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ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive * POLY_emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat roughnessFactor = roughness * POLY_roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n\n\tfloat metalnessFactor = metalness * POLY_metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\nif(POLY_SSSModel.isActive){\n\tRE_Direct_Scattering(directLight, geometry, POLY_SSSModel, reflectedLight);\n}\n\n\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDistanceMaterial.vertex":"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n#define DISTANCE\n\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\n\t#include <alphatest_fragment>\n\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\n\n\tgl_FragColor = packDepthToRGBA( dist );\n\n}\n","customDepthDOFMaterial.vertex":"#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthDOFMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n"}},"jsFunctionBodies":{"/geo1/pointBuilder_snap_to_ground":"// insert defines\n// insert members\n// insert after constructor\nconst CustomPointBuilderEvaluator = function () {\n\t// insert body\n\n\t// /geo1/pointBuilder_snap_to_ground/globals1\n\tv_POLY_globals1_position.copy(pointContainer.position);\n\n\t// /geo1/pointBuilder_snap_to_ground/multAdd1\n\tconst v_POLY_multAdd1_val = mathVector3_4(\n\t\tmultAdd,\n\t\tVAR__multAdd1_value.copy(v_POLY_globals1_position),\n\t\tVAR__multAdd1_preAdd.set(0, 0, 0),\n\t\tVAR__multAdd1_mult.set(1, 0, 1),\n\t\tVAR__multAdd1_postAdd.set(0, 0, 0),\n\t\tVAR__multAdd1_\n\t);\n\n\t// /geo1/pointBuilder_snap_to_ground/output1\n\tpointContainer.position.copy(v_POLY_multAdd1_val);\n};\nreturn CustomPointBuilderEvaluator;\n","/geo1/actor1":"// insert defines\nclass CustomActorEvaluator extends ActorEvaluator {\n\t// insert members\n\n\t// /geo1/actor1/rayFromCursor1\n\tv_POLY_rayFromCursor1_Ray = computed(() => globalsRayFromCursor());\n\n\t// /geo1/actor1/plane1\n\tv_POLY_plane1_Plane = computed(() => planeSet(VAR__plane1_normal.set(0, 1, 0), 0.0, VAR__plane1__1));\n\n\t// /geo1/actor1/getObjectProperty1\n\tv_POLY_getObjectProperty1_position = computed(() => getObjectProperty(this.object3D, \"position\"));\n\n\t// /geo1/actor1/rayIntersectPlane1\n\tv_POLY_rayIntersectPlane1_position = computed(() =>\n\t\trayIntersectPlane(this.v_POLY_rayFromCursor1_Ray.value, this.v_POLY_plane1_Plane.value, VAR__rayIntersectPlane1_)\n\t);\n\n\t// /geo1/actor1/distance1\n\tv_POLY_distance1_val = computed(() =>\n\t\tdistanceVector3(\n\t\t\tVAR__distance1_v0.copy(this.v_POLY_rayIntersectPlane1_position.value),\n\t\t\tVAR__distance1_v1.copy(this.v_POLY_getObjectProperty1_position.value)\n\t\t)\n\t);\n\n\t// /geo1/actor1/smootherstep1\n\tv_POLY_smootherstep1_smootherstep = computed(() =>\n\t\tmathFloat_3(smootherstep, this.v_POLY_distance1_val.value, 0.58, 2.0)\n\t);\n\n\t// /geo1/actor1/fit1\n\tv_POLY_fit1_val = computed(() =>\n\t\tmathFloat_5(true ? fitClamp : fit, this.v_POLY_smootherstep1_smootherstep.value, 1.0, 0.0, 0.0, 0.11)\n\t);\n\n\t// /geo1/actor1/onTick1\n\tv_POLY_onTick1_time = computed(() => globalsTime());\n\tv_POLY_onTick1_delta = computed(() => globalsTimeDelta());\n\n\tconstructor(node, object3D) {\n\t\tsuper(node, object3D);\n\t\t// insert after constructor\n\t}\n\t// insert body\n\n\tonTick() {\n\t\tthis.onTick1();\n\t}\n\t// /geo1/actor1/onTick1\n\tonTick1() {\n\t\tthis.setObjectLookAt1(0);\n\t}\n\n\t// /geo1/actor1/setObjectLookAt1\n\tsetObjectLookAt1() {\n\t\tsetObjectLookAt(\n\t\t\tthis.object3D,\n\t\t\tVAR__setObjectLookAt1_targetPosition.copy(this.v_POLY_rayIntersectPlane1_position.value),\n\t\t\tVAR__setObjectLookAt1_up.set(0, 1, 0),\n\t\t\tthis.v_POLY_fit1_val.value,\n\t\t\tfalse,\n\t\t\ttrue\n\t\t);\n\t}\n}\nreturn CustomActorEvaluator;\n"}}
Code editor
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Used nodes
cop/envMap;cop/image;cop/imageEXR;event/cameraOrbitControls;mat/meshStandardBuilder;obj/copNetwork;obj/geo;sop/actor;sop/box;sop/cameraControls;sop/copy;sop/delete;sop/emptyObject;sop/fileGLTF;sop/hemisphereLight;sop/hierarchy;sop/jitter;sop/material;sop/materialsNetwork;sop/merge;sop/normals;sop/perspectiveCamera;sop/plane;sop/pointBuilder;sop/polarTransform;sop/setGeometry;sop/spotLight;sop/transform
Used operations
Used modules
Used assemblers
GL_MESH_STANDARD;JS_ACTOR;JS_POINT_BUILDER
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/fileGLTF1":"sop/fileGLTF","/geo1/hierarchy1":"sop/hierarchy","/geo1/plane1":"sop/plane","/geo1/jitter1":"sop/jitter","/geo1/delete1":"sop/delete","/geo1/pointBuilder_snap_to_ground":"sop/pointBuilder","/geo1/normals1":"sop/normals","/geo1/transform1":"sop/transform","/geo1/emptyObject1":"sop/emptyObject","/geo1/copy1":"sop/copy","/geo1/setGeometry1":"sop/setGeometry","/geo1/actor1":"sop/actor","/ground":"obj/geo","/ground/material1":"sop/material","/ground/MAT":"sop/materialsNetwork","/ground/MAT/meshStandardBuilder1":"mat/meshStandardBuilder","/ground/box1":"sop/box","/COP":"obj/copNetwork","/COP/envMap":"cop/envMap","/COP/imageEnv":"cop/imageEXR","/COP/image1":"cop/image","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/cameraControls1":"sop/cameraControls","/cameras/cameraControls1/cameraOrbitControls1":"event/cameraOrbitControls","/cameras/perspectiveCamera1":"sop/perspectiveCamera"}
Js version
Editor version
Engine version
Name
*
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ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive * POLY_emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat roughnessFactor = roughness * POLY_roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n\n\tfloat metalnessFactor = metalness * POLY_metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\nif(POLY_SSSModel.isActive){\n\tRE_Direct_Scattering(directLight, geometry, POLY_SSSModel, reflectedLight);\n}\n\n\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDistanceMaterial.vertex":"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n#define DISTANCE\n\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\n\t#include <alphatest_fragment>\n\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\n\n\tgl_FragColor = packDepthToRGBA( dist );\n\n}\n","customDepthDOFMaterial.vertex":"#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthDOFMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n"}},"jsFunctionBodies":{"/geo1/pointBuilder_snap_to_ground":"// insert defines\n// insert members\n// insert after constructor\nconst CustomPointBuilderEvaluator = function () {\n\t// insert body\n\n\t// /geo1/pointBuilder_snap_to_ground/globals1\n\tv_POLY_globals1_position.copy(pointContainer.position);\n\n\t// /geo1/pointBuilder_snap_to_ground/multAdd1\n\tconst v_POLY_multAdd1_val = mathVector3_4(\n\t\tmultAdd,\n\t\tVAR__multAdd1_value.copy(v_POLY_globals1_position),\n\t\tVAR__multAdd1_preAdd.set(0, 0, 0),\n\t\tVAR__multAdd1_mult.set(1, 0, 1),\n\t\tVAR__multAdd1_postAdd.set(0, 0, 0),\n\t\tVAR__multAdd1_\n\t);\n\n\t// /geo1/pointBuilder_snap_to_ground/output1\n\tpointContainer.position.copy(v_POLY_multAdd1_val);\n};\nreturn CustomPointBuilderEvaluator;\n","/geo1/actor1":"// insert defines\nclass CustomActorEvaluator extends ActorEvaluator {\n\t// insert members\n\n\t// /geo1/actor1/rayFromCursor1\n\tv_POLY_rayFromCursor1_Ray = computed(() => globalsRayFromCursor());\n\n\t// /geo1/actor1/plane1\n\tv_POLY_plane1_Plane = computed(() => planeSet(VAR__plane1_normal.set(0, 1, 0), 0.0, VAR__plane1__1));\n\n\t// /geo1/actor1/getObjectProperty1\n\tv_POLY_getObjectProperty1_position = computed(() => getObjectProperty(this.object3D, \"position\"));\n\n\t// /geo1/actor1/rayIntersectPlane1\n\tv_POLY_rayIntersectPlane1_position = computed(() =>\n\t\trayIntersectPlane(this.v_POLY_rayFromCursor1_Ray.value, this.v_POLY_plane1_Plane.value, VAR__rayIntersectPlane1_)\n\t);\n\n\t// /geo1/actor1/distance1\n\tv_POLY_distance1_val = computed(() =>\n\t\tdistanceVector3(\n\t\t\tVAR__distance1_v0.copy(this.v_POLY_rayIntersectPlane1_position.value),\n\t\t\tVAR__distance1_v1.copy(this.v_POLY_getObjectProperty1_position.value)\n\t\t)\n\t);\n\n\t// /geo1/actor1/smootherstep1\n\tv_POLY_smootherstep1_smootherstep = computed(() =>\n\t\tmathFloat_3(smootherstep, this.v_POLY_distance1_val.value, 0.58, 2.0)\n\t);\n\n\t// /geo1/actor1/fit1\n\tv_POLY_fit1_val = computed(() =>\n\t\tmathFloat_5(true ? fitClamp : fit, this.v_POLY_smootherstep1_smootherstep.value, 1.0, 0.0, 0.0, 0.11)\n\t);\n\n\t// /geo1/actor1/onTick1\n\tv_POLY_onTick1_time = computed(() => globalsTime());\n\tv_POLY_onTick1_delta = computed(() => globalsTimeDelta());\n\n\tconstructor(node, object3D) {\n\t\tsuper(node, object3D);\n\t\t// insert after constructor\n\t}\n\t// insert body\n\n\tonTick() {\n\t\tthis.onTick1();\n\t}\n\t// /geo1/actor1/onTick1\n\tonTick1() {\n\t\tthis.setObjectLookAt1(0);\n\t}\n\n\t// /geo1/actor1/setObjectLookAt1\n\tsetObjectLookAt1() {\n\t\tsetObjectLookAt(\n\t\t\tthis.object3D,\n\t\t\tVAR__setObjectLookAt1_targetPosition.copy(this.v_POLY_rayIntersectPlane1_position.value),\n\t\t\tVAR__setObjectLookAt1_up.set(0, 1, 0),\n\t\t\tthis.v_POLY_fit1_val.value,\n\t\t\tfalse,\n\t\t\ttrue\n\t\t);\n\t}\n}\nreturn CustomActorEvaluator;\n"}}
Code editor
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Used nodes
cop/envMap;cop/image;cop/imageEXR;event/cameraOrbitControls;mat/meshStandardBuilder;obj/copNetwork;obj/geo;sop/actor;sop/box;sop/cameraControls;sop/copy;sop/delete;sop/emptyObject;sop/fileGLTF;sop/hemisphereLight;sop/hierarchy;sop/jitter;sop/material;sop/materialsNetwork;sop/merge;sop/normals;sop/perspectiveCamera;sop/plane;sop/pointBuilder;sop/polarTransform;sop/setGeometry;sop/spotLight;sop/transform
Used operations
Used modules
Used assemblers
GL_MESH_STANDARD;JS_ACTOR;JS_POINT_BUILDER
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/fileGLTF1":"sop/fileGLTF","/geo1/hierarchy1":"sop/hierarchy","/geo1/plane1":"sop/plane","/geo1/jitter1":"sop/jitter","/geo1/delete1":"sop/delete","/geo1/pointBuilder_snap_to_ground":"sop/pointBuilder","/geo1/normals1":"sop/normals","/geo1/transform1":"sop/transform","/geo1/emptyObject1":"sop/emptyObject","/geo1/copy1":"sop/copy","/geo1/setGeometry1":"sop/setGeometry","/geo1/actor1":"sop/actor","/ground":"obj/geo","/ground/material1":"sop/material","/ground/MAT":"sop/materialsNetwork","/ground/MAT/meshStandardBuilder1":"mat/meshStandardBuilder","/ground/box1":"sop/box","/COP":"obj/copNetwork","/COP/envMap":"cop/envMap","/COP/imageEnv":"cop/imageEXR","/COP/image1":"cop/image","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/cameraControls1":"sop/cameraControls","/cameras/cameraControls1/cameraOrbitControls1":"event/cameraOrbitControls","/cameras/perspectiveCamera1":"sop/perspectiveCamera"}
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