Initial project import
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264
node_modules/three-stdlib/objects/ReflectorForSSRPass.js
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264
node_modules/three-stdlib/objects/ReflectorForSSRPass.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, Matrix4, Vector2, Color, Vector3, PerspectiveCamera, DepthTexture, UnsignedShortType, NearestFilter, WebGLRenderTarget, ShaderMaterial, UniformsUtils, Plane, HalfFloatType } from "three";
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const ReflectorForSSRPass = /* @__PURE__ */ (() => {
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const _ReflectorForSSRPass = class extends Mesh {
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constructor(geometry, options = {}) {
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super(geometry);
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this.isReflectorForSSRPass = true;
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this.type = "ReflectorForSSRPass";
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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 || _ReflectorForSSRPass.ReflectorShader;
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const useDepthTexture = options.useDepthTexture === true;
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const yAxis = new Vector3(0, 1, 0);
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const vecTemp0 = new Vector3();
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const vecTemp1 = new Vector3();
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scope.needsUpdate = false;
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scope.maxDistance = _ReflectorForSSRPass.ReflectorShader.uniforms.maxDistance.value;
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scope.opacity = _ReflectorForSSRPass.ReflectorShader.uniforms.opacity.value;
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scope.color = color;
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scope.resolution = options.resolution || new Vector2(window.innerWidth, window.innerHeight);
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scope._distanceAttenuation = _ReflectorForSSRPass.ReflectorShader.defines.DISTANCE_ATTENUATION;
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Object.defineProperty(scope, "distanceAttenuation", {
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get() {
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return scope._distanceAttenuation;
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},
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set(val) {
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if (scope._distanceAttenuation === val)
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return;
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scope._distanceAttenuation = val;
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scope.material.defines.DISTANCE_ATTENUATION = val;
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scope.material.needsUpdate = true;
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}
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});
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scope._fresnel = _ReflectorForSSRPass.ReflectorShader.defines.FRESNEL;
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Object.defineProperty(scope, "fresnel", {
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get() {
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return scope._fresnel;
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},
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set(val) {
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if (scope._fresnel === val)
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return;
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scope._fresnel = val;
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scope.material.defines.FRESNEL = val;
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scope.material.needsUpdate = true;
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}
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});
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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 view = new Vector3();
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const target = new Vector3();
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const textureMatrix = new Matrix4();
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const virtualCamera = new PerspectiveCamera();
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let depthTexture;
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if (useDepthTexture) {
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depthTexture = new DepthTexture();
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depthTexture.type = UnsignedShortType;
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depthTexture.minFilter = NearestFilter;
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depthTexture.magFilter = NearestFilter;
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}
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const parameters = {
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depthTexture: useDepthTexture ? depthTexture : null,
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type: HalfFloatType
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};
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const renderTarget = new WebGLRenderTarget(textureWidth, textureHeight, parameters);
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const material = new ShaderMaterial({
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transparent: useDepthTexture,
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defines: Object.assign({}, _ReflectorForSSRPass.ReflectorShader.defines, {
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useDepthTexture
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}),
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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 = scope.color;
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material.uniforms["textureMatrix"].value = textureMatrix;
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if (useDepthTexture) {
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material.uniforms["tDepth"].value = renderTarget.depthTexture;
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}
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this.material = material;
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const globalPlane = new Plane(new Vector3(0, 1, 0), clipBias);
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const globalPlanes = [globalPlane];
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this.doRender = function(renderer, scene, camera) {
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material.uniforms["maxDistance"].value = scope.maxDistance;
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material.uniforms["color"].value = scope.color;
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material.uniforms["opacity"].value = scope.opacity;
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vecTemp0.copy(camera.position).normalize();
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vecTemp1.copy(vecTemp0).reflect(yAxis);
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material.uniforms["fresnelCoe"].value = (vecTemp0.dot(vecTemp1) + 1) / 2;
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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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material.uniforms["virtualCameraNear"].value = camera.near;
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material.uniforms["virtualCameraFar"].value = camera.far;
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material.uniforms["virtualCameraMatrixWorld"].value = virtualCamera.matrixWorld;
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material.uniforms["virtualCameraProjectionMatrix"].value = camera.projectionMatrix;
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material.uniforms["virtualCameraProjectionMatrixInverse"].value = camera.projectionMatrixInverse;
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material.uniforms["resolution"].value = scope.resolution;
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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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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 currentClippingPlanes = renderer.clippingPlanes;
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renderer.xr.enabled = false;
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renderer.shadowMap.autoUpdate = false;
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renderer.clippingPlanes = globalPlanes;
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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.clippingPlanes = currentClippingPlanes;
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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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};
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this.getRenderTarget = function() {
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return renderTarget;
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};
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}
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};
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let ReflectorForSSRPass2 = _ReflectorForSSRPass;
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__publicField(ReflectorForSSRPass2, "ReflectorShader", {
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defines: {
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DISTANCE_ATTENUATION: true,
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FRESNEL: true
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},
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uniforms: {
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color: { value: null },
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tDiffuse: { value: null },
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tDepth: { value: null },
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textureMatrix: { value: new Matrix4() },
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maxDistance: { value: 180 },
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opacity: { value: 0.5 },
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fresnelCoe: { value: null },
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virtualCameraNear: { value: null },
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virtualCameraFar: { value: null },
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virtualCameraProjectionMatrix: { value: new Matrix4() },
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virtualCameraMatrixWorld: { value: new Matrix4() },
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virtualCameraProjectionMatrixInverse: { value: new Matrix4() },
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resolution: { value: new Vector2() }
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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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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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),
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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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uniform sampler2D tDepth;
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uniform float maxDistance;
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uniform float opacity;
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uniform float fresnelCoe;
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uniform float virtualCameraNear;
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uniform float virtualCameraFar;
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uniform mat4 virtualCameraProjectionMatrix;
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uniform mat4 virtualCameraProjectionMatrixInverse;
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uniform mat4 virtualCameraMatrixWorld;
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uniform vec2 resolution;
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varying vec4 vUv;
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#include <packing>
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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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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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return perspectiveDepthToViewZ( depth, virtualCameraNear, virtualCameraFar );
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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 ( virtualCameraProjectionMatrixInverse * clipPosition ).xyz;//view
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}
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void main() {
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vec4 base = texture2DProj( tDiffuse, vUv );
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#ifdef useDepthTexture
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vec2 uv=(gl_FragCoord.xy-.5)/resolution.xy;
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uv.x=1.-uv.x;
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float depth = texture2DProj( tDepth, vUv ).r;
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float viewZ = getViewZ( depth );
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float clipW = virtualCameraProjectionMatrix[2][3] * viewZ+virtualCameraProjectionMatrix[3][3];
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vec3 viewPosition=getViewPosition( uv, depth, clipW );
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vec3 worldPosition=(virtualCameraMatrixWorld*vec4(viewPosition,1)).xyz;
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if(worldPosition.y>maxDistance) discard;
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float op=opacity;
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#ifdef DISTANCE_ATTENUATION
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float ratio=1.-(worldPosition.y/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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op*=fresnelCoe;
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#endif
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gl_FragColor = vec4( blendOverlay( base.rgb, color ), op );
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#else
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gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );
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#endif
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}
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`
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)
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});
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return ReflectorForSSRPass2;
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})();
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export {
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ReflectorForSSRPass
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};
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//# sourceMappingURL=ReflectorForSSRPass.js.map
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