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			327 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			327 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	Color,
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	Vector3
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} from 'three';
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/**
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 * Currently contains:
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 *
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 *	toon1
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 *	toon2
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 *	hatching
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 *	dotted
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 */
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const ToonShader1 = {
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	uniforms: {
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		'uDirLightPos': { value: new Vector3() },
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		'uDirLightColor': { value: new Color( 0xeeeeee ) },
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		'uAmbientLightColor': { value: new Color( 0x050505 ) },
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		'uBaseColor': { value: new Color( 0xffffff ) }
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	},
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	vertexShader: /* glsl */`
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		varying vec3 vNormal;
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		varying vec3 vRefract;
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		void main() {
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			vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
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			vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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			vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
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			vNormal = normalize( normalMatrix * normal );
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			vec3 I = worldPosition.xyz - cameraPosition;
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			vRefract = refract( normalize( I ), worldNormal, 1.02 );
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			gl_Position = projectionMatrix * mvPosition;
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		}`,
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	fragmentShader: /* glsl */`
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		uniform vec3 uBaseColor;
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		uniform vec3 uDirLightPos;
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		uniform vec3 uDirLightColor;
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		uniform vec3 uAmbientLightColor;
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		varying vec3 vNormal;
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		varying vec3 vRefract;
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		void main() {
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			float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
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			vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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			float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );
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			intensity += length(lightWeighting) * 0.2;
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			float cameraWeighting = dot( normalize( vNormal ), vRefract );
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			intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );
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			intensity = intensity * 0.2 + 0.3;
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			if ( intensity < 0.50 ) {
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				gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );
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			} else {
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				gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );
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			}
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			#include <colorspace_fragment>
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		}`
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};
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const ToonShader2 = {
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	uniforms: {
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		'uDirLightPos': { value: new Vector3() },
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		'uDirLightColor': { value: new Color( 0xeeeeee ) },
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		'uAmbientLightColor': { value: new Color( 0x050505 ) },
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		'uBaseColor': { value: new Color( 0xeeeeee ) },
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		'uLineColor1': { value: new Color( 0x808080 ) },
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		'uLineColor2': { value: new Color( 0x000000 ) },
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		'uLineColor3': { value: new Color( 0x000000 ) },
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		'uLineColor4': { value: new Color( 0x000000 ) }
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	},
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	vertexShader: /* glsl */`
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		varying vec3 vNormal;
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		void main() {
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			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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			vNormal = normalize( normalMatrix * normal );
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		}`,
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	fragmentShader: /* glsl */`
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		uniform vec3 uBaseColor;
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		uniform vec3 uLineColor1;
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		uniform vec3 uLineColor2;
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		uniform vec3 uLineColor3;
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		uniform vec3 uLineColor4;
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		uniform vec3 uDirLightPos;
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		uniform vec3 uDirLightColor;
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		uniform vec3 uAmbientLightColor;
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		varying vec3 vNormal;
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		void main() {
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			float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);
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			float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
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			gl_FragColor = vec4( uBaseColor, 1.0 );
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			if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {
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				gl_FragColor *= vec4( uLineColor1, 1.0 );
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			}
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			if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {
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				gl_FragColor *= vec4( uLineColor2, 1.0 );
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			}
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			#include <colorspace_fragment>
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		}`
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};
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const ToonShaderHatching = {
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	uniforms: {
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		'uDirLightPos':	{ value: new Vector3() },
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		'uDirLightColor': { value: new Color( 0xeeeeee ) },
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		'uAmbientLightColor': { value: new Color( 0x050505 ) },
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		'uBaseColor': { value: new Color( 0xffffff ) },
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		'uLineColor1': { value: new Color( 0x000000 ) },
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		'uLineColor2': { value: new Color( 0x000000 ) },
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		'uLineColor3': { value: new Color( 0x000000 ) },
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		'uLineColor4': { value: new Color( 0x000000 ) }
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	},
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	vertexShader: /* glsl */`
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		varying vec3 vNormal;
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		void main() {
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			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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			vNormal = normalize( normalMatrix * normal );
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		}`,
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	fragmentShader: /* glsl */`
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		uniform vec3 uBaseColor;
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		uniform vec3 uLineColor1;
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		uniform vec3 uLineColor2;
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		uniform vec3 uLineColor3;
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		uniform vec3 uLineColor4;
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		uniform vec3 uDirLightPos;
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		uniform vec3 uDirLightColor;
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		uniform vec3 uAmbientLightColor;
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		varying vec3 vNormal;
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		void main() {
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			float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
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			vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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			gl_FragColor = vec4( uBaseColor, 1.0 );
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			if ( length(lightWeighting) < 1.00 ) {
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				if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
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					gl_FragColor = vec4( uLineColor1, 1.0 );
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				}
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			}
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			if ( length(lightWeighting) < 0.75 ) {
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				if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
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					gl_FragColor = vec4( uLineColor2, 1.0 );
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				}
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			}
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			if ( length(lightWeighting) < 0.50 ) {
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				if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
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					gl_FragColor = vec4( uLineColor3, 1.0 );
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				}
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			}
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			if ( length(lightWeighting) < 0.3465 ) {
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				if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
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					gl_FragColor = vec4( uLineColor4, 1.0 );
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			}
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			}
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			#include <colorspace_fragment>
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		}`
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};
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const ToonShaderDotted = {
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	uniforms: {
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		'uDirLightPos':	{ value: new Vector3() },
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		'uDirLightColor': { value: new Color( 0xeeeeee ) },
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		'uAmbientLightColor': { value: new Color( 0x050505 ) },
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		'uBaseColor': { value: new Color( 0xffffff ) },
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		'uLineColor1': { value: new Color( 0x000000 ) }
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	},
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	vertexShader: /* glsl */`
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		varying vec3 vNormal;
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		void main() {
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			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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			vNormal = normalize( normalMatrix * normal );
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		}`,
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	fragmentShader: /* glsl */`
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		uniform vec3 uBaseColor;
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		uniform vec3 uLineColor1;
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		uniform vec3 uLineColor2;
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		uniform vec3 uLineColor3;
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		uniform vec3 uLineColor4;
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		uniform vec3 uDirLightPos;
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		uniform vec3 uDirLightColor;
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		uniform vec3 uAmbientLightColor;
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		varying vec3 vNormal;
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		void main() {
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			float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
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			vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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			gl_FragColor = vec4( uBaseColor, 1.0 );
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			if ( length(lightWeighting) < 1.00 ) {
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				if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {
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					gl_FragColor = vec4( uLineColor1, 1.0 );
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				}
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			}
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			if ( length(lightWeighting) < 0.50 ) {
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				if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {
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					gl_FragColor = vec4( uLineColor1, 1.0 );
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				}
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			}
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			#include <colorspace_fragment>
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		}`
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};
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export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };
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