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specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\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 <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 <alphahash_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 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normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -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\t#include <alphahash_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, geometryNormal, geometryViewDir, 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 + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n#include <batching_pars_vertex>\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 <batching_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 vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -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 <batching_pars_vertex>\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 <batching_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 vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -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 <batching_pars_vertex>\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 <batching_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 vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -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"},"/COP/builder1":{"fragment":"#include <common>\n\nuniform vec2 resolution;\n\n// removed:\n//// INSERT DEFINE\n\n\n\n// /COP/builder1/noise1\n// Modulo 289 without a division (only multiplications)\nfloat mod289(float x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n// Modulo 7 without a division\nvec3 mod7(vec3 x) {\n return x - floor(x * (1.0 / 7.0)) * 7.0;\n}\n\n// Permutation polynomial: (34x^2 + x) mod 289\nfloat permute(float x) {\n return mod289(((x*34.0)+1.0)*x);\n}\nvec3 permute(vec3 x) {\n return mod289((34.0 * x + 1.0) * x);\n}\nvec4 permute(vec4 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat taylorInvSqrt(float r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec2 fade(vec2 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\nvec4 fade(vec4 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex \n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n// \n\n\n\nfloat snoise(vec3 v)\n { \n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i); \n vec4 p = permute( permute( permute( \n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \n dot(p2,x2), dot(p3,x3) ) );\n }\n\n\nfloat fbm_snoise_COP_builder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 6; i++) {\n\t\tvalue += amplitude * snoise(st);\n\t\tst *= 2.0;\n\t\tamplitude *= 0.5;\n\t}\n\treturn value;\n}\n\n\n// /COP/builder1/oklabToRgb1\n//////////////////////////////////////////////////////////////////////\n//\n// Visualizing Björn Ottosson's \"oklab\" colorspace\n//\n// shadertoy implementation by mattz\n//\n// license CC0 (public domain)\n// https://creativecommons.org/share-your-work/public-domain/cc0/\n//\n// Click and drag to set lightness (mouse x) and chroma (mouse y).\n// Hue varies linearly across the image from left to right.\n//\n// While mouse is down, plotted curves show oklab components\n// L (red), a (green), and b (blue). \n//\n// To test the inverse mapping, the plotted curves are generated\n// by mapping the (pre-clipping) linear RGB color back to oklab \n// space.\n//\n// White bars on top of the image (and black bars on the bottom of\n// the image) indicate clipping when one or more of the R, G, B \n// components are greater than 1.0 (or less than 0.0 respectively).\n//\n// The color accompanying the black/white bar shows which channels\n// are out of gamut.\n//\n// Click in the bottom left to reset the view.\n//\n// Hit the 'G' key to toggle displaying a gamut test:\n//\n// * black pixels indicate that RGB values for some hues\n// were clipped to 0 at the given lightness/chroma pair.\n//\n// * white pixels indicate that RGB values for some hues\n// were clipped to 1 at the given lightness/chroma pair\n//\n// * gray pixels indicate that both types of clipping happened\n//\n// Hit the 'U' key to display a uniform sampling of linear sRGB \n// space, converted into oklab lightness (x position) and chroma\n// (y position) coordinates. If you mouse over a colored dot, the\n// spectrum on screen should include that exact color.\n//\n//////////////////////////////////////////////////////////////////////\n\n//////////////////////////////////////////////////////////////////////\n// sRGB color transform and inverse from \n// https://bottosson.github.io/posts/colorwrong/#what-can-we-do%3F\n\nvec3 srgb_from_linear_srgb(vec3 x) {\n\n vec3 xlo = 12.92*x;\n vec3 xhi = 1.055 * pow(x, vec3(0.4166666666666667)) - 0.055;\n \n return mix(xlo, xhi, step(vec3(0.0031308), x));\n\n}\n\nvec3 linear_srgb_from_srgb(vec3 x) {\n\n vec3 xlo = x / 12.92;\n vec3 xhi = pow((x + 0.055)/(1.055), vec3(2.4));\n \n return mix(xlo, xhi, step(vec3(0.04045), x));\n\n}\n\n//////////////////////////////////////////////////////////////////////\n// oklab transform and inverse from\n// https://bottosson.github.io/posts/oklab/\n\n\nconst mat3 fwdA = mat3(1.0, 1.0, 1.0,\n 0.3963377774, -0.1055613458, -0.0894841775,\n 0.2158037573, -0.0638541728, -1.2914855480);\n \nconst mat3 fwdB = mat3(4.0767245293, -1.2681437731, -0.0041119885,\n -3.3072168827, 2.6093323231, -0.7034763098,\n 0.2307590544, -0.3411344290, 1.7068625689);\n\nconst mat3 invB = mat3(0.4121656120, 0.2118591070, 0.0883097947,\n 0.5362752080, 0.6807189584, 0.2818474174,\n 0.0514575653, 0.1074065790, 0.6302613616);\n \nconst mat3 invA = mat3(0.2104542553, 1.9779984951, 0.0259040371,\n 0.7936177850, -2.4285922050, 0.7827717662,\n -0.0040720468, 0.4505937099, -0.8086757660);\n\nvec3 oklab_from_linear_srgb(vec3 c) {\n\n vec3 lms = invB * c;\n \n return invA * (sign(lms)*pow(abs(lms), vec3(0.3333333333333)));\n \n}\n\nvec3 linear_srgb_from_oklab(vec3 c) {\n\n vec3 lms = fwdA * c;\n \n return fwdB * (lms * lms * lms);\n \n}\n\n\n// https://www.shadertoy.com/view/WtccD7\nconst float max_chroma = 0.33;\nvec3 uvToOklab(vec3 uvw){\n\n // setup oklab color\n float theta = 2.*3.141592653589793*uvw.x;\n \n float L = 0.8;\n float chroma = 0.1;\n \n //if (max(iMouse.x, iMouse.y) > 0.05 * iResolution.y) {\n L = uvw.y;//iMouse.x / iResolution.x;\n chroma = uvw.z * max_chroma;// / iResolution.y;\n //}\n \n float a = chroma*cos(theta);\n float b = chroma*sin(theta);\n \n vec3 lab = vec3(L, a, b);\n\treturn lab;\n\n // convert to rgb \n // vec3 rgb = linear_srgb_from_oklab(lab);\n\n}\n\n\n\n\n\n\n\n// /COP/builder1/globals1\nuniform float time;\n\n\n\n\n\nvoid main() {\n\n\tvec4 diffuseColor = vec4(0.0,0.0,0.0,1.0);\n\n\n// removed:\n//\t// INSERT BODY\n\n\n\n\t// /COP/builder1/globals1\n\tvec2 v_POLY_globals1_uv = vec2(gl_FragCoord.x / (resolution.x-1.), gl_FragCoord.y / (resolution.y-1.));\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /COP/builder1/vec2ToFloat1\n\tfloat v_POLY_vec2ToFloat1_x = v_POLY_globals1_uv.x;\n\tfloat v_POLY_vec2ToFloat1_y = v_POLY_globals1_uv.y;\n\t\n\t// /COP/builder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.08*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /COP/builder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_vec2ToFloat1_x, v_POLY_vec2ToFloat1_y, 0.0);\n\t\n\t// /COP/builder1/floatToVec3_3\n\tvec3 v_POLY_floatToVec3_3_vec3 = vec3(0.0, 0.0, v_POLY_multAdd1_val);\n\t\n\t// /COP/builder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_COP_builder1_noise1((v_POLY_floatToVec3_1_vec3*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_3_vec3);\n\t\n\t// /COP/builder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.15, 0.26, v_POLY_noise1_noise);\n\t\n\t// /COP/builder1/floatToVec3_2\n\tvec3 v_POLY_floatToVec3_2_vec3 = vec3(0.0, 0.28, v_POLY_smoothstep1_val);\n\t\n\t// /COP/builder1/oklabToRgb1\n\tvec3 v_POLY_oklabToRgb1_rgb = linear_srgb_from_oklab(v_POLY_floatToVec3_2_vec3);\n\t\n\t// /COP/builder1/output1\n\tdiffuseColor.xyz = v_POLY_oklabToRgb1_rgb;\n\n\n\n\n\tgl_FragColor = vec4( diffuseColor );\n}"}},"jsFunctionBodies":{}}
Code editor
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Used nodes
cop/builder;cop/envMap;cop/image;cop/imageEXR;event/cameraOrbitControls;mat/meshStandard;mat/meshStandardBuilder;obj/copNetwork;obj/geo;sop/box;sop/cameraControls;sop/hemisphereLight;sop/material;sop/materialsNetwork;sop/merge;sop/perspectiveCamera;sop/polarTransform;sop/sphere;sop/spotLight;sop/transform
Used operations
Used modules
Used assemblers
GL_MESH_STANDARD;GL_TEXTURE
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/sphere1":"sop/sphere","/geo1/transform1":"sop/transform","/geo1/material1":"sop/material","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/meshStandard1":"mat/meshStandard","/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","/COP/builder1":"cop/builder","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/perspectiveCamera1":"sop/perspectiveCamera","/cameras/cameraControls1":"sop/cameraControls","/cameras/cameraControls1/cameraOrbitControls1":"event/cameraOrbitControls"}
Js version
Editor version
Engine version
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*
Code
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specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\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 <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 <alphahash_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 vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -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\t#include <alphahash_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, geometryNormal, geometryViewDir, 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 + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n#include <batching_pars_vertex>\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 <batching_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 vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -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 <batching_pars_vertex>\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 <batching_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 vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -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 <batching_pars_vertex>\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 <batching_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 vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -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"},"/COP/builder1":{"fragment":"#include <common>\n\nuniform vec2 resolution;\n\n// removed:\n//// INSERT DEFINE\n\n\n\n// /COP/builder1/noise1\n// Modulo 289 without a division (only multiplications)\nfloat mod289(float x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec2 mod289(vec2 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\nvec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n// Modulo 7 without a division\nvec3 mod7(vec3 x) {\n return x - floor(x * (1.0 / 7.0)) * 7.0;\n}\n\n// Permutation polynomial: (34x^2 + x) mod 289\nfloat permute(float x) {\n return mod289(((x*34.0)+1.0)*x);\n}\nvec3 permute(vec3 x) {\n return mod289((34.0 * x + 1.0) * x);\n}\nvec4 permute(vec4 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nfloat taylorInvSqrt(float r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nvec2 fade(vec2 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\nvec3 fade(vec3 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\nvec4 fade(vec4 t) {\n return t*t*t*(t*(t*6.0-15.0)+10.0);\n}\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex \n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n// \n\n\n\nfloat snoise(vec3 v)\n { \n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i); \n vec4 p = permute( permute( permute( \n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \n dot(p2,x2), dot(p3,x3) ) );\n }\n\n\nfloat fbm_snoise_COP_builder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 6; i++) {\n\t\tvalue += amplitude * snoise(st);\n\t\tst *= 2.0;\n\t\tamplitude *= 0.5;\n\t}\n\treturn value;\n}\n\n\n// /COP/builder1/oklabToRgb1\n//////////////////////////////////////////////////////////////////////\n//\n// Visualizing Björn Ottosson's \"oklab\" colorspace\n//\n// shadertoy implementation by mattz\n//\n// license CC0 (public domain)\n// https://creativecommons.org/share-your-work/public-domain/cc0/\n//\n// Click and drag to set lightness (mouse x) and chroma (mouse y).\n// Hue varies linearly across the image from left to right.\n//\n// While mouse is down, plotted curves show oklab components\n// L (red), a (green), and b (blue). \n//\n// To test the inverse mapping, the plotted curves are generated\n// by mapping the (pre-clipping) linear RGB color back to oklab \n// space.\n//\n// White bars on top of the image (and black bars on the bottom of\n// the image) indicate clipping when one or more of the R, G, B \n// components are greater than 1.0 (or less than 0.0 respectively).\n//\n// The color accompanying the black/white bar shows which channels\n// are out of gamut.\n//\n// Click in the bottom left to reset the view.\n//\n// Hit the 'G' key to toggle displaying a gamut test:\n//\n// * black pixels indicate that RGB values for some hues\n// were clipped to 0 at the given lightness/chroma pair.\n//\n// * white pixels indicate that RGB values for some hues\n// were clipped to 1 at the given lightness/chroma pair\n//\n// * gray pixels indicate that both types of clipping happened\n//\n// Hit the 'U' key to display a uniform sampling of linear sRGB \n// space, converted into oklab lightness (x position) and chroma\n// (y position) coordinates. If you mouse over a colored dot, the\n// spectrum on screen should include that exact color.\n//\n//////////////////////////////////////////////////////////////////////\n\n//////////////////////////////////////////////////////////////////////\n// sRGB color transform and inverse from \n// https://bottosson.github.io/posts/colorwrong/#what-can-we-do%3F\n\nvec3 srgb_from_linear_srgb(vec3 x) {\n\n vec3 xlo = 12.92*x;\n vec3 xhi = 1.055 * pow(x, vec3(0.4166666666666667)) - 0.055;\n \n return mix(xlo, xhi, step(vec3(0.0031308), x));\n\n}\n\nvec3 linear_srgb_from_srgb(vec3 x) {\n\n vec3 xlo = x / 12.92;\n vec3 xhi = pow((x + 0.055)/(1.055), vec3(2.4));\n \n return mix(xlo, xhi, step(vec3(0.04045), x));\n\n}\n\n//////////////////////////////////////////////////////////////////////\n// oklab transform and inverse from\n// https://bottosson.github.io/posts/oklab/\n\n\nconst mat3 fwdA = mat3(1.0, 1.0, 1.0,\n 0.3963377774, -0.1055613458, -0.0894841775,\n 0.2158037573, -0.0638541728, -1.2914855480);\n \nconst mat3 fwdB = mat3(4.0767245293, -1.2681437731, -0.0041119885,\n -3.3072168827, 2.6093323231, -0.7034763098,\n 0.2307590544, -0.3411344290, 1.7068625689);\n\nconst mat3 invB = mat3(0.4121656120, 0.2118591070, 0.0883097947,\n 0.5362752080, 0.6807189584, 0.2818474174,\n 0.0514575653, 0.1074065790, 0.6302613616);\n \nconst mat3 invA = mat3(0.2104542553, 1.9779984951, 0.0259040371,\n 0.7936177850, -2.4285922050, 0.7827717662,\n -0.0040720468, 0.4505937099, -0.8086757660);\n\nvec3 oklab_from_linear_srgb(vec3 c) {\n\n vec3 lms = invB * c;\n \n return invA * (sign(lms)*pow(abs(lms), vec3(0.3333333333333)));\n \n}\n\nvec3 linear_srgb_from_oklab(vec3 c) {\n\n vec3 lms = fwdA * c;\n \n return fwdB * (lms * lms * lms);\n \n}\n\n\n// https://www.shadertoy.com/view/WtccD7\nconst float max_chroma = 0.33;\nvec3 uvToOklab(vec3 uvw){\n\n // setup oklab color\n float theta = 2.*3.141592653589793*uvw.x;\n \n float L = 0.8;\n float chroma = 0.1;\n \n //if (max(iMouse.x, iMouse.y) > 0.05 * iResolution.y) {\n L = uvw.y;//iMouse.x / iResolution.x;\n chroma = uvw.z * max_chroma;// / iResolution.y;\n //}\n \n float a = chroma*cos(theta);\n float b = chroma*sin(theta);\n \n vec3 lab = vec3(L, a, b);\n\treturn lab;\n\n // convert to rgb \n // vec3 rgb = linear_srgb_from_oklab(lab);\n\n}\n\n\n\n\n\n\n\n// /COP/builder1/globals1\nuniform float time;\n\n\n\n\n\nvoid main() {\n\n\tvec4 diffuseColor = vec4(0.0,0.0,0.0,1.0);\n\n\n// removed:\n//\t// INSERT BODY\n\n\n\n\t// /COP/builder1/globals1\n\tvec2 v_POLY_globals1_uv = vec2(gl_FragCoord.x / (resolution.x-1.), gl_FragCoord.y / (resolution.y-1.));\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /COP/builder1/vec2ToFloat1\n\tfloat v_POLY_vec2ToFloat1_x = v_POLY_globals1_uv.x;\n\tfloat v_POLY_vec2ToFloat1_y = v_POLY_globals1_uv.y;\n\t\n\t// /COP/builder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.08*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /COP/builder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_vec2ToFloat1_x, v_POLY_vec2ToFloat1_y, 0.0);\n\t\n\t// /COP/builder1/floatToVec3_3\n\tvec3 v_POLY_floatToVec3_3_vec3 = vec3(0.0, 0.0, v_POLY_multAdd1_val);\n\t\n\t// /COP/builder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_COP_builder1_noise1((v_POLY_floatToVec3_1_vec3*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_3_vec3);\n\t\n\t// /COP/builder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.15, 0.26, v_POLY_noise1_noise);\n\t\n\t// /COP/builder1/floatToVec3_2\n\tvec3 v_POLY_floatToVec3_2_vec3 = vec3(0.0, 0.28, v_POLY_smoothstep1_val);\n\t\n\t// /COP/builder1/oklabToRgb1\n\tvec3 v_POLY_oklabToRgb1_rgb = linear_srgb_from_oklab(v_POLY_floatToVec3_2_vec3);\n\t\n\t// /COP/builder1/output1\n\tdiffuseColor.xyz = v_POLY_oklabToRgb1_rgb;\n\n\n\n\n\tgl_FragColor = vec4( diffuseColor );\n}"}},"jsFunctionBodies":{}}
Code editor
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Used nodes
cop/builder;cop/envMap;cop/image;cop/imageEXR;event/cameraOrbitControls;mat/meshStandard;mat/meshStandardBuilder;obj/copNetwork;obj/geo;sop/box;sop/cameraControls;sop/hemisphereLight;sop/material;sop/materialsNetwork;sop/merge;sop/perspectiveCamera;sop/polarTransform;sop/sphere;sop/spotLight;sop/transform
Used operations
Used modules
Used assemblers
GL_MESH_STANDARD;GL_TEXTURE
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/sphere1":"sop/sphere","/geo1/transform1":"sop/transform","/geo1/material1":"sop/material","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/meshStandard1":"mat/meshStandard","/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","/COP/builder1":"cop/builder","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/perspectiveCamera1":"sop/perspectiveCamera","/cameras/cameraControls1":"sop/cameraControls","/cameras/cameraControls1/cameraOrbitControls1":"event/cameraOrbitControls"}
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