328 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			328 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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	Quaternion,
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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 Refractor extends Mesh {
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	constructor( geometry, options = {} ) {
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		super( geometry );
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		this.isRefractor = true;
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		this.type = 'Refractor';
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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 || Refractor.RefractorShader;
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		const multisample = ( options.multisample !== undefined ) ? options.multisample : 4;
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		//
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		const virtualCamera = this.camera;
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		virtualCamera.matrixAutoUpdate = false;
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		virtualCamera.userData.refractor = true;
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		//
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		const refractorPlane = new Plane();
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		const textureMatrix = new Matrix4();
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		// render target
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		const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight, { samples: multisample, type: HalfFloatType } );
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		// material
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		this.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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			vertexShader: shader.vertexShader,
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			fragmentShader: shader.fragmentShader,
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			transparent: true // ensures, refractors are drawn from farthest to closest
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		} );
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		this.material.uniforms[ 'color' ].value = color;
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		this.material.uniforms[ 'tDiffuse' ].value = renderTarget.texture;
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		this.material.uniforms[ 'textureMatrix' ].value = textureMatrix;
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		// functions
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		const visible = ( function () {
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			const refractorWorldPosition = new Vector3();
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			const cameraWorldPosition = new Vector3();
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			const rotationMatrix = new Matrix4();
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			const view = new Vector3();
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			const normal = new Vector3();
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			return function visible( camera ) {
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				refractorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
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				cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );
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				view.subVectors( refractorWorldPosition, cameraWorldPosition );
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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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				return view.dot( normal ) < 0;
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			};
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		} )();
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		const updateRefractorPlane = ( function () {
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			const normal = new Vector3();
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			const position = new Vector3();
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			const quaternion = new Quaternion();
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			const scale = new Vector3();
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			return function updateRefractorPlane() {
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				scope.matrixWorld.decompose( position, quaternion, scale );
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				normal.set( 0, 0, 1 ).applyQuaternion( quaternion ).normalize();
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				// flip the normal because we want to cull everything above the plane
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				normal.negate();
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				refractorPlane.setFromNormalAndCoplanarPoint( normal, position );
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			};
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		} )();
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		const updateVirtualCamera = ( function () {
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			const clipPlane = new Plane();
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			const clipVector = new Vector4();
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			const q = new Vector4();
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			return function updateVirtualCamera( camera ) {
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				virtualCamera.matrixWorld.copy( camera.matrixWorld );
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				virtualCamera.matrixWorldInverse.copy( virtualCamera.matrixWorld ).invert();
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				virtualCamera.projectionMatrix.copy( camera.projectionMatrix );
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				virtualCamera.far = camera.far; // used in WebGLBackground
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				// The following code creates an oblique view frustum for clipping.
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				// see: Lengyel, Eric. “Oblique View Frustum Depth Projection and Clipping”.
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				// Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 5–16
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				clipPlane.copy( refractorPlane );
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				clipPlane.applyMatrix4( virtualCamera.matrixWorldInverse );
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				clipVector.set( clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant );
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				// calculate the clip-space corner point opposite the clipping plane and
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				// transform it into camera space by multiplying it by the inverse of the projection matrix
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				const projectionMatrix = virtualCamera.projectionMatrix;
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				q.x = ( Math.sign( clipVector.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
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				q.y = ( Math.sign( clipVector.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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				clipVector.multiplyScalar( 2.0 / clipVector.dot( q ) );
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				// replacing the third row of the projection matrix
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				projectionMatrix.elements[ 2 ] = clipVector.x;
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				projectionMatrix.elements[ 6 ] = clipVector.y;
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				projectionMatrix.elements[ 10 ] = clipVector.z + 1.0 - clipBias;
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				projectionMatrix.elements[ 14 ] = clipVector.w;
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			};
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		} )();
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		// This will update the texture matrix that is used for projective texture mapping in the shader.
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		// see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf
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		function updateTextureMatrix( camera ) {
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			// this matrix does range mapping to [ 0, 1 ]
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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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			// we use "Object Linear Texgen", so we need to multiply the texture matrix T
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			// (matrix above) with the projection and view matrix of the virtual camera
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			// and the model matrix of the refractor
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			textureMatrix.multiply( camera.projectionMatrix );
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			textureMatrix.multiply( camera.matrixWorldInverse );
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			textureMatrix.multiply( scope.matrixWorld );
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		}
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		//
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		function render( renderer, scene, camera ) {
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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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			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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		//
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		this.onBeforeRender = function ( renderer, scene, camera ) {
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			// ensure refractors are rendered only once per frame
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			if ( camera.userData.refractor === true ) return;
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			// avoid rendering when the refractor is viewed from behind
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			if ( ! visible( camera ) === true ) return;
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			// update
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			updateRefractorPlane();
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			updateTextureMatrix( camera );
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			updateVirtualCamera( camera );
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			render( renderer, scene, camera );
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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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Refractor.RefractorShader = {
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	name: 'RefractorShader',
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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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		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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		varying vec4 vUv;
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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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			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 { Refractor };
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