Initial project import
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212
node_modules/three-stdlib/objects/Reflector.js
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212
node_modules/three-stdlib/objects/Reflector.js
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var __defProp = Object.defineProperty;
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var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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var __publicField = (obj, key, value) => {
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__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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return value;
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};
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import { Mesh, PerspectiveCamera, Color, Plane, Vector3, Matrix4, Vector4, WebGLRenderTarget, HalfFloatType, ShaderMaterial, UniformsUtils, NoToneMapping } from "three";
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import { version } from "../_polyfill/constants.js";
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const Reflector = /* @__PURE__ */ (() => {
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const _Reflector = class 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 !== void 0 ? new Color(options.color) : new Color(8355711);
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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 !== void 0 ? options.multisample : 4;
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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, {
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samples: multisample,
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type: HalfFloatType
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});
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const material = new ShaderMaterial({
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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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if (view.dot(normal) > 0)
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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;
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virtualCamera.updateMatrixWorld();
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virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
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textureMatrix.set(0.5, 0, 0, 0.5, 0, 0.5, 0, 0.5, 0, 0, 0.5, 0.5, 0, 0, 0, 1);
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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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reflectorPlane.setFromNormalAndCoplanarPoint(normal, reflectorWorldPosition);
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reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse);
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clipPlane.set(
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reflectorPlane.normal.x,
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reflectorPlane.normal.y,
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reflectorPlane.normal.z,
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reflectorPlane.constant
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);
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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;
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q.w = (1 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];
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clipPlane.multiplyScalar(2 / clipPlane.dot(q));
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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 - clipBias;
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projectionMatrix.elements[14] = clipPlane.w;
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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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const currentToneMapping = renderer.toneMapping;
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let isSRGB = false;
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if ("outputColorSpace" in renderer)
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isSRGB = renderer.outputColorSpace === "srgb";
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else
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isSRGB = renderer.outputEncoding === 3001;
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renderer.xr.enabled = false;
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renderer.shadowMap.autoUpdate = false;
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if ("outputColorSpace" in renderer)
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renderer.outputColorSpace = "srgb-linear";
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else
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renderer.outputEncoding = 3e3;
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renderer.toneMapping = NoToneMapping;
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renderer.setRenderTarget(renderTarget);
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renderer.state.buffers.depth.setMask(true);
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if (renderer.autoClear === false)
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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.toneMapping = currentToneMapping;
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if ("outputColorSpace" in renderer)
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renderer.outputColorSpace = isSRGB ? "srgb" : "srgb-linear";
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else
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renderer.outputEncoding = isSRGB ? 3001 : 3e3;
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renderer.setRenderTarget(currentRenderTarget);
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const viewport = camera.viewport;
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if (viewport !== void 0) {
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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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let Reflector2 = _Reflector;
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__publicField(Reflector2, "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: (
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/* glsl */
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`
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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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),
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fragmentShader: (
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/* glsl */
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`
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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 <${version >= 154 ? "colorspace_fragment" : "encodings_fragment"}>
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}`
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)
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});
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return Reflector2;
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})();
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export {
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Reflector
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};
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//# sourceMappingURL=Reflector.js.map
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