 652

	].join("\n"),

653
	// SKINNING
654 655 656

	skinning_pars_vertex: [

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		"#ifdef USE_SKINNING",
658

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			"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
660

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		"#endif"
662 663 664 665 666

	].join("\n"),

	skinning_vertex: [

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		"#ifdef USE_SKINNING",
668

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			"gl_Position  = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
			"gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
671

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			// this doesn't work, no idea why
			//"gl_Position  = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
674

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			"gl_Position  = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
676

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		"#endif"
678

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	].join("\n"),

681
	// MORPHING
682

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	morphtarget_pars_vertex: [

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		"#ifdef USE_MORPHTARGETS",
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			"uniform float morphTargetInfluences[ 8 ];",
688

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		"#endif"
690

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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;",
707

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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 : [
715

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		"#ifndef USE_MORPHTARGETS",
		"#ifndef USE_SKINNING",
718

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			"gl_Position = projectionMatrix * mvPosition;",
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		"#endif",
		"#endif"
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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 ];",
737

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			"uniform float shadowDarkness;",
			"uniform float shadowBias;",
740

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			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
742

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			"float unpackDepth( const in vec4 rgba_depth ) {",
744

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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;",
748

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			"}",
750

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

	shadowmap_fragment: [

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		"#ifdef USE_SHADOWMAP",
758

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			"#ifdef SHADOWMAP_SOFT",
760

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				"const float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;",
				"const float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;",
763

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			"#endif",
765

766
			"vec3 shadowColor = vec3( 1.0 );",
767
			"float fDepth;",
768

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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;",
773

774 775 776
				// using "if ( all )" for ATI OpenGL shader compiler
				// "if ( something && something )" breaks it

777 778 779
				"bvec4 shadowTest = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",

				"if ( all( shadowTest ) ) {",
780

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					"#ifdef SHADOWMAP_SOFT",
782

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						// Percentage-close filtering
						// (9 pixel kernel)
						// http://fabiensanglard.net/shadowmappingPCF/
786

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						"float shadow = 0.0;",
788

789 790 791 792
						/*
						// this breaks shader compiler / validator on some ATI cards when using OpenGL
						// must enroll loop manually

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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 ) {",
795

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								"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
797

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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 ) );",
800

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								"float fDepth = unpackDepth( rgbaDepth );",
802

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								"if ( fDepth < shadowCoord.z )",
									"shadow += 1.0;",
805

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						"}",
807

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						"shadow /= 9.0;",
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						*/

						"const float shadowDelta = 1.0 / 9.0;",
						"const float dx0 = -1.25 * xPixelOffset;",
						"const float dy0 = -1.25 * yPixelOffset;",
						"const float dx1 = 1.25 * xPixelOffset;",
						"const float dy1 = 1.25 * yPixelOffset;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

845
						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness * shadow ) );",
846

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					"#else",
848

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						"vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
						"float fDepth = unpackDepth( rgbaDepth );",
851

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						"if ( fDepth < shadowCoord.z )",
853

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							// spot with multiple shadows is darker
855

856
							"shadowColor = shadowColor * vec3( 1.0 - shadowDarkness );",
857

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							// spot with multiple shadows has the same color as single shadow spot
859

860
							//"shadowColor = min( shadowColor, vec3( shadowDarkness ) );",
861

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					"#endif",
863

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				"}",
865 866


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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 ) )",
869
				//	"gl_FragColor.xyz =  gl_FragColor.xyz * vec3( 1.0, 0.0, 0.0 );",
870

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			"}",
872

873 874 875 876 877 878 879
			"#ifdef GAMMA_OUTPUT",

				"shadowColor *= shadowColor;",

			"#endif",

			"gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
880

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

	shadowmap_pars_vertex: [

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		"#ifdef USE_SHADOWMAP",
888

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			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
			"uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
891

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		"#endif"
893 894 895 896 897

	].join("\n"),

	shadowmap_vertex: [

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		"#ifdef USE_SHADOWMAP",
899

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			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
901

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				"vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );",
903

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			"}",
905

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		"#endif"
907 908

	].join("\n"),
909

910 911 912 913
	// ALPHATEST

	alphatest_fragment: [

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		"#ifdef ALPHATEST",
915

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			"if ( gl_FragColor.a < ALPHATEST ) discard;",
917

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		"#endif"
919

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	].join("\n"),

	// LINEAR SPACE

	linear_to_gamma_fragment: [

		"#ifdef GAMMA_OUTPUT",

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

		"#endif"

	].join("\n"),

934

935 936
};

937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971
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 ||
972
					 parameter_src instanceof THREE.Vector2 ||
973
					 parameter_src instanceof THREE.Vector3 ||
974 975
					 parameter_src instanceof THREE.Vector4 ||
					 parameter_src instanceof THREE.Matrix4 ||
976 977 978 979
					 parameter_src instanceof THREE.Texture ) {

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

980 981 982 983
				} else if ( parameter_src instanceof Array ) {

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

984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999
				} else {

					uniforms_dst[ u ][ p ] = parameter_src;

				}

			}

		}

		return uniforms_dst;

	}

};

1000 1001 1002 1003
THREE.UniformsLib = {

	common: {

1004 1005
		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
		"opacity" : { type: "f", value: 1.0 },
1006

1007
		"map" : { type: "t", value: 0, texture: null },
1008
		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
1009

1010
		"lightMap" : { type: "t", value: 2, texture: null },
1011

1012
		"envMap" : { type: "t", value: 1, texture: null },
1013
		"flipEnvMap" : { type: "f", value: -1 },
1014 1015 1016 1017
		"useRefract" : { type: "i", value: 0 },
		"reflectivity" : { type: "f", value: 1.0 },
		"refractionRatio" : { type: "f", value: 0.98 },
		"combine" : { type: "i", value: 0 },
1018

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

	},

	fog : {

1025 1026 1027
		"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 ) }
1029 1030 1031 1032 1033

	},

	lights: {

1034 1035 1036 1037 1038 1039
		"ambientLightColor" : { type: "fv", value: [] },
		"directionalLightDirection" : { type: "fv", value: [] },
		"directionalLightColor" : { type: "fv", value: [] },
		"pointLightColor" : { type: "fv", value: [] },
		"pointLightPosition" : { type: "fv", value: [] },
		"pointLightDistance" : { type: "fv1", value: [] }
1040 1041 1042 1043 1044

	},

	particle: {

1045 1046 1047 1048 1049
		"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 },
1050

1051 1052 1053 1054
		"fogDensity" : { type: "f", value: 0.00025 },
		"fogNear" : { type: "f", value: 1 },
		"fogFar" : { type: "f", value: 2000 },
		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
1055

1056 1057 1058 1059
	},

	shadowmap: {

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		"shadowMap": { type: "tv", value: 6, texture: [] },
1061
		"shadowMatrix" : { type: "m4v", value: [] },
1062 1063 1064 1065

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

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	}

};

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 }
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		},

		vertexShader: [
1083 1084 1085

			"void main() {",

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				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
1087 1088 1089 1090 1091

			"}"

		].join("\n"),

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		fragmentShader: [

			"uniform float mNear;",
			"uniform float mFar;",
			"uniform float opacity;",
1097 1098 1099

			"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 );",
1103 1104 1105 1106 1107 1108 1109 1110 1111

			"}"

		].join("\n")

	},

	'normal': {

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

		},

		vertexShader: [
1119 1120 1121 1122 1123

			"varying vec3 vNormal;",

			"void main() {",

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

				"gl_Position = projectionMatrix * mvPosition;",
1128 1129 1130 1131 1132

			"}"

		].join("\n"),

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		fragmentShader: [
1134

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			"uniform float opacity;",
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			"varying vec3 vNormal;",

			"void main() {",

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				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
1141 1142 1143 1144 1145 1146 1147 1148 1149

			"}"

		].join("\n")

	},

	'basic': {

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		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
1153 1154
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "shadowmap" ]
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		] ),
1157 1158 1159 1160 1161 1162 1163 1164

		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" ],
1166
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
1167 1168 1169 1170 1171 1172 1173 1174 1175 1176

			"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" ],
1179
				THREE.ShaderChunk[ "shadowmap_vertex" ],
1180

1181 1182
			"}"

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		].join("\n"),
1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194

		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" ],
1195
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
1196 1197 1198 1199 1200 1201

			"void main() {",

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

				THREE.ShaderChunk[ "map_fragment" ],
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				THREE.ShaderChunk[ "alphatest_fragment" ],
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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")

	},

	'lambert': {

		uniforms: THREE.UniformsUtils.merge( [

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

			{
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				"ambient"  : { type: "c", value: new THREE.Color( 0x050505 ) },
				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
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			}
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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" ],
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			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 );",

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				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 );",
1350

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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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};