265 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			265 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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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									Plane,
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									ShaderMaterial,
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									UniformsUtils,
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									Vector3,
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									Vector4,
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									WebGLRenderTarget,
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									HalfFloatType
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								} from 'three';
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								class Reflector extends Mesh {
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									constructor( geometry, options = {} ) {
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										super( geometry );
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										this.isReflector = true;
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										this.type = 'Reflector';
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										this.camera = new PerspectiveCamera();
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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 || Reflector.ReflectorShader;
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										const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
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										//
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										const reflectorPlane = new Plane();
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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 clipPlane = new Vector4();
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										const view = new Vector3();
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										const target = new Vector3();
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										const q = new Vector4();
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										const textureMatrix = new Matrix4();
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										const virtualCamera = this.camera;
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										const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
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										const material = new ShaderMaterial( {
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											name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
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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 = color;
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										material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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										this.material = material;
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										this.onBeforeRender = function ( renderer, scene, camera ) {
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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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											// 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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											// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
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											// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
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											reflectorPlane.setFromNormalAndCoplanarPoint( normal, reflectorWorldPosition );
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											reflectorPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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											clipPlane.set( reflectorPlane.normal.x, reflectorPlane.normal.y, reflectorPlane.normal.z, reflectorPlane.constant );
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											const projectionMatrix = virtualCamera.projectionMatrix;
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											q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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											q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
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											q.z = - 1.0;
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											q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];
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											// Calculate the scaled plane vector
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											clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );
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											// Replacing the third row of the projection matrix
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											projectionMatrix.elements[ 2 ] = clipPlane.x;
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											projectionMatrix.elements[ 6 ] = clipPlane.y;
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											projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
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											projectionMatrix.elements[ 14 ] = clipPlane.w;
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											// Render
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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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											renderer.xr.enabled = false; // Avoid camera modification
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											renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
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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.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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										this.dispose = function () {
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											renderTarget.dispose();
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											scope.material.dispose();
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										};
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									}
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								}
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								Reflector.ReflectorShader = {
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									name: 'ReflectorShader',
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									uniforms: {
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										'color': {
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											value: null
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										},
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										'tDiffuse': {
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											value: null
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										},
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										'textureMatrix': {
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											value: null
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										}
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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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										#include <common>
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										#include <logdepthbuf_pars_vertex>
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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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											#include <logdepthbuf_vertex>
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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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										varying vec4 vUv;
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										#include <logdepthbuf_pars_fragment>
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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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										void main() {
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											#include <logdepthbuf_fragment>
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											vec4 base = texture2DProj( tDiffuse, vUv );
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											gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
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											#include <tonemapping_fragment>
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											#include <colorspace_fragment>
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										}`
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								};
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								export { Reflector };
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