Buckets:
| export const vertex = /* glsl */` | |
| #define STANDARD | |
| varying vec3 vViewPosition; | |
| #ifdef USE_TRANSMISSION | |
| varying vec3 vWorldPosition; | |
| #endif | |
| #include <common> | |
| #include <batching_pars_vertex> | |
| #include <uv_pars_vertex> | |
| #include <displacementmap_pars_vertex> | |
| #include <color_pars_vertex> | |
| #include <fog_pars_vertex> | |
| #include <normal_pars_vertex> | |
| #include <morphtarget_pars_vertex> | |
| #include <skinning_pars_vertex> | |
| #include <shadowmap_pars_vertex> | |
| #include <logdepthbuf_pars_vertex> | |
| #include <clipping_planes_pars_vertex> | |
| void main() { | |
| #include <uv_vertex> | |
| #include <color_vertex> | |
| #include <morphinstance_vertex> | |
| #include <morphcolor_vertex> | |
| #include <batching_vertex> | |
| #include <beginnormal_vertex> | |
| #include <morphnormal_vertex> | |
| #include <skinbase_vertex> | |
| #include <skinnormal_vertex> | |
| #include <defaultnormal_vertex> | |
| #include <normal_vertex> | |
| #include <begin_vertex> | |
| #include <morphtarget_vertex> | |
| #include <skinning_vertex> | |
| #include <displacementmap_vertex> | |
| #include <project_vertex> | |
| #include <logdepthbuf_vertex> | |
| #include <clipping_planes_vertex> | |
| vViewPosition = - mvPosition.xyz; | |
| #include <worldpos_vertex> | |
| #include <shadowmap_vertex> | |
| #include <fog_vertex> | |
| #ifdef USE_TRANSMISSION | |
| vWorldPosition = worldPosition.xyz; | |
| #endif | |
| } | |
| `; | |
| export const fragment = /* glsl */` | |
| #define STANDARD | |
| #ifdef PHYSICAL | |
| #define IOR | |
| #define USE_SPECULAR | |
| #endif | |
| uniform vec3 diffuse; | |
| uniform vec3 emissive; | |
| uniform float roughness; | |
| uniform float metalness; | |
| uniform float opacity; | |
| #ifdef IOR | |
| uniform float ior; | |
| #endif | |
| #ifdef USE_SPECULAR | |
| uniform float specularIntensity; | |
| uniform vec3 specularColor; | |
| #ifdef USE_SPECULAR_COLORMAP | |
| uniform sampler2D specularColorMap; | |
| #endif | |
| #ifdef USE_SPECULAR_INTENSITYMAP | |
| uniform sampler2D specularIntensityMap; | |
| #endif | |
| #endif | |
| #ifdef USE_CLEARCOAT | |
| uniform float clearcoat; | |
| uniform float clearcoatRoughness; | |
| #endif | |
| #ifdef USE_DISPERSION | |
| uniform float dispersion; | |
| #endif | |
| #ifdef USE_IRIDESCENCE | |
| uniform float iridescence; | |
| uniform float iridescenceIOR; | |
| uniform float iridescenceThicknessMinimum; | |
| uniform float iridescenceThicknessMaximum; | |
| #endif | |
| #ifdef USE_SHEEN | |
| uniform vec3 sheenColor; | |
| uniform float sheenRoughness; | |
| #ifdef USE_SHEEN_COLORMAP | |
| uniform sampler2D sheenColorMap; | |
| #endif | |
| #ifdef USE_SHEEN_ROUGHNESSMAP | |
| uniform sampler2D sheenRoughnessMap; | |
| #endif | |
| #endif | |
| #ifdef USE_ANISOTROPY | |
| uniform vec2 anisotropyVector; | |
| #ifdef USE_ANISOTROPYMAP | |
| uniform sampler2D anisotropyMap; | |
| #endif | |
| #endif | |
| varying vec3 vViewPosition; | |
| #include <common> | |
| #include <packing> | |
| #include <dithering_pars_fragment> | |
| #include <color_pars_fragment> | |
| #include <uv_pars_fragment> | |
| #include <map_pars_fragment> | |
| #include <alphamap_pars_fragment> | |
| #include <alphatest_pars_fragment> | |
| #include <alphahash_pars_fragment> | |
| #include <aomap_pars_fragment> | |
| #include <lightmap_pars_fragment> | |
| #include <emissivemap_pars_fragment> | |
| #include <iridescence_fragment> | |
| #include <cube_uv_reflection_fragment> | |
| #include <envmap_common_pars_fragment> | |
| #include <envmap_physical_pars_fragment> | |
| #include <fog_pars_fragment> | |
| #include <lights_pars_begin> | |
| #include <normal_pars_fragment> | |
| #include <lights_physical_pars_fragment> | |
| #include <transmission_pars_fragment> | |
| #include <shadowmap_pars_fragment> | |
| #include <bumpmap_pars_fragment> | |
| #include <normalmap_pars_fragment> | |
| #include <clearcoat_pars_fragment> | |
| #include <iridescence_pars_fragment> | |
| #include <roughnessmap_pars_fragment> | |
| #include <metalnessmap_pars_fragment> | |
| #include <logdepthbuf_pars_fragment> | |
| #include <clipping_planes_pars_fragment> | |
| void main() { | |
| vec4 diffuseColor = vec4( diffuse, opacity ); | |
| #include <clipping_planes_fragment> | |
| ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); | |
| vec3 totalEmissiveRadiance = emissive; | |
| #include <logdepthbuf_fragment> | |
| #include <map_fragment> | |
| #include <color_fragment> | |
| #include <alphamap_fragment> | |
| #include <alphatest_fragment> | |
| #include <alphahash_fragment> | |
| #include <roughnessmap_fragment> | |
| #include <metalnessmap_fragment> | |
| #include <normal_fragment_begin> | |
| #include <normal_fragment_maps> | |
| #include <clearcoat_normal_fragment_begin> | |
| #include <clearcoat_normal_fragment_maps> | |
| #include <emissivemap_fragment> | |
| // accumulation | |
| #include <lights_physical_fragment> | |
| #include <lights_fragment_begin> | |
| #include <lights_fragment_maps> | |
| #include <lights_fragment_end> | |
| // modulation | |
| #include <aomap_fragment> | |
| vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse; | |
| vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular; | |
| #include <transmission_fragment> | |
| vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance; | |
| #ifdef USE_SHEEN | |
| // Sheen energy compensation approximation calculation can be found at the end of | |
| // https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing | |
| float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor ); | |
| outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect; | |
| #endif | |
| #ifdef USE_CLEARCOAT | |
| float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) ); | |
| vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc ); | |
| outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat; | |
| #endif | |
| #include <opaque_fragment> | |
| #include <tonemapping_fragment> | |
| #include <colorspace_fragment> | |
| #include <fog_fragment> | |
| #include <premultiplied_alpha_fragment> | |
| #include <dithering_fragment> | |
| } | |
| `; | |
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