433 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			433 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								/**
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								 * MeshGouraudMaterial
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								 *
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								 * Lambert illumination model with Gouraud (per-vertex) shading
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								 *
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								 */
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								import { UniformsUtils, UniformsLib, ShaderMaterial, Color, MultiplyOperation } from 'three';
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								const GouraudShader = {
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									name: 'GouraudShader',
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									uniforms: UniformsUtils.merge( [
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										UniformsLib.common,
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										UniformsLib.specularmap,
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										UniformsLib.envmap,
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										UniformsLib.aomap,
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										UniformsLib.lightmap,
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										UniformsLib.emissivemap,
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										UniformsLib.fog,
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										UniformsLib.lights,
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										{
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											emissive: { value: new Color( 0x000000 ) }
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										}
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									] ),
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									vertexShader: /* glsl */`
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										#define GOURAUD
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										varying vec3 vLightFront;
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										varying vec3 vIndirectFront;
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										#ifdef DOUBLE_SIDED
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											varying vec3 vLightBack;
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											varying vec3 vIndirectBack;
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										#endif
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										#include <common>
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										#include <uv_pars_vertex>
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										#include <envmap_pars_vertex>
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										#include <bsdfs>
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										#include <lights_pars_begin>
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										#include <color_pars_vertex>
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										#include <fog_pars_vertex>
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										#include <morphtarget_pars_vertex>
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										#include <skinning_pars_vertex>
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										#include <shadowmap_pars_vertex>
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										#include <logdepthbuf_pars_vertex>
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										#include <clipping_planes_pars_vertex>
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										void main() {
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											#include <uv_vertex>
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											#include <color_vertex>
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											#include <morphcolor_vertex>
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											#include <beginnormal_vertex>
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											#include <morphnormal_vertex>
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											#include <skinbase_vertex>
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											#include <skinnormal_vertex>
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											#include <defaultnormal_vertex>
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											#include <begin_vertex>
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											#include <morphtarget_vertex>
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											#include <skinning_vertex>
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											#include <project_vertex>
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											#include <logdepthbuf_vertex>
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											#include <clipping_planes_vertex>
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											#include <worldpos_vertex>
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											#include <envmap_vertex>
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											// inlining legacy <lights_lambert_vertex>
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											vec3 diffuse = vec3( 1.0 );
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											vec3 geometryPosition = mvPosition.xyz;
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											vec3 geometryNormal = normalize( transformedNormal );
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											vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );
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											vec3 backGeometryNormal = - geometryNormal;
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											vLightFront = vec3( 0.0 );
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											vIndirectFront = vec3( 0.0 );
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											#ifdef DOUBLE_SIDED
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												vLightBack = vec3( 0.0 );
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												vIndirectBack = vec3( 0.0 );
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											#endif
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											IncidentLight directLight;
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											float dotNL;
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											vec3 directLightColor_Diffuse;
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											vIndirectFront += getAmbientLightIrradiance( ambientLightColor );
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											#if defined( USE_LIGHT_PROBES )
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												vIndirectFront += getLightProbeIrradiance( lightProbe, geometryNormal );
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											#endif
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											#ifdef DOUBLE_SIDED
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												vIndirectBack += getAmbientLightIrradiance( ambientLightColor );
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												#if defined( USE_LIGHT_PROBES )
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													vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometryNormal );
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												#endif
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											#endif
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											#if NUM_POINT_LIGHTS > 0
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												#pragma unroll_loop_start
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												for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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													getPointLightInfo( pointLights[ i ], geometryPosition, directLight );
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													dotNL = dot( geometryNormal, directLight.direction );
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													directLightColor_Diffuse = directLight.color;
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													vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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													#ifdef DOUBLE_SIDED
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														vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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													#endif
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												}
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												#pragma unroll_loop_end
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											#endif
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											#if NUM_SPOT_LIGHTS > 0
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												#pragma unroll_loop_start
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												for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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													getSpotLightInfo( spotLights[ i ], geometryPosition, directLight );
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													dotNL = dot( geometryNormal, directLight.direction );
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													directLightColor_Diffuse = directLight.color;
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													vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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													#ifdef DOUBLE_SIDED
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														vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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													#endif
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												}
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												#pragma unroll_loop_end
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											#endif
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											#if NUM_DIR_LIGHTS > 0
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												#pragma unroll_loop_start
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												for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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													getDirectionalLightInfo( directionalLights[ i ], directLight );
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													dotNL = dot( geometryNormal, directLight.direction );
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													directLightColor_Diffuse = directLight.color;
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													vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
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													#ifdef DOUBLE_SIDED
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														vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
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													#endif
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												}
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												#pragma unroll_loop_end
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											#endif
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											#if NUM_HEMI_LIGHTS > 0
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												#pragma unroll_loop_start
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												for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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													vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );
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													#ifdef DOUBLE_SIDED
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														vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometryNormal );
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													#endif
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												}
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												#pragma unroll_loop_end
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											#endif
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											#include <shadowmap_vertex>
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											#include <fog_vertex>
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										}`,
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									fragmentShader: /* glsl */`
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										#define GOURAUD
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										uniform vec3 diffuse;
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										uniform vec3 emissive;
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										uniform float opacity;
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										varying vec3 vLightFront;
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										varying vec3 vIndirectFront;
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										#ifdef DOUBLE_SIDED
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											varying vec3 vLightBack;
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											varying vec3 vIndirectBack;
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										#endif
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										#include <common>
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										#include <packing>
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										#include <dithering_pars_fragment>
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										#include <color_pars_fragment>
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										#include <uv_pars_fragment>
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										#include <map_pars_fragment>
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										#include <alphamap_pars_fragment>
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										#include <alphatest_pars_fragment>
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										#include <aomap_pars_fragment>
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										#include <lightmap_pars_fragment>
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										#include <emissivemap_pars_fragment>
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										#include <envmap_common_pars_fragment>
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										#include <envmap_pars_fragment>
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										#include <bsdfs>
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										#include <lights_pars_begin>
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										#include <fog_pars_fragment>
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										#include <shadowmap_pars_fragment>
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										#include <shadowmask_pars_fragment>
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										#include <specularmap_pars_fragment>
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										#include <logdepthbuf_pars_fragment>
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										#include <clipping_planes_pars_fragment>
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										void main() {
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											#include <clipping_planes_fragment>
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											vec4 diffuseColor = vec4( diffuse, opacity );
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											ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
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											vec3 totalEmissiveRadiance = emissive;
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											#include <logdepthbuf_fragment>
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											#include <map_fragment>
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											#include <color_fragment>
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											#include <alphamap_fragment>
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											#include <alphatest_fragment>
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											#include <specularmap_fragment>
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											#include <emissivemap_fragment>
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											// accumulation
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											#ifdef DOUBLE_SIDED
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												reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;
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											#else
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												reflectedLight.indirectDiffuse += vIndirectFront;
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											#endif
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											#ifdef USE_LIGHTMAP
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												vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
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												vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
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												reflectedLight.indirectDiffuse += lightMapIrradiance;
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								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											#ifdef DOUBLE_SIDED
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											#else
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												reflectedLight.directDiffuse = vLightFront;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// modulation
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											#include <aomap_fragment>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											#include <envmap_fragment>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											#include <opaque_fragment>
							 | 
						||
| 
								 | 
							
											#include <tonemapping_fragment>
							 | 
						||
| 
								 | 
							
											#include <colorspace_fragment>
							 | 
						||
| 
								 | 
							
											#include <fog_fragment>
							 | 
						||
| 
								 | 
							
											#include <premultiplied_alpha_fragment>
							 | 
						||
| 
								 | 
							
											#include <dithering_fragment>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}`
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class MeshGouraudMaterial extends ShaderMaterial {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( parameters ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.isMeshGouraudMaterial = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.type = 'MeshGouraudMaterial';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//this.color = new THREE.Color( 0xffffff ); // diffuse
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//this.map = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//this.lightMap = null;
							 | 
						||
| 
								 | 
							
										//this.lightMapIntensity = 1.0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//this.aoMap = null;
							 | 
						||
| 
								 | 
							
										//this.aoMapIntensity = 1.0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//this.emissive = new THREE.Color( 0x000000 );
							 | 
						||
| 
								 | 
							
										//this.emissiveIntensity = 1.0;
							 | 
						||
| 
								 | 
							
										//this.emissiveMap = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//this.specularMap = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//this.alphaMap = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//this.envMap = null;
							 | 
						||
| 
								 | 
							
										this.combine = MultiplyOperation; // combine has no uniform
							 | 
						||
| 
								 | 
							
										//this.reflectivity = 1;
							 | 
						||
| 
								 | 
							
										//this.refractionRatio = 0.98;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.fog = false; // set to use scene fog
							 | 
						||
| 
								 | 
							
										this.lights = true; // set to use scene lights
							 | 
						||
| 
								 | 
							
										this.clipping = false; // set to use user-defined clipping planes
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const shader = GouraudShader;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.defines = Object.assign( {}, shader.defines );
							 | 
						||
| 
								 | 
							
										this.uniforms = UniformsUtils.clone( shader.uniforms );
							 | 
						||
| 
								 | 
							
										this.vertexShader = shader.vertexShader;
							 | 
						||
| 
								 | 
							
										this.fragmentShader = shader.fragmentShader;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const exposePropertyNames = [
							 | 
						||
| 
								 | 
							
											'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity',
							 | 
						||
| 
								 | 
							
											'emissive', 'emissiveIntensity', 'emissiveMap', 'specularMap', 'alphaMap',
							 | 
						||
| 
								 | 
							
											'envMap', 'reflectivity', 'refractionRatio', 'opacity', 'diffuse'
							 | 
						||
| 
								 | 
							
										];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( const propertyName of exposePropertyNames ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											Object.defineProperty( this, propertyName, {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												get: function () {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													return this.uniforms[ propertyName ].value;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												},
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												set: function ( value ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													this.uniforms[ propertyName ].value = value;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										Object.defineProperty( this, 'color', Object.getOwnPropertyDescriptor( this, 'diffuse' ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.setValues( parameters );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									copy( source ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super.copy( source );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.color.copy( source.color );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.map = source.map;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.lightMap = source.lightMap;
							 | 
						||
| 
								 | 
							
										this.lightMapIntensity = source.lightMapIntensity;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.aoMap = source.aoMap;
							 | 
						||
| 
								 | 
							
										this.aoMapIntensity = source.aoMapIntensity;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.emissive.copy( source.emissive );
							 | 
						||
| 
								 | 
							
										this.emissiveMap = source.emissiveMap;
							 | 
						||
| 
								 | 
							
										this.emissiveIntensity = source.emissiveIntensity;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.specularMap = source.specularMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.alphaMap = source.alphaMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.envMap = source.envMap;
							 | 
						||
| 
								 | 
							
										this.combine = source.combine;
							 | 
						||
| 
								 | 
							
										this.reflectivity = source.reflectivity;
							 | 
						||
| 
								 | 
							
										this.refractionRatio = source.refractionRatio;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.wireframe = source.wireframe;
							 | 
						||
| 
								 | 
							
										this.wireframeLinewidth = source.wireframeLinewidth;
							 | 
						||
| 
								 | 
							
										this.wireframeLinecap = source.wireframeLinecap;
							 | 
						||
| 
								 | 
							
										this.wireframeLinejoin = source.wireframeLinejoin;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.fog = source.fog;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { MeshGouraudMaterial };
							 |