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			421 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			421 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/**
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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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	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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			GeometricContext geometry;
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			geometry.position = mvPosition.xyz;
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			geometry.normal = normalize( transformedNormal );
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			geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );
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			GeometricContext backGeometry;
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			backGeometry.position = geometry.position;
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			backGeometry.normal = -geometry.normal;
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			backGeometry.viewDir = geometry.viewDir;
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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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			vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );
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			#ifdef DOUBLE_SIDED
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				vIndirectBack += getAmbientLightIrradiance( ambientLightColor );
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				vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );
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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 ], geometry, directLight );
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					dotNL = dot( geometry.normal, 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 ], geometry, directLight );
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					dotNL = dot( geometry.normal, 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 ], geometry, directLight );
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					dotNL = dot( geometry.normal, 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 ], geometry.normal );
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					#ifdef DOUBLE_SIDED
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						vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );
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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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			#include <lightmap_fragment>
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			reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );
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			#ifdef DOUBLE_SIDED
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				reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
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			#else
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				reflectedLight.directDiffuse = vLightFront;
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			#endif
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			reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();
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			// modulation
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			#include <aomap_fragment>
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			vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
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			#include <envmap_fragment>
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			#include <opaque_fragment>
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			#include <tonemapping_fragment>
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			#include <colorspace_fragment>
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			#include <fog_fragment>
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			#include <premultiplied_alpha_fragment>
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			#include <dithering_fragment>
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		}`
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};
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//
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class MeshGouraudMaterial extends ShaderMaterial {
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	constructor( parameters ) {
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		super();
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		this.isMeshGouraudMaterial = true;
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		this.type = 'MeshGouraudMaterial';
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		//this.color = new THREE.Color( 0xffffff ); // diffuse
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		//this.map = null;
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		//this.lightMap = null;
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		//this.lightMapIntensity = 1.0;
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		//this.aoMap = null;
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		//this.aoMapIntensity = 1.0;
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		//this.emissive = new THREE.Color( 0x000000 );
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		//this.emissiveIntensity = 1.0;
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		//this.emissiveMap = null;
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		//this.specularMap = null;
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		//this.alphaMap = null;
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		//this.envMap = null;
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		this.combine = MultiplyOperation; // combine has no uniform
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		//this.reflectivity = 1;
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		//this.refractionRatio = 0.98;
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		this.fog = false; // set to use scene fog
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		this.lights = true; // set to use scene lights
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		this.clipping = false; // set to use user-defined clipping planes
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		const shader = GouraudShader;
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		this.defines = Object.assign( {}, shader.defines );
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		this.uniforms = UniformsUtils.clone( shader.uniforms );
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		this.vertexShader = shader.vertexShader;
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		this.fragmentShader = shader.fragmentShader;
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		const exposePropertyNames = [
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			'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity',
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			'emissive', 'emissiveIntensity', 'emissiveMap', 'specularMap', 'alphaMap',
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			'envMap', 'reflectivity', 'refractionRatio', 'opacity', 'diffuse'
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		];
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		for ( const propertyName of exposePropertyNames ) {
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			Object.defineProperty( this, propertyName, {
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				get: function () {
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					return this.uniforms[ propertyName ].value;
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				},
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				set: function ( value ) {
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					this.uniforms[ propertyName ].value = value;
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				}
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			} );
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		}
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		Object.defineProperty( this, 'color', Object.getOwnPropertyDescriptor( this, 'diffuse' ) );
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		this.setValues( parameters );
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	}
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	copy( source ) {
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		super.copy( source );
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		this.color.copy( source.color );
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		this.map = source.map;
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		this.lightMap = source.lightMap;
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		this.lightMapIntensity = source.lightMapIntensity;
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		this.aoMap = source.aoMap;
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		this.aoMapIntensity = source.aoMapIntensity;
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		this.emissive.copy( source.emissive );
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		this.emissiveMap = source.emissiveMap;
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		this.emissiveIntensity = source.emissiveIntensity;
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		this.specularMap = source.specularMap;
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		this.alphaMap = source.alphaMap;
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		this.envMap = source.envMap;
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		this.combine = source.combine;
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		this.reflectivity = source.reflectivity;
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		this.refractionRatio = source.refractionRatio;
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		this.wireframe = source.wireframe;
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		this.wireframeLinewidth = source.wireframeLinewidth;
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		this.wireframeLinecap = source.wireframeLinecap;
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		this.wireframeLinejoin = source.wireframeLinejoin;
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		this.fog = source.fog;
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		return this;
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	}
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}
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export { MeshGouraudMaterial };
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