gradientmap_pars_fragment.glsl 407 字节
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#ifdef TOON
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	uniform sampler2D gradientMap;
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	vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
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		// dotNL will be from -1.0 to 1.0
		float dotNL = dot( normal, lightDirection );
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		vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
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		#ifdef USE_GRADIENTMAP

			return texture2D( gradientMap, coord ).rgb;

		#else

			return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );

		#endif

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	}
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#endif