371 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			371 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Matrix4,
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									Vector2
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								} from 'three';
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								/**
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								 * References:
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								 * https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
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								 */
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								const SSRShader = {
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									name: 'SSRShader',
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									defines: {
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										MAX_STEP: 0,
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										PERSPECTIVE_CAMERA: true,
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										DISTANCE_ATTENUATION: true,
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										FRESNEL: true,
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										INFINITE_THICK: false,
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										SELECTIVE: false,
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									},
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									uniforms: {
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										'tDiffuse': { value: null },
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										'tNormal': { value: null },
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										'tMetalness': { value: null },
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										'tDepth': { value: null },
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										'cameraNear': { value: null },
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										'cameraFar': { value: null },
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										'resolution': { value: new Vector2() },
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										'cameraProjectionMatrix': { value: new Matrix4() },
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										'cameraInverseProjectionMatrix': { value: new Matrix4() },
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										'opacity': { value: .5 },
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										'maxDistance': { value: 180 },
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										'cameraRange': { value: 0 },
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										'thickness': { value: .018 }
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									},
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									vertexShader: /* glsl */`
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										varying vec2 vUv;
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										void main() {
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											vUv = uv;
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											gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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										}
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									`,
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									fragmentShader: /* glsl */`
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										// precision highp float;
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										precision highp sampler2D;
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										varying vec2 vUv;
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										uniform sampler2D tDepth;
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										uniform sampler2D tNormal;
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										uniform sampler2D tMetalness;
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										uniform sampler2D tDiffuse;
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										uniform float cameraRange;
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										uniform vec2 resolution;
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										uniform float opacity;
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										uniform float cameraNear;
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										uniform float cameraFar;
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										uniform float maxDistance;
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										uniform float thickness;
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										uniform mat4 cameraProjectionMatrix;
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										uniform mat4 cameraInverseProjectionMatrix;
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										#include <packing>
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										float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {
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											//x0: point, x1: linePointA, x2: linePointB
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											//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
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											return length(cross(x0-x1,x0-x2))/length(x2-x1);
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										}
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										float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){
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											// https://mathworld.wolfram.com/Point-PlaneDistance.html
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											//// https://en.wikipedia.org/wiki/Plane_(geometry)
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											//// http://paulbourke.net/geometry/pointlineplane/
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											float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;
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											float x0=point.x,y0=point.y,z0=point.z;
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											float x=planePoint.x,y=planePoint.y,z=planePoint.z;
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											float d=-(a*x+b*y+c*z);
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											float distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);
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											return distance;
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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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											#ifdef PERSPECTIVE_CAMERA
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												return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
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											#else
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												return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
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											#endif
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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 ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view
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										}
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										vec3 getViewNormal( const in vec2 uv ) {
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											return unpackRGBToNormal( texture2D( tNormal, uv ).xyz );
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										}
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										vec2 viewPositionToXY(vec3 viewPosition){
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											vec2 xy;
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											vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);
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											xy=clip.xy;//clip
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											float clipW=clip.w;
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											xy/=clipW;//NDC
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											xy=(xy+1.)/2.;//uv
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											xy*=resolution;//screen
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											return xy;
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										}
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										void main(){
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											#ifdef SELECTIVE
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												float metalness=texture2D(tMetalness,vUv).r;
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												if(metalness==0.) return;
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											#endif
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											float depth = getDepth( vUv );
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											float viewZ = getViewZ( depth );
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											if(-viewZ>=cameraFar) return;
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											float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];
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											vec3 viewPosition=getViewPosition( vUv, depth, clipW );
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											vec2 d0=gl_FragCoord.xy;
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											vec2 d1;
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											vec3 viewNormal=getViewNormal( vUv );
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											#ifdef PERSPECTIVE_CAMERA
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												vec3 viewIncidentDir=normalize(viewPosition);
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												vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
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											#else
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												vec3 viewIncidentDir=vec3(0,0,-1);
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												vec3 viewReflectDir=reflect(viewIncidentDir,viewNormal);
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											#endif
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											float maxReflectRayLen=maxDistance/dot(-viewIncidentDir,viewNormal);
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											// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html
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											// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)
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											// maxDistance/maxReflectRayLen=cos(theta)
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											// maxDistance/maxReflectRayLen==dot(a,b)
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											// maxReflectRayLen==maxDistance/dot(a,b)
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											vec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;
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											#ifdef PERSPECTIVE_CAMERA
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												if(d1viewPosition.z>-cameraNear){
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													//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
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													float t=(-cameraNear-viewPosition.z)/viewReflectDir.z;
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													d1viewPosition=viewPosition+viewReflectDir*t;
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												}
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											#endif
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											d1=viewPositionToXY(d1viewPosition);
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											float totalLen=length(d1-d0);
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											float xLen=d1.x-d0.x;
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											float yLen=d1.y-d0.y;
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											float totalStep=max(abs(xLen),abs(yLen));
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											float xSpan=xLen/totalStep;
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											float ySpan=yLen/totalStep;
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											for(float i=0.;i<float(MAX_STEP);i++){
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												if(i>=totalStep) break;
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												vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);
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												if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;
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												float s=length(xy-d0)/totalLen;
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												vec2 uv=xy/resolution;
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												float d = getDepth(uv);
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												float vZ = getViewZ( d );
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												if(-vZ>=cameraFar) continue;
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												float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];
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												vec3 vP=getViewPosition( uv, d, cW );
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												#ifdef PERSPECTIVE_CAMERA
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													// https://comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
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													float recipVPZ=1./viewPosition.z;
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													float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
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												#else
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													float viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
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												#endif
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												// if(viewReflectRayZ>vZ) continue; // will cause "npm run make-screenshot webgl_postprocessing_ssr" high probability hang.
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												// https://github.com/mrdoob/three.js/pull/21539#issuecomment-821061164
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												if(viewReflectRayZ<=vZ){
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													bool hit;
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													#ifdef INFINITE_THICK
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														hit=true;
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													#else
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														float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
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														float minThickness;
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														vec2 xyNeighbor=xy;
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														xyNeighbor.x+=1.;
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														vec2 uvNeighbor=xyNeighbor/resolution;
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														vec3 vPNeighbor=getViewPosition(uvNeighbor,d,cW);
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														minThickness=vPNeighbor.x-vP.x;
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														minThickness*=3.;
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														float tk=max(minThickness,thickness);
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														hit=away<=tk;
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													#endif
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													if(hit){
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														vec3 vN=getViewNormal( uv );
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														if(dot(viewReflectDir,vN)>=0.) continue;
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														float distance=pointPlaneDistance(vP,viewPosition,viewNormal);
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														if(distance>maxDistance) break;
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														float op=opacity;
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														#ifdef DISTANCE_ATTENUATION
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															float ratio=1.-(distance/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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															float fresnelCoe=(dot(viewIncidentDir,viewReflectDir)+1.)/2.;
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															op*=fresnelCoe;
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														#endif
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														vec4 reflectColor=texture2D(tDiffuse,uv);
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														gl_FragColor.xyz=reflectColor.xyz;
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														gl_FragColor.a=op;
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														break;
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													}
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												}
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											}
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										}
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									`
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								};
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								const SSRDepthShader = {
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									name: 'SSRDepthShader',
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									defines: {
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										'PERSPECTIVE_CAMERA': 1
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									},
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									uniforms: {
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										'tDepth': { value: null },
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										'cameraNear': { value: null },
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										'cameraFar': { value: null },
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									},
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									vertexShader: /* glsl */`
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										varying vec2 vUv;
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										void main() {
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											vUv = uv;
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											gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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										}
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									`,
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									fragmentShader: /* glsl */`
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										uniform sampler2D tDepth;
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										uniform float cameraNear;
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										uniform float cameraFar;
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										varying vec2 vUv;
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										#include <packing>
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										float getLinearDepth( const in vec2 uv ) {
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											#if PERSPECTIVE_CAMERA == 1
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												float fragCoordZ = texture2D( tDepth, uv ).x;
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												float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
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												return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
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											#else
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												return texture2D( tDepth, uv ).x;
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											#endif
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										}
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										void main() {
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											float depth = getLinearDepth( vUv );
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											float d = 1.0 - depth;
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											// d=(d-.999)*1000.;
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											gl_FragColor = vec4( vec3( d ), 1.0 );
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										}
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									`
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								};
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								const SSRBlurShader = {
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									name: 'SSRBlurShader',
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									uniforms: {
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										'tDiffuse': { value: null },
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										'resolution': { value: new Vector2() },
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										'opacity': { value: .5 },
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									},
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									vertexShader: /* glsl */`
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										varying vec2 vUv;
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										void main() {
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											vUv = uv;
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											gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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										}
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									`,
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									fragmentShader: /* glsl */`
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										uniform sampler2D tDiffuse;
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										uniform vec2 resolution;
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										varying vec2 vUv;
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										void main() {
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											//reverse engineering from PhotoShop blur filter, then change coefficient
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											vec2 texelSize = ( 1.0 / resolution );
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											vec4 c=texture2D(tDiffuse,vUv);
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											vec2 offset;
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											offset=(vec2(-1,0))*texelSize;
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											vec4 cl=texture2D(tDiffuse,vUv+offset);
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											offset=(vec2(1,0))*texelSize;
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											vec4 cr=texture2D(tDiffuse,vUv+offset);
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											offset=(vec2(0,-1))*texelSize;
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											vec4 cb=texture2D(tDiffuse,vUv+offset);
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											offset=(vec2(0,1))*texelSize;
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											vec4 ct=texture2D(tDiffuse,vUv+offset);
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											// float coeCenter=.5;
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											// float coeSide=.125;
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											float coeCenter=.2;
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											float coeSide=.2;
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											float a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;
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											vec3 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;
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											gl_FragColor=vec4(rgb,a);
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							 | 
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										}
							 | 
						||
| 
								 | 
							
									`
							 | 
						||
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								 | 
							
								
							 | 
						||
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								 | 
							
								
							 | 
						||
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								 | 
							
								};
							 | 
						||
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							 | 
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								export { SSRShader, SSRDepthShader, SSRBlurShader };
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