Name
*
Code
{"properties":{"frame":0,"maxFrame":600,"maxFrameLocked":false,"realtimeState":true,"mainCameraPath":"/cameras/cameras:sopGroup/perspectiveCamera_MAIN","versions":{"polygonjs":"1.4.7"}},"root":{"type":"root","nodes":{"geo1":{"type":"geo","nodes":{"add1":{"type":"add"},"transform1":{"type":"transform","params":{"t":[-0.6368162578432808,0,0]},"inputs":["add1"]},"transform2":{"type":"transform","params":{"t":[0.7252629603215143,0,0.2755312590463529]},"inputs":["add1"]},"transform3":{"type":"transform","params":{"t":[0.8854012267897107,0.1869169985781337,-0.8408354258398476]},"inputs":["add1"]},"transform4":{"type":"transform","params":{"t":[0.45056878636015635,-0.5832643020570665,-1.0709077518840173]},"inputs":["add1"]},"merge1":{"type":"merge","params":{"compact":1,"inputsCount":6},"maxInputsCount":6,"inputs":["transform1","transform2","transform3","transform4","transform5","transform6"]},"curveFromPoints1":{"type":"curveFromPoints","params":{"tension":0.89},"inputs":["merge1"]},"polywire1":{"type":"polywire","params":{"radius":0.12,"closed":0},"inputs":["attribId1"]},"fuse1":{"type":"fuse","params":{"dist":0.009},"inputs":["polywire1"]},"material1":{"type":"material","params":{"material":"../MAT/meshBasicBuilder1"},"inputs":["fuse1"]},"MAT":{"type":"materialsNetwork","nodes":{"meshBasicBuilder1":{"type":"meshBasicBuilder","nodes":{"globals1":{"type":"globals"},"output1":{"type":"output","inputs":[null,null,{"index":2,"inputName":"color","node":"hsvToRgb1","output":"rgb"}]},"attribute1":{"type":"attribute","params":{"name":"idn"},"connection_points":{"in":[],"out":[{"name":"val","type":"float"}]}},"fitFrom01ToVariance1":{"type":"fitFrom01ToVariance","params":{"val":{"type":"float","default_value":0,"options":{"spare":true,"editable":false}},"center":{"type":"float","default_value":0.5,"options":{"spare":true,"editable":true}},"variance":{"type":"float","default_value":0.5,"options":{"spare":true,"editable":true},"raw_input":0.36}},"inputs":[{"index":0,"inputName":"val","node":"attribute1","output":"val"}],"connection_points":{"in":[{"name":"val","type":"float"},{"name":"center","type":"float"},{"name":"variance","type":"float"}],"out":[{"name":"val","type":"float"}]}},"hsvToRgb1":{"type":"hsvToRgb","params":{"hsv":{"overriden_options":{}}},"inputs":[{"index":0,"inputName":"hsv","node":"floatToVec3_1","output":"vec3"}]},"floatToVec3_1":{"type":"floatToVec3","params":{"x":{"overriden_options":{}},"y":{"raw_input":0.66,"overriden_options":{}},"z":{"raw_input":0.13,"overriden_options":{}}},"inputs":[{"index":0,"inputName":"x","node":"fitFrom01ToVariance1","output":"val"}]}},"params":{"doubleSided":1},"persisted_config":{"material":{"metadata":{"version":4.5,"type":"Material","generator":"Material.toJSON"},"uuid":"/geo1/MAT/meshBasicBuilder1-main","type":"MeshBasicMaterial","name":"/geo1/MAT/meshBasicBuilder1","color":16711422,"reflectivity":1,"refractionRatio":0.98,"side":2,"depthFunc":3,"depthTest":true,"depthWrite":true,"colorWrite":true,"stencilWrite":false,"stencilWriteMask":255,"stencilFunc":519,"stencilRef":0,"stencilFuncMask":255,"stencilFail":7680,"stencilZFail":7680,"stencilZPass":7680,"fog":false},"onBeforeCompileDataJSONWithoutShaders":{"paramConfigs":[],"timeDependent":false,"resolutionDependent":false,"raymarchingLightsWorldCoordsDependent":false},"customMaterials":{"customDepthMaterial":{"material":{"metadata":{"version":4.5,"type":"Material","generator":"Material.toJSON"},"uuid":"/geo1/MAT/meshBasicBuilder1-customDepthMaterial","type":"MeshDepthMaterial","name":"customDepthMaterial","side":2,"depthFunc":3,"depthTest":true,"depthWrite":true,"colorWrite":true,"stencilWrite":false,"stencilWriteMask":255,"stencilFunc":519,"stencilRef":0,"stencilFuncMask":255,"stencilFail":7680,"stencilZFail":7680,"stencilZPass":7680,"depthPacking":3201},"onBeforeCompileDataJSONWithoutShaders":{"paramConfigs":[],"timeDependent":false,"resolutionDependent":false,"raymarchingLightsWorldCoordsDependent":false}},"customDistanceMaterial":{"material":{"metadata":{"version":4.5,"type":"Material","generator":"Material.toJSON"},"uuid":"/geo1/MAT/meshBasicBuilder1-customDistanceMaterial","type":"MeshDistanceMaterial","name":"customDistanceMaterial","side":2,"depthFunc":3,"depthTest":true,"depthWrite":true,"colorWrite":true,"stencilWrite":false,"stencilWriteMask":255,"stencilFunc":519,"stencilRef":0,"stencilFuncMask":255,"stencilFail":7680,"stencilZFail":7680,"stencilZPass":7680},"onBeforeCompileDataJSONWithoutShaders":{"paramConfigs":[],"timeDependent":false,"resolutionDependent":false,"raymarchingLightsWorldCoordsDependent":false}},"customDepthDOFMaterial":{"material":{"metadata":{"version":4.5,"type":"Material","generator":"Material.toJSON"},"uuid":"/geo1/MAT/meshBasicBuilder1-customDepthDOFMaterial","type":"MeshDepthMaterial","name":"customDepthDOFMaterial","side":2,"depthFunc":3,"depthTest":true,"depthWrite":true,"colorWrite":true,"stencilWrite":false,"stencilWriteMask":255,"stencilFunc":519,"stencilRef":0,"stencilFuncMask":2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transform nodes move a point in space. You can move them one at a time to change the shape of the curve."},"transform2":{"pos":[-200,150]},"transform3":{"pos":[0,150]},"transform4":{"pos":[200,150]},"merge1":{"pos":[-150,400],"comment":"this merges all the points together"},"curveFromPoints1":{"pos":[-150,650],"comment":"this creates a curve from the points above"},"polywire1":{"pos":[-150,1150],"comment":"this converts the curve to a tube shape"},"fuse1":{"pos":[-150,1400],"comment":"this node is optional, but can help smoothen the geometry created by the polywire."},"material1":{"pos":[-150,1700],"comment":"this applies the material. Select this node to see a link to the material in the parameters panel, or simply follow [this link](../MAT/)"},"MAT":{"pos":[-350,1700],"selection":["meshBasicBuilder1"],"nodes":{"meshBasicBuilder1":{"pos":[-50,-50],"comment":"this is the material applies to the geometry created above. You can [dive into it](.) to see how it is setup.","selection":["attribute1","fitFrom01ToVariance1"],"nodes":{"globals1":{"pos":[-250,-100]},"output1":{"pos":[500,100]},"attribute1":{"pos":[-650,350],"comment":"this imports the `idn` attribute created above. We then use it to drive the color."},"fitFrom01ToVariance1":{"pos":[-350,350],"comment":"we remap the `idn` that goes from 0 to 1, to a smaller range. This gives us control over the color start and end of the ramp"},"hsvToRgb1":{"pos":[250,350]},"floatToVec3_1":{"pos":[0,350]}}}}},"attribId1":{"pos":[-150,800],"comment":"this adds an attribute on the curve, called `idn`. The attribute has a value on each point of the curve, and is set to go from `0` on the first point, to `1` on the last point. We use it in the material to create the gradient."},"transform5":{"pos":[400,150]},"transform6":{"pos":[650,150]},"transform7":{"pos":[-150,2000],"comment":"this is a transform, with the expression `$F` on the y component of the rotation. It simply rotates the input geometry on the Y axis."}}},"lights":{"pos":[-50,-250],"selection":["hemisphereLight1"],"nodes":{"hemisphereLight1":{"pos":[50,-50]},"spotLight1":{"pos":[300,-50]},"polarTransform1":{"pos":[300,150]},"merge1":{"pos":[100,300]}}},"cameras":{"pos":[-50,-150],"nodes":{"perspectiveCamera_MAIN":{"pos":[-100,0]},"perspectiveCamera_DEBUG":{"pos":[300,0]},"cameraControls1":{"pos":[300,150],"nodes":{"cameraOrbitControls1":{"pos":[0,0]}}},"merge1":{"pos":[100,350]}}}}},"shaders":{"/geo1/MAT/meshBasicBuilder1":{"vertex":"#include <common>\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nattribute float idn;\n\n\n\n\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\n\n\n\t// /geo1/MAT/meshBasicBuilder1/attribute1\n\tv_POLY_attribute_idn = float(idn);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/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 <morphcolor_vertex>\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\t#include <defaultnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}","fragment":"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n\n\n\n// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n//\n//\n// FIT\n//\n//\nfloat fit(float val, float srcMin, float srcMax, float destMin, float destMax){\n\tfloat src_range = srcMax - srcMin;\n\tfloat dest_range = destMax - destMin;\n\n\tfloat r = (val - srcMin) / src_range;\n\treturn (r * dest_range) + destMin;\n}\nvec2 fit(vec2 val, vec2 srcMin, vec2 srcMax, vec2 destMin, vec2 destMax){\n\treturn vec2(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y)\n\t);\n}\nvec3 fit(vec3 val, vec3 srcMin, vec3 srcMax, vec3 destMin, vec3 destMax){\n\treturn vec3(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z)\n\t);\n}\nvec4 fit(vec4 val, vec4 srcMin, vec4 srcMax, vec4 destMin, vec4 destMax){\n\treturn vec4(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z),\n\t\tfit(val.w, srcMin.w, srcMax.w, destMin.w, destMax.w)\n\t);\n}\n\n//\n//\n// FIT TO 01\n// fits the range [srcMin, srcMax] to [0, 1]\n//\nfloat fitTo01(float val, float srcMin, float srcMax){\n\tfloat size = srcMax - srcMin;\n\treturn (val - srcMin) / size;\n}\nvec2 fitTo01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitTo01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitTo01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z),\n\t\tfitTo01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01\n// fits the range [0, 1] to [destMin, destMax]\n//\nfloat fitFrom01(float val, float destMin, float destMax){\n\treturn fit(val, 0.0, 1.0, destMin, destMax);\n}\nvec2 fitFrom01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitFrom01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitFrom01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z),\n\t\tfitFrom01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01 TO VARIANCE\n// fits the range [0, 1] to [center - variance, center + variance]\n//\nfloat fitFrom01ToVariance(float val, float center, float variance){\n\treturn fitFrom01(val, center - variance, center + variance);\n}\nvec2 fitFrom01ToVariance(vec2 val, vec2 center, vec2 variance){\n\treturn vec2(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y)\n\t);\n}\nvec3 fitFrom01ToVariance(vec3 val, vec3 center, vec3 variance){\n\treturn vec3(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z)\n\t);\n}\nvec4 fitFrom01ToVariance(vec4 val, vec4 center, vec4 variance){\n\treturn vec4(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z),\n\t\tfitFrom01ToVariance(val.w, center.w, variance.w)\n\t);\n}\n\n// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n\n\n\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_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 <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /geo1/MAT/meshBasicBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_idn;\n\t\n\t// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n\tfloat v_POLY_fitFrom01ToVariance1_val = fitFrom01ToVariance(v_POLY_attribute1_val, 0.5, 0.36);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_fitFrom01ToVariance1_val, 0.66, 0.13);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\n\n\n\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 <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\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\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nattribute float idn;\n\n\n\n\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tv_POLY_attribute_idn = float(idn);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/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// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n//\n//\n// FIT\n//\n//\nfloat fit(float val, float srcMin, float srcMax, float destMin, float destMax){\n\tfloat src_range = srcMax - srcMin;\n\tfloat dest_range = destMax - destMin;\n\n\tfloat r = (val - srcMin) / src_range;\n\treturn (r * dest_range) + destMin;\n}\nvec2 fit(vec2 val, vec2 srcMin, vec2 srcMax, vec2 destMin, vec2 destMax){\n\treturn vec2(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y)\n\t);\n}\nvec3 fit(vec3 val, vec3 srcMin, vec3 srcMax, vec3 destMin, vec3 destMax){\n\treturn vec3(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z)\n\t);\n}\nvec4 fit(vec4 val, vec4 srcMin, vec4 srcMax, vec4 destMin, vec4 destMax){\n\treturn vec4(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z),\n\t\tfit(val.w, srcMin.w, srcMax.w, destMin.w, destMax.w)\n\t);\n}\n\n//\n//\n// FIT TO 01\n// fits the range [srcMin, srcMax] to [0, 1]\n//\nfloat fitTo01(float val, float srcMin, float srcMax){\n\tfloat size = srcMax - srcMin;\n\treturn (val - srcMin) / size;\n}\nvec2 fitTo01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitTo01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitTo01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z),\n\t\tfitTo01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01\n// fits the range [0, 1] to [destMin, destMax]\n//\nfloat fitFrom01(float val, float destMin, float destMax){\n\treturn fit(val, 0.0, 1.0, destMin, destMax);\n}\nvec2 fitFrom01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitFrom01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitFrom01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z),\n\t\tfitFrom01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01 TO VARIANCE\n// fits the range [0, 1] to [center - variance, center + variance]\n//\nfloat fitFrom01ToVariance(float val, float center, float variance){\n\treturn fitFrom01(val, center - variance, center + variance);\n}\nvec2 fitFrom01ToVariance(vec2 val, vec2 center, vec2 variance){\n\treturn vec2(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y)\n\t);\n}\nvec3 fitFrom01ToVariance(vec3 val, vec3 center, vec3 variance){\n\treturn vec3(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z)\n\t);\n}\nvec4 fitFrom01ToVariance(vec4 val, vec4 center, vec4 variance){\n\treturn vec4(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z),\n\t\tfitFrom01ToVariance(val.w, center.w, variance.w)\n\t);\n}\n\n// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\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\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_idn;\n\t\n\t// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n\tfloat v_POLY_fitFrom01ToVariance1_val = fitFrom01ToVariance(v_POLY_attribute1_val, 0.5, 0.36);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_fitFrom01ToVariance1_val, 0.66, 0.13);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\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\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nattribute float idn;\n\n\n\n\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tv_POLY_attribute_idn = float(idn);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/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// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n//\n//\n// FIT\n//\n//\nfloat fit(float val, float srcMin, float srcMax, float destMin, float destMax){\n\tfloat src_range = srcMax - srcMin;\n\tfloat dest_range = destMax - destMin;\n\n\tfloat r = (val - srcMin) / src_range;\n\treturn (r * dest_range) + destMin;\n}\nvec2 fit(vec2 val, vec2 srcMin, vec2 srcMax, vec2 destMin, vec2 destMax){\n\treturn vec2(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y)\n\t);\n}\nvec3 fit(vec3 val, vec3 srcMin, vec3 srcMax, vec3 destMin, vec3 destMax){\n\treturn vec3(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z)\n\t);\n}\nvec4 fit(vec4 val, vec4 srcMin, vec4 srcMax, vec4 destMin, vec4 destMax){\n\treturn vec4(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z),\n\t\tfit(val.w, srcMin.w, srcMax.w, destMin.w, destMax.w)\n\t);\n}\n\n//\n//\n// FIT TO 01\n// fits the range [srcMin, srcMax] to [0, 1]\n//\nfloat fitTo01(float val, float srcMin, float srcMax){\n\tfloat size = srcMax - srcMin;\n\treturn (val - srcMin) / size;\n}\nvec2 fitTo01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitTo01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitTo01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z),\n\t\tfitTo01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01\n// fits the range [0, 1] to [destMin, destMax]\n//\nfloat fitFrom01(float val, float destMin, float destMax){\n\treturn fit(val, 0.0, 1.0, destMin, destMax);\n}\nvec2 fitFrom01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitFrom01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitFrom01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z),\n\t\tfitFrom01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01 TO VARIANCE\n// fits the range [0, 1] to [center - variance, center + variance]\n//\nfloat fitFrom01ToVariance(float val, float center, float variance){\n\treturn fitFrom01(val, center - variance, center + variance);\n}\nvec2 fitFrom01ToVariance(vec2 val, vec2 center, vec2 variance){\n\treturn vec2(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y)\n\t);\n}\nvec3 fitFrom01ToVariance(vec3 val, vec3 center, vec3 variance){\n\treturn vec3(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z)\n\t);\n}\nvec4 fitFrom01ToVariance(vec4 val, vec4 center, vec4 variance){\n\treturn vec4(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z),\n\t\tfitFrom01ToVariance(val.w, center.w, variance.w)\n\t);\n}\n\n// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\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\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_idn;\n\t\n\t// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n\tfloat v_POLY_fitFrom01ToVariance1_val = fitFrom01ToVariance(v_POLY_attribute1_val, 0.5, 0.36);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_fitFrom01ToVariance1_val, 0.66, 0.13);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\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\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nattribute float idn;\n\n\n\n\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tv_POLY_attribute_idn = float(idn);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/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// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n//\n//\n// FIT\n//\n//\nfloat fit(float val, float srcMin, float srcMax, float destMin, float destMax){\n\tfloat src_range = srcMax - srcMin;\n\tfloat dest_range = destMax - destMin;\n\n\tfloat r = (val - srcMin) / src_range;\n\treturn (r * dest_range) + destMin;\n}\nvec2 fit(vec2 val, vec2 srcMin, vec2 srcMax, vec2 destMin, vec2 destMax){\n\treturn vec2(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y)\n\t);\n}\nvec3 fit(vec3 val, vec3 srcMin, vec3 srcMax, vec3 destMin, vec3 destMax){\n\treturn vec3(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z)\n\t);\n}\nvec4 fit(vec4 val, vec4 srcMin, vec4 srcMax, vec4 destMin, vec4 destMax){\n\treturn vec4(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z),\n\t\tfit(val.w, srcMin.w, srcMax.w, destMin.w, destMax.w)\n\t);\n}\n\n//\n//\n// FIT TO 01\n// fits the range [srcMin, srcMax] to [0, 1]\n//\nfloat fitTo01(float val, float srcMin, float srcMax){\n\tfloat size = srcMax - srcMin;\n\treturn (val - srcMin) / size;\n}\nvec2 fitTo01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitTo01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitTo01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z),\n\t\tfitTo01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01\n// fits the range [0, 1] to [destMin, destMax]\n//\nfloat fitFrom01(float val, float destMin, float destMax){\n\treturn fit(val, 0.0, 1.0, destMin, destMax);\n}\nvec2 fitFrom01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitFrom01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitFrom01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z),\n\t\tfitFrom01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01 TO VARIANCE\n// fits the range [0, 1] to [center - variance, center + variance]\n//\nfloat fitFrom01ToVariance(float val, float center, float variance){\n\treturn fitFrom01(val, center - variance, center + variance);\n}\nvec2 fitFrom01ToVariance(vec2 val, vec2 center, vec2 variance){\n\treturn vec2(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y)\n\t);\n}\nvec3 fitFrom01ToVariance(vec3 val, vec3 center, vec3 variance){\n\treturn vec3(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z)\n\t);\n}\nvec4 fitFrom01ToVariance(vec4 val, vec4 center, vec4 variance){\n\treturn vec4(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z),\n\t\tfitFrom01ToVariance(val.w, center.w, variance.w)\n\t);\n}\n\n// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\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\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_idn;\n\t\n\t// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n\tfloat v_POLY_fitFrom01ToVariance1_val = fitFrom01ToVariance(v_POLY_attribute1_val, 0.5, 0.36);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_fitFrom01ToVariance1_val, 0.66, 0.13);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\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"}}}
Code editor
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Used nodes
event/cameraOrbitControls;mat/meshBasicBuilder;obj/geo;sop/add;sop/attribId;sop/cameraControls;sop/curveFromPoints;sop/fuse;sop/hemisphereLight;sop/material;sop/materialsNetwork;sop/merge;sop/perspectiveCamera;sop/polarTransform;sop/polywire;sop/spotLight;sop/transform
Used operations
Used modules
Used assemblers
GL_MESH_BASIC
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/add1":"sop/add","/geo1/transform1":"sop/transform","/geo1/transform2":"sop/transform","/geo1/transform3":"sop/transform","/geo1/transform4":"sop/transform","/geo1/merge1":"sop/merge","/geo1/curveFromPoints1":"sop/curveFromPoints","/geo1/polywire1":"sop/polywire","/geo1/fuse1":"sop/fuse","/geo1/material1":"sop/material","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/meshBasicBuilder1":"mat/meshBasicBuilder","/geo1/attribId1":"sop/attribId","/geo1/transform5":"sop/transform","/geo1/transform6":"sop/transform","/geo1/transform7":"sop/transform","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/perspectiveCamera_MAIN":"sop/perspectiveCamera","/cameras/perspectiveCamera_DEBUG":"sop/perspectiveCamera","/cameras/cameraControls1":"sop/cameraControls","/cameras/cameraControls1/cameraOrbitControls1":"event/cameraOrbitControls","/cameras/merge1":"sop/merge"}
Js version
Editor version
Engine version
Name
*
Code
{"properties":{"frame":0,"maxFrame":600,"maxFrameLocked":false,"realtimeState":true,"mainCameraPath":"/cameras/cameras:sopGroup/perspectiveCamera_MAIN","versions":{"polygonjs":"1.4.7"}},"root":{"type":"root","nodes":{"geo1":{"type":"geo","nodes":{"add1":{"type":"add"},"transform1":{"type":"transform","params":{"t":[-0.6368162578432808,0,0]},"inputs":["add1"]},"transform2":{"type":"transform","params":{"t":[0.7252629603215143,0,0.2755312590463529]},"inputs":["add1"]},"transform3":{"type":"transform","params":{"t":[0.8854012267897107,0.1869169985781337,-0.8408354258398476]},"inputs":["add1"]},"transform4":{"type":"transform","params":{"t":[0.45056878636015635,-0.5832643020570665,-1.0709077518840173]},"inputs":["add1"]},"merge1":{"type":"merge","params":{"compact":1,"inputsCount":6},"maxInputsCount":6,"inputs":["transform1","transform2","transform3","transform4","transform5","transform6"]},"curveFromPoints1":{"type":"curveFromPoints","params":{"tension":0.89},"inputs":["merge1"]},"polywire1":{"type":"polywire","params":{"radius":0.12,"closed":0},"inputs":["attribId1"]},"fuse1":{"type":"fuse","params":{"dist":0.009},"inputs":["polywire1"]},"material1":{"type":"material","params":{"material":"../MAT/meshBasicBuilder1"},"inputs":["fuse1"]},"MAT":{"type":"materialsNetwork","nodes":{"meshBasicBuilder1":{"type":"meshBasicBuilder","nodes":{"globals1":{"type":"globals"},"output1":{"type":"output","inputs":[null,null,{"index":2,"inputName":"color","node":"hsvToRgb1","output":"rgb"}]},"attribute1":{"type":"attribute","params":{"name":"idn"},"connection_points":{"in":[],"out":[{"name":"val","type":"float"}]}},"fitFrom01ToVariance1":{"type":"fitFrom01ToVariance","params":{"val":{"type":"float","default_value":0,"options":{"spare":true,"editable":false}},"center":{"type":"float","default_value":0.5,"options":{"spare":true,"editable":true}},"variance":{"type":"float","default_value":0.5,"options":{"spare":true,"editable":true},"raw_input":0.36}},"inputs":[{"index":0,"inputName":"val","node":"attribute1","output":"val"}],"connection_points":{"in":[{"name":"val","type":"float"},{"name":"center","type":"float"},{"name":"variance","type":"float"}],"out":[{"name":"val","type":"float"}]}},"hsvToRgb1":{"type":"hsvToRgb","params":{"hsv":{"overriden_options":{}}},"inputs":[{"index":0,"inputName":"hsv","node":"floatToVec3_1","output":"vec3"}]},"floatToVec3_1":{"type":"floatToVec3","params":{"x":{"overriden_options":{}},"y":{"raw_input":0.66,"overriden_options":{}},"z":{"raw_input":0.13,"overriden_options":{}}},"inputs":[{"index":0,"inputName":"x","node":"fitFrom01ToVariance1","output":"val"}]}},"params":{"doubleSided":1},"persisted_config":{"material":{"metadata":{"version":4.5,"type":"Material","generator":"Material.toJSON"},"uuid":"/geo1/MAT/meshBasicBuilder1-main","type":"MeshBasicMaterial","name":"/geo1/MAT/meshBasicBuilder1","color":16711422,"reflectivity":1,"refractionRatio":0.98,"side":2,"depthFunc":3,"depthTest":true,"depthWrite":true,"colorWrite":true,"stencilWrite":false,"stencilWriteMask":255,"stencilFunc":519,"stencilRef":0,"stencilFuncMask":255,"stencilFail":7680,"stencilZFail":7680,"stencilZPass":7680,"fog":false},"onBeforeCompileDataJSONWithoutShaders":{"paramConfigs":[],"timeDependent":false,"resolutionDependent":false,"raymarchingLightsWorldCoordsDependent":false},"customMaterials":{"customDepthMaterial":{"material":{"metadata":{"version":4.5,"type":"Material","generator":"Material.toJSON"},"uuid":"/geo1/MAT/meshBasicBuilder1-customDepthMaterial","type":"MeshDepthMaterial","name":"customDepthMaterial","side":2,"depthFunc":3,"depthTest":true,"depthWrite":true,"colorWrite":true,"stencilWrite":false,"stencilWriteMask":255,"stencilFunc":519,"stencilRef":0,"stencilFuncMask":255,"stencilFail":7680,"stencilZFail":7680,"stencilZPass":7680,"depthPacking":3201},"onBeforeCompileDataJSONWithoutShaders":{"paramConfigs":[],"timeDependent":false,"resolutionDependent":false,"raymarchingLightsWorldCoordsDependent":false}},"customDistanceMaterial":{"material":{"metadata":{"version":4.5,"type":"Material","generator":"Material.toJSON"},"uuid":"/geo1/MAT/meshBasicBuilder1-customDistanceMaterial","type":"MeshDistanceMaterial","name":"customDistanceMaterial","side":2,"depthFunc":3,"depthTest":true,"depthWrite":true,"colorWrite":true,"stencilWrite":false,"stencilWriteMask":255,"stencilFunc":519,"stencilRef":0,"stencilFuncMask":255,"stencilFail":7680,"stencilZFail":7680,"stencilZPass":7680},"onBeforeCompileDataJSONWithoutShaders":{"paramConfigs":[],"timeDependent":false,"resolutionDependent":false,"raymarchingLightsWorldCoordsDependent":false}},"customDepthDOFMaterial":{"material":{"metadata":{"version":4.5,"type":"Material","generator":"Material.toJSON"},"uuid":"/geo1/MAT/meshBasicBuilder1-customDepthDOFMaterial","type":"MeshDepthMaterial","name":"customDepthDOFMaterial","side":2,"depthFunc":3,"depthTest":true,"depthWrite":true,"colorWrite":true,"stencilWrite":false,"stencilWriteMask":255,"stencilFunc":519,"stencilRef":0,"stencilFuncMask":2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transform nodes move a point in space. You can move them one at a time to change the shape of the curve."},"transform2":{"pos":[-200,150]},"transform3":{"pos":[0,150]},"transform4":{"pos":[200,150]},"merge1":{"pos":[-150,400],"comment":"this merges all the points together"},"curveFromPoints1":{"pos":[-150,650],"comment":"this creates a curve from the points above"},"polywire1":{"pos":[-150,1150],"comment":"this converts the curve to a tube shape"},"fuse1":{"pos":[-150,1400],"comment":"this node is optional, but can help smoothen the geometry created by the polywire."},"material1":{"pos":[-150,1700],"comment":"this applies the material. Select this node to see a link to the material in the parameters panel, or simply follow [this link](../MAT/)"},"MAT":{"pos":[-350,1700],"selection":["meshBasicBuilder1"],"nodes":{"meshBasicBuilder1":{"pos":[-50,-50],"comment":"this is the material applies to the geometry created above. You can [dive into it](.) to see how it is setup.","selection":["attribute1","fitFrom01ToVariance1"],"nodes":{"globals1":{"pos":[-250,-100]},"output1":{"pos":[500,100]},"attribute1":{"pos":[-650,350],"comment":"this imports the `idn` attribute created above. We then use it to drive the color."},"fitFrom01ToVariance1":{"pos":[-350,350],"comment":"we remap the `idn` that goes from 0 to 1, to a smaller range. This gives us control over the color start and end of the ramp"},"hsvToRgb1":{"pos":[250,350]},"floatToVec3_1":{"pos":[0,350]}}}}},"attribId1":{"pos":[-150,800],"comment":"this adds an attribute on the curve, called `idn`. The attribute has a value on each point of the curve, and is set to go from `0` on the first point, to `1` on the last point. We use it in the material to create the gradient."},"transform5":{"pos":[400,150]},"transform6":{"pos":[650,150]},"transform7":{"pos":[-150,2000],"comment":"this is a transform, with the expression `$F` on the y component of the rotation. It simply rotates the input geometry on the Y axis."}}},"lights":{"pos":[-50,-250],"selection":["hemisphereLight1"],"nodes":{"hemisphereLight1":{"pos":[50,-50]},"spotLight1":{"pos":[300,-50]},"polarTransform1":{"pos":[300,150]},"merge1":{"pos":[100,300]}}},"cameras":{"pos":[-50,-150],"nodes":{"perspectiveCamera_MAIN":{"pos":[-100,0]},"perspectiveCamera_DEBUG":{"pos":[300,0]},"cameraControls1":{"pos":[300,150],"nodes":{"cameraOrbitControls1":{"pos":[0,0]}}},"merge1":{"pos":[100,350]}}}}},"shaders":{"/geo1/MAT/meshBasicBuilder1":{"vertex":"#include <common>\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nattribute float idn;\n\n\n\n\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\n\n\n\t// /geo1/MAT/meshBasicBuilder1/attribute1\n\tv_POLY_attribute_idn = float(idn);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/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 <morphcolor_vertex>\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\t#include <defaultnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}","fragment":"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n\n\n\n// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n//\n//\n// FIT\n//\n//\nfloat fit(float val, float srcMin, float srcMax, float destMin, float destMax){\n\tfloat src_range = srcMax - srcMin;\n\tfloat dest_range = destMax - destMin;\n\n\tfloat r = (val - srcMin) / src_range;\n\treturn (r * dest_range) + destMin;\n}\nvec2 fit(vec2 val, vec2 srcMin, vec2 srcMax, vec2 destMin, vec2 destMax){\n\treturn vec2(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y)\n\t);\n}\nvec3 fit(vec3 val, vec3 srcMin, vec3 srcMax, vec3 destMin, vec3 destMax){\n\treturn vec3(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z)\n\t);\n}\nvec4 fit(vec4 val, vec4 srcMin, vec4 srcMax, vec4 destMin, vec4 destMax){\n\treturn vec4(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z),\n\t\tfit(val.w, srcMin.w, srcMax.w, destMin.w, destMax.w)\n\t);\n}\n\n//\n//\n// FIT TO 01\n// fits the range [srcMin, srcMax] to [0, 1]\n//\nfloat fitTo01(float val, float srcMin, float srcMax){\n\tfloat size = srcMax - srcMin;\n\treturn (val - srcMin) / size;\n}\nvec2 fitTo01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitTo01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitTo01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z),\n\t\tfitTo01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01\n// fits the range [0, 1] to [destMin, destMax]\n//\nfloat fitFrom01(float val, float destMin, float destMax){\n\treturn fit(val, 0.0, 1.0, destMin, destMax);\n}\nvec2 fitFrom01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitFrom01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitFrom01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z),\n\t\tfitFrom01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01 TO VARIANCE\n// fits the range [0, 1] to [center - variance, center + variance]\n//\nfloat fitFrom01ToVariance(float val, float center, float variance){\n\treturn fitFrom01(val, center - variance, center + variance);\n}\nvec2 fitFrom01ToVariance(vec2 val, vec2 center, vec2 variance){\n\treturn vec2(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y)\n\t);\n}\nvec3 fitFrom01ToVariance(vec3 val, vec3 center, vec3 variance){\n\treturn vec3(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z)\n\t);\n}\nvec4 fitFrom01ToVariance(vec4 val, vec4 center, vec4 variance){\n\treturn vec4(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z),\n\t\tfitFrom01ToVariance(val.w, center.w, variance.w)\n\t);\n}\n\n// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n\n\n\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_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 <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /geo1/MAT/meshBasicBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_idn;\n\t\n\t// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n\tfloat v_POLY_fitFrom01ToVariance1_val = fitFrom01ToVariance(v_POLY_attribute1_val, 0.5, 0.36);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_fitFrom01ToVariance1_val, 0.66, 0.13);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\n\n\n\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 <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\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\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nattribute float idn;\n\n\n\n\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tv_POLY_attribute_idn = float(idn);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/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// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n//\n//\n// FIT\n//\n//\nfloat fit(float val, float srcMin, float srcMax, float destMin, float destMax){\n\tfloat src_range = srcMax - srcMin;\n\tfloat dest_range = destMax - destMin;\n\n\tfloat r = (val - srcMin) / src_range;\n\treturn (r * dest_range) + destMin;\n}\nvec2 fit(vec2 val, vec2 srcMin, vec2 srcMax, vec2 destMin, vec2 destMax){\n\treturn vec2(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y)\n\t);\n}\nvec3 fit(vec3 val, vec3 srcMin, vec3 srcMax, vec3 destMin, vec3 destMax){\n\treturn vec3(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z)\n\t);\n}\nvec4 fit(vec4 val, vec4 srcMin, vec4 srcMax, vec4 destMin, vec4 destMax){\n\treturn vec4(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z),\n\t\tfit(val.w, srcMin.w, srcMax.w, destMin.w, destMax.w)\n\t);\n}\n\n//\n//\n// FIT TO 01\n// fits the range [srcMin, srcMax] to [0, 1]\n//\nfloat fitTo01(float val, float srcMin, float srcMax){\n\tfloat size = srcMax - srcMin;\n\treturn (val - srcMin) / size;\n}\nvec2 fitTo01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitTo01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitTo01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z),\n\t\tfitTo01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01\n// fits the range [0, 1] to [destMin, destMax]\n//\nfloat fitFrom01(float val, float destMin, float destMax){\n\treturn fit(val, 0.0, 1.0, destMin, destMax);\n}\nvec2 fitFrom01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitFrom01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitFrom01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z),\n\t\tfitFrom01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01 TO VARIANCE\n// fits the range [0, 1] to [center - variance, center + variance]\n//\nfloat fitFrom01ToVariance(float val, float center, float variance){\n\treturn fitFrom01(val, center - variance, center + variance);\n}\nvec2 fitFrom01ToVariance(vec2 val, vec2 center, vec2 variance){\n\treturn vec2(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y)\n\t);\n}\nvec3 fitFrom01ToVariance(vec3 val, vec3 center, vec3 variance){\n\treturn vec3(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z)\n\t);\n}\nvec4 fitFrom01ToVariance(vec4 val, vec4 center, vec4 variance){\n\treturn vec4(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z),\n\t\tfitFrom01ToVariance(val.w, center.w, variance.w)\n\t);\n}\n\n// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\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\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_idn;\n\t\n\t// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n\tfloat v_POLY_fitFrom01ToVariance1_val = fitFrom01ToVariance(v_POLY_attribute1_val, 0.5, 0.36);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_fitFrom01ToVariance1_val, 0.66, 0.13);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\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\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nattribute float idn;\n\n\n\n\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tv_POLY_attribute_idn = float(idn);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/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// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n//\n//\n// FIT\n//\n//\nfloat fit(float val, float srcMin, float srcMax, float destMin, float destMax){\n\tfloat src_range = srcMax - srcMin;\n\tfloat dest_range = destMax - destMin;\n\n\tfloat r = (val - srcMin) / src_range;\n\treturn (r * dest_range) + destMin;\n}\nvec2 fit(vec2 val, vec2 srcMin, vec2 srcMax, vec2 destMin, vec2 destMax){\n\treturn vec2(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y)\n\t);\n}\nvec3 fit(vec3 val, vec3 srcMin, vec3 srcMax, vec3 destMin, vec3 destMax){\n\treturn vec3(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z)\n\t);\n}\nvec4 fit(vec4 val, vec4 srcMin, vec4 srcMax, vec4 destMin, vec4 destMax){\n\treturn vec4(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z),\n\t\tfit(val.w, srcMin.w, srcMax.w, destMin.w, destMax.w)\n\t);\n}\n\n//\n//\n// FIT TO 01\n// fits the range [srcMin, srcMax] to [0, 1]\n//\nfloat fitTo01(float val, float srcMin, float srcMax){\n\tfloat size = srcMax - srcMin;\n\treturn (val - srcMin) / size;\n}\nvec2 fitTo01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitTo01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitTo01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z),\n\t\tfitTo01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01\n// fits the range [0, 1] to [destMin, destMax]\n//\nfloat fitFrom01(float val, float destMin, float destMax){\n\treturn fit(val, 0.0, 1.0, destMin, destMax);\n}\nvec2 fitFrom01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitFrom01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitFrom01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z),\n\t\tfitFrom01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01 TO VARIANCE\n// fits the range [0, 1] to [center - variance, center + variance]\n//\nfloat fitFrom01ToVariance(float val, float center, float variance){\n\treturn fitFrom01(val, center - variance, center + variance);\n}\nvec2 fitFrom01ToVariance(vec2 val, vec2 center, vec2 variance){\n\treturn vec2(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y)\n\t);\n}\nvec3 fitFrom01ToVariance(vec3 val, vec3 center, vec3 variance){\n\treturn vec3(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z)\n\t);\n}\nvec4 fitFrom01ToVariance(vec4 val, vec4 center, vec4 variance){\n\treturn vec4(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z),\n\t\tfitFrom01ToVariance(val.w, center.w, variance.w)\n\t);\n}\n\n// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\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\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_idn;\n\t\n\t// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n\tfloat v_POLY_fitFrom01ToVariance1_val = fitFrom01ToVariance(v_POLY_attribute1_val, 0.5, 0.36);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_fitFrom01ToVariance1_val, 0.66, 0.13);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\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\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nattribute float idn;\n\n\n\n\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tv_POLY_attribute_idn = float(idn);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/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// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n//\n//\n// FIT\n//\n//\nfloat fit(float val, float srcMin, float srcMax, float destMin, float destMax){\n\tfloat src_range = srcMax - srcMin;\n\tfloat dest_range = destMax - destMin;\n\n\tfloat r = (val - srcMin) / src_range;\n\treturn (r * dest_range) + destMin;\n}\nvec2 fit(vec2 val, vec2 srcMin, vec2 srcMax, vec2 destMin, vec2 destMax){\n\treturn vec2(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y)\n\t);\n}\nvec3 fit(vec3 val, vec3 srcMin, vec3 srcMax, vec3 destMin, vec3 destMax){\n\treturn vec3(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z)\n\t);\n}\nvec4 fit(vec4 val, vec4 srcMin, vec4 srcMax, vec4 destMin, vec4 destMax){\n\treturn vec4(\n\t\tfit(val.x, srcMin.x, srcMax.x, destMin.x, destMax.x),\n\t\tfit(val.y, srcMin.y, srcMax.y, destMin.y, destMax.y),\n\t\tfit(val.z, srcMin.z, srcMax.z, destMin.z, destMax.z),\n\t\tfit(val.w, srcMin.w, srcMax.w, destMin.w, destMax.w)\n\t);\n}\n\n//\n//\n// FIT TO 01\n// fits the range [srcMin, srcMax] to [0, 1]\n//\nfloat fitTo01(float val, float srcMin, float srcMax){\n\tfloat size = srcMax - srcMin;\n\treturn (val - srcMin) / size;\n}\nvec2 fitTo01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitTo01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitTo01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitTo01(val.x, srcMin.x, srcMax.x),\n\t\tfitTo01(val.y, srcMin.y, srcMax.y),\n\t\tfitTo01(val.z, srcMin.z, srcMax.z),\n\t\tfitTo01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01\n// fits the range [0, 1] to [destMin, destMax]\n//\nfloat fitFrom01(float val, float destMin, float destMax){\n\treturn fit(val, 0.0, 1.0, destMin, destMax);\n}\nvec2 fitFrom01(vec2 val, vec2 srcMin, vec2 srcMax){\n\treturn vec2(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y)\n\t);\n}\nvec3 fitFrom01(vec3 val, vec3 srcMin, vec3 srcMax){\n\treturn vec3(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z)\n\t);\n}\nvec4 fitFrom01(vec4 val, vec4 srcMin, vec4 srcMax){\n\treturn vec4(\n\t\tfitFrom01(val.x, srcMin.x, srcMax.x),\n\t\tfitFrom01(val.y, srcMin.y, srcMax.y),\n\t\tfitFrom01(val.z, srcMin.z, srcMax.z),\n\t\tfitFrom01(val.w, srcMin.w, srcMax.w)\n\t);\n}\n\n//\n//\n// FIT FROM 01 TO VARIANCE\n// fits the range [0, 1] to [center - variance, center + variance]\n//\nfloat fitFrom01ToVariance(float val, float center, float variance){\n\treturn fitFrom01(val, center - variance, center + variance);\n}\nvec2 fitFrom01ToVariance(vec2 val, vec2 center, vec2 variance){\n\treturn vec2(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y)\n\t);\n}\nvec3 fitFrom01ToVariance(vec3 val, vec3 center, vec3 variance){\n\treturn vec3(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z)\n\t);\n}\nvec4 fitFrom01ToVariance(vec4 val, vec4 center, vec4 variance){\n\treturn vec4(\n\t\tfitFrom01ToVariance(val.x, center.x, variance.x),\n\t\tfitFrom01ToVariance(val.y, center.y, variance.y),\n\t\tfitFrom01ToVariance(val.z, center.z, variance.z),\n\t\tfitFrom01ToVariance(val.w, center.w, variance.w)\n\t);\n}\n\n// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/meshBasicBuilder1/attribute1\nvarying float v_POLY_attribute_idn;\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\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// /geo1/MAT/meshBasicBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_idn;\n\t\n\t// /geo1/MAT/meshBasicBuilder1/fitFrom01ToVariance1\n\tfloat v_POLY_fitFrom01ToVariance1_val = fitFrom01ToVariance(v_POLY_attribute1_val, 0.5, 0.36);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_fitFrom01ToVariance1_val, 0.66, 0.13);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshBasicBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\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"}}}
Code editor
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Used nodes
event/cameraOrbitControls;mat/meshBasicBuilder;obj/geo;sop/add;sop/attribId;sop/cameraControls;sop/curveFromPoints;sop/fuse;sop/hemisphereLight;sop/material;sop/materialsNetwork;sop/merge;sop/perspectiveCamera;sop/polarTransform;sop/polywire;sop/spotLight;sop/transform
Used operations
Used modules
Used assemblers
GL_MESH_BASIC
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/add1":"sop/add","/geo1/transform1":"sop/transform","/geo1/transform2":"sop/transform","/geo1/transform3":"sop/transform","/geo1/transform4":"sop/transform","/geo1/merge1":"sop/merge","/geo1/curveFromPoints1":"sop/curveFromPoints","/geo1/polywire1":"sop/polywire","/geo1/fuse1":"sop/fuse","/geo1/material1":"sop/material","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/meshBasicBuilder1":"mat/meshBasicBuilder","/geo1/attribId1":"sop/attribId","/geo1/transform5":"sop/transform","/geo1/transform6":"sop/transform","/geo1/transform7":"sop/transform","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/perspectiveCamera_MAIN":"sop/perspectiveCamera","/cameras/perspectiveCamera_DEBUG":"sop/perspectiveCamera","/cameras/cameraControls1":"sop/cameraControls","/cameras/cameraControls1/cameraOrbitControls1":"event/cameraOrbitControls","/cameras/merge1":"sop/merge"}
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