添加关照、全局等高线、修改图层问题
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352
static/sdk/three/jsm/objects/ReflectorForSSRPass.js
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352
static/sdk/three/jsm/objects/ReflectorForSSRPass.js
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import {
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Color,
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Matrix4,
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Mesh,
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PerspectiveCamera,
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ShaderMaterial,
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UniformsUtils,
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Vector2,
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Vector3,
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WebGLRenderTarget,
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DepthTexture,
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UnsignedShortType,
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NearestFilter,
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Plane,
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HalfFloatType
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} from 'three';
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class ReflectorForSSRPass extends Mesh {
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constructor( geometry, options = {} ) {
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super( geometry );
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this.isReflectorForSSRPass = true;
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this.type = 'ReflectorForSSRPass';
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const scope = this;
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const color = ( options.color !== undefined ) ? new Color( options.color ) : new Color( 0x7F7F7F );
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const textureWidth = options.textureWidth || 512;
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const textureHeight = options.textureHeight || 512;
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const clipBias = options.clipBias || 0;
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const shader = options.shader || ReflectorForSSRPass.ReflectorShader;
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const useDepthTexture = options.useDepthTexture === true;
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const yAxis = new Vector3( 0, 1, 0 );
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const vecTemp0 = new Vector3();
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const vecTemp1 = new Vector3();
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//
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scope.needsUpdate = false;
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scope.maxDistance = ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;
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scope.opacity = ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;
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scope.color = color;
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scope.resolution = options.resolution || new Vector2( window.innerWidth, window.innerHeight );
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scope._distanceAttenuation = ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION;
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Object.defineProperty( scope, 'distanceAttenuation', {
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get() {
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return scope._distanceAttenuation;
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},
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set( val ) {
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if ( scope._distanceAttenuation === val ) return;
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scope._distanceAttenuation = val;
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scope.material.defines.DISTANCE_ATTENUATION = val;
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scope.material.needsUpdate = true;
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}
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} );
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scope._fresnel = ReflectorForSSRPass.ReflectorShader.defines.FRESNEL;
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Object.defineProperty( scope, 'fresnel', {
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get() {
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return scope._fresnel;
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},
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set( val ) {
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if ( scope._fresnel === val ) return;
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scope._fresnel = val;
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scope.material.defines.FRESNEL = val;
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scope.material.needsUpdate = true;
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}
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} );
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const normal = new Vector3();
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const reflectorWorldPosition = new Vector3();
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const cameraWorldPosition = new Vector3();
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const rotationMatrix = new Matrix4();
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const lookAtPosition = new Vector3( 0, 0, - 1 );
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const view = new Vector3();
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const target = new Vector3();
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const textureMatrix = new Matrix4();
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const virtualCamera = new PerspectiveCamera();
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let depthTexture;
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if ( useDepthTexture ) {
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depthTexture = new DepthTexture();
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depthTexture.type = UnsignedShortType;
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depthTexture.minFilter = NearestFilter;
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depthTexture.magFilter = NearestFilter;
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}
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const parameters = {
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depthTexture: useDepthTexture ? depthTexture : null,
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type: HalfFloatType
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};
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const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, parameters );
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const material = new ShaderMaterial( {
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name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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transparent: useDepthTexture,
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defines: Object.assign( {}, ReflectorForSSRPass.ReflectorShader.defines, {
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useDepthTexture
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} ),
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uniforms: UniformsUtils.clone( shader.uniforms ),
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fragmentShader: shader.fragmentShader,
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vertexShader: shader.vertexShader
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} );
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material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
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material.uniforms[ 'color' ].value = scope.color;
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material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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if ( useDepthTexture ) {
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material.uniforms[ 'tDepth' ].value = renderTarget.depthTexture;
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}
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this.material = material;
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const globalPlane = new Plane( new Vector3( 0, 1, 0 ), clipBias );
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const globalPlanes = [ globalPlane ];
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this.doRender = function ( renderer, scene, camera ) {
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material.uniforms[ 'maxDistance' ].value = scope.maxDistance;
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material.uniforms[ 'color' ].value = scope.color;
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material.uniforms[ 'opacity' ].value = scope.opacity;
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vecTemp0.copy( camera.position ).normalize();
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vecTemp1.copy( vecTemp0 ).reflect( yAxis );
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material.uniforms[ 'fresnelCoe' ].value = ( vecTemp0.dot( vecTemp1 ) + 1. ) / 2.; // TODO: Also need to use glsl viewPosition and viewNormal per pixel.
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reflectorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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rotationMatrix.extractRotation( scope.matrixWorld );
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normal.set( 0, 0, 1 );
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normal.applyMatrix4( rotationMatrix );
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view.subVectors( reflectorWorldPosition, cameraWorldPosition );
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// Avoid rendering when reflector is facing away
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if ( view.dot( normal ) > 0 ) return;
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view.reflect( normal ).negate();
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view.add( reflectorWorldPosition );
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rotationMatrix.extractRotation( camera.matrixWorld );
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lookAtPosition.set( 0, 0, - 1 );
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lookAtPosition.applyMatrix4( rotationMatrix );
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lookAtPosition.add( cameraWorldPosition );
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target.subVectors( reflectorWorldPosition, lookAtPosition );
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target.reflect( normal ).negate();
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target.add( reflectorWorldPosition );
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virtualCamera.position.copy( view );
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virtualCamera.up.set( 0, 1, 0 );
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virtualCamera.up.applyMatrix4( rotationMatrix );
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virtualCamera.up.reflect( normal );
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virtualCamera.lookAt( target );
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virtualCamera.far = camera.far; // Used in WebGLBackground
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virtualCamera.updateMatrixWorld();
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virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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material.uniforms[ 'virtualCameraNear' ].value = camera.near;
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material.uniforms[ 'virtualCameraFar' ].value = camera.far;
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material.uniforms[ 'virtualCameraMatrixWorld' ].value = virtualCamera.matrixWorld;
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material.uniforms[ 'virtualCameraProjectionMatrix' ].value = camera.projectionMatrix;
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material.uniforms[ 'virtualCameraProjectionMatrixInverse' ].value = camera.projectionMatrixInverse;
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material.uniforms[ 'resolution' ].value = scope.resolution;
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// Update the texture matrix
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textureMatrix.set(
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0
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);
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textureMatrix.multiply( virtualCamera.projectionMatrix );
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textureMatrix.multiply( virtualCamera.matrixWorldInverse );
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textureMatrix.multiply( scope.matrixWorld );
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// scope.visible = false;
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const currentRenderTarget = renderer.getRenderTarget();
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const currentXrEnabled = renderer.xr.enabled;
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const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
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const currentClippingPlanes = renderer.clippingPlanes;
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renderer.xr.enabled = false; // Avoid camera modification
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renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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renderer.clippingPlanes = globalPlanes;
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renderer.setRenderTarget( renderTarget );
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renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
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if ( renderer.autoClear === false ) renderer.clear();
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renderer.render( scene, virtualCamera );
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renderer.xr.enabled = currentXrEnabled;
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renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
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renderer.clippingPlanes = currentClippingPlanes;
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renderer.setRenderTarget( currentRenderTarget );
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// Restore viewport
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const viewport = camera.viewport;
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if ( viewport !== undefined ) {
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renderer.state.viewport( viewport );
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}
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// scope.visible = true;
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};
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this.getRenderTarget = function () {
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return renderTarget;
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};
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}
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}
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ReflectorForSSRPass.ReflectorShader = {
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name: 'ReflectorShader',
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defines: {
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DISTANCE_ATTENUATION: true,
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FRESNEL: true,
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},
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uniforms: {
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color: { value: null },
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tDiffuse: { value: null },
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tDepth: { value: null },
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textureMatrix: { value: new Matrix4() },
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maxDistance: { value: 180 },
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opacity: { value: 0.5 },
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fresnelCoe: { value: null },
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virtualCameraNear: { value: null },
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virtualCameraFar: { value: null },
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virtualCameraProjectionMatrix: { value: new Matrix4() },
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virtualCameraMatrixWorld: { value: new Matrix4() },
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virtualCameraProjectionMatrixInverse: { value: new Matrix4() },
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resolution: { value: new Vector2() },
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},
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vertexShader: /* glsl */`
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uniform mat4 textureMatrix;
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varying vec4 vUv;
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void main() {
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vUv = textureMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform vec3 color;
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uniform sampler2D tDiffuse;
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uniform sampler2D tDepth;
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uniform float maxDistance;
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uniform float opacity;
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uniform float fresnelCoe;
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uniform float virtualCameraNear;
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uniform float virtualCameraFar;
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uniform mat4 virtualCameraProjectionMatrix;
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uniform mat4 virtualCameraProjectionMatrixInverse;
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uniform mat4 virtualCameraMatrixWorld;
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uniform vec2 resolution;
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varying vec4 vUv;
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#include <packing>
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float blendOverlay( float base, float blend ) {
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return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
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}
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vec3 blendOverlay( vec3 base, vec3 blend ) {
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return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );
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}
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float getDepth( const in vec2 uv ) {
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return texture2D( tDepth, uv ).x;
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}
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float getViewZ( const in float depth ) {
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return perspectiveDepthToViewZ( depth, virtualCameraNear, virtualCameraFar );
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}
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vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
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vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
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clipPosition *= clipW; //clip
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return ( virtualCameraProjectionMatrixInverse * clipPosition ).xyz;//view
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}
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void main() {
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vec4 base = texture2DProj( tDiffuse, vUv );
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#ifdef useDepthTexture
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vec2 uv=(gl_FragCoord.xy-.5)/resolution.xy;
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uv.x=1.-uv.x;
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float depth = texture2DProj( tDepth, vUv ).r;
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float viewZ = getViewZ( depth );
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float clipW = virtualCameraProjectionMatrix[2][3] * viewZ+virtualCameraProjectionMatrix[3][3];
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vec3 viewPosition=getViewPosition( uv, depth, clipW );
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vec3 worldPosition=(virtualCameraMatrixWorld*vec4(viewPosition,1)).xyz;
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if(worldPosition.y>maxDistance) discard;
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float op=opacity;
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#ifdef DISTANCE_ATTENUATION
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float ratio=1.-(worldPosition.y/maxDistance);
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float attenuation=ratio*ratio;
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op=opacity*attenuation;
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#endif
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#ifdef FRESNEL
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op*=fresnelCoe;
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#endif
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gl_FragColor = vec4( blendOverlay( base.rgb, color ), op );
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#else
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gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
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#endif
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}
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`,
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};
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export { ReflectorForSSRPass };
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