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STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_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/meshPhysicalBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/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// removed:\n//\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n// removed:\n//\t#include <begin_vertex>\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\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}","fragment":"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\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_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/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_geo1_MAT_meshPhysicalBuilder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 4; 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\n\n\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/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 <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 <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /geo1/MAT/meshPhysicalBuilder1/globals1\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.27*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(0.0, v_POLY_multAdd1_val, 0.0);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_geo1_MAT_meshPhysicalBuilder1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.29, 0.53, v_POLY_noise1_noise);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/output1\n\tfloat POLY_metalness = v_POLY_smoothstep1_val;\n\tfloat POLY_roughness = v_POLY_smoothstep1_val;\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\tfloat POLY_transmission = 1.0;\n\tfloat POLY_thickness = 1.0;\n\n\n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive * POLY_emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat roughnessFactor = roughness * POLY_roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n\n\tfloat metalnessFactor = metalness * POLY_metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\nif(POLY_SSSModel.isActive){\n\tRE_Direct_Scattering(directLight, geometry, POLY_SSSModel, reflectedLight);\n}\n\n\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t\n#ifdef USE_TRANSMISSION\n\n\tmaterial.transmission = transmission * POLY_transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness * POLY_thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\n\t#ifdef USE_TRANSMISSIONMAP\n\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\n\t#endif\n\n\t#ifdef USE_THICKNESSMAP\n\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\n\t#endif\n\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n\n#endif\n\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\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/meshPhysicalBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/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/meshPhysicalBuilder1/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_geo1_MAT_meshPhysicalBuilder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 4; 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\n\n\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /geo1/MAT/meshPhysicalBuilder1/globals1\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.27*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(0.0, v_POLY_multAdd1_val, 0.0);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_geo1_MAT_meshPhysicalBuilder1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.29, 0.53, v_POLY_noise1_noise);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/output1\n\tfloat POLY_metalness = v_POLY_smoothstep1_val;\n\tfloat POLY_roughness = v_POLY_smoothstep1_val;\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\tfloat POLY_transmission = 1.0;\n\tfloat POLY_thickness = 1.0;\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/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\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/meshPhysicalBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/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/meshPhysicalBuilder1/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_geo1_MAT_meshPhysicalBuilder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 4; 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\n\n\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /geo1/MAT/meshPhysicalBuilder1/globals1\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.27*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(0.0, v_POLY_multAdd1_val, 0.0);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_geo1_MAT_meshPhysicalBuilder1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.29, 0.53, v_POLY_noise1_noise);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/output1\n\tfloat POLY_metalness = v_POLY_smoothstep1_val;\n\tfloat POLY_roughness = v_POLY_smoothstep1_val;\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\tfloat POLY_transmission = 1.0;\n\tfloat POLY_thickness = 1.0;\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/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\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/meshPhysicalBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/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/meshPhysicalBuilder1/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_geo1_MAT_meshPhysicalBuilder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 4; 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\n\n\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /geo1/MAT/meshPhysicalBuilder1/globals1\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.27*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(0.0, v_POLY_multAdd1_val, 0.0);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_geo1_MAT_meshPhysicalBuilder1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.29, 0.53, v_POLY_noise1_noise);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/output1\n\tfloat POLY_metalness = v_POLY_smoothstep1_val;\n\tfloat POLY_roughness = v_POLY_smoothstep1_val;\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\tfloat POLY_transmission = 1.0;\n\tfloat POLY_thickness = 1.0;\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
cop/envMap;cop/image;cop/imageEXR;event/cameraOrbitControls;mat/meshPhysicalBuilder;obj/copNetwork;obj/geo;obj/hemisphereLight;obj/perspectiveCamera;sop/eventsNetwork;sop/material;sop/materialsNetwork;sop/planeHelper;sop/sphere
Used operations
Used modules
Used assemblers
GL_MESH_PHYSICAL
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/material1":"sop/material","/geo1/sphere1":"sop/sphere","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/meshPhysicalBuilder1":"mat/meshPhysicalBuilder","/grid":"obj/geo","/grid/planeHelper1":"sop/planeHelper","/hemisphereLight1":"obj/hemisphereLight","/perspectiveCamera1":"obj/perspectiveCamera","/perspectiveCamera1/events1":"sop/eventsNetwork","/perspectiveCamera1/events1/cameraOrbitControls1":"event/cameraOrbitControls","/COP":"obj/copNetwork","/COP/imageEnv":"cop/imageEXR","/COP/imageUv":"cop/image","/COP/envMap":"cop/envMap"}
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*
Code
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STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_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/meshPhysicalBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/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// removed:\n//\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n// removed:\n//\t#include <begin_vertex>\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\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}","fragment":"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\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_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/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_geo1_MAT_meshPhysicalBuilder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 4; 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\n\n\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/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 <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 <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /geo1/MAT/meshPhysicalBuilder1/globals1\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.27*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(0.0, v_POLY_multAdd1_val, 0.0);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_geo1_MAT_meshPhysicalBuilder1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.29, 0.53, v_POLY_noise1_noise);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/output1\n\tfloat POLY_metalness = v_POLY_smoothstep1_val;\n\tfloat POLY_roughness = v_POLY_smoothstep1_val;\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\tfloat POLY_transmission = 1.0;\n\tfloat POLY_thickness = 1.0;\n\n\n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive * POLY_emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat roughnessFactor = roughness * POLY_roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n\n\tfloat metalnessFactor = metalness * POLY_metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\nif(POLY_SSSModel.isActive){\n\tRE_Direct_Scattering(directLight, geometry, POLY_SSSModel, reflectedLight);\n}\n\n\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t\n#ifdef USE_TRANSMISSION\n\n\tmaterial.transmission = transmission * POLY_transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness * POLY_thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\n\t#ifdef USE_TRANSMISSIONMAP\n\n\t\tmaterial.transmission *= texture2D( transmissionMap, vUv ).r;\n\n\t#endif\n\n\t#ifdef USE_THICKNESSMAP\n\n\t\tmaterial.thickness *= texture2D( thicknessMap, vUv ).g;\n\n\t#endif\n\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\n\tvec4 transmission = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmission.a, material.transmission );\n\n\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, material.transmission );\n\n#endif\n\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\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/meshPhysicalBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/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/meshPhysicalBuilder1/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_geo1_MAT_meshPhysicalBuilder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 4; 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\n\n\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /geo1/MAT/meshPhysicalBuilder1/globals1\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.27*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(0.0, v_POLY_multAdd1_val, 0.0);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_geo1_MAT_meshPhysicalBuilder1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.29, 0.53, v_POLY_noise1_noise);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/output1\n\tfloat POLY_metalness = v_POLY_smoothstep1_val;\n\tfloat POLY_roughness = v_POLY_smoothstep1_val;\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\tfloat POLY_transmission = 1.0;\n\tfloat POLY_thickness = 1.0;\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/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\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/meshPhysicalBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/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/meshPhysicalBuilder1/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_geo1_MAT_meshPhysicalBuilder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 4; 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\n\n\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /geo1/MAT/meshPhysicalBuilder1/globals1\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.27*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(0.0, v_POLY_multAdd1_val, 0.0);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_geo1_MAT_meshPhysicalBuilder1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.29, 0.53, v_POLY_noise1_noise);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/output1\n\tfloat POLY_metalness = v_POLY_smoothstep1_val;\n\tfloat POLY_roughness = v_POLY_smoothstep1_val;\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\tfloat POLY_transmission = 1.0;\n\tfloat POLY_thickness = 1.0;\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/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\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/meshPhysicalBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/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/meshPhysicalBuilder1/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_geo1_MAT_meshPhysicalBuilder1_noise1(in vec3 st) {\n\tfloat value = 0.0;\n\tfloat amplitude = 1.0;\n\tfor (int i = 0; i < 4; 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\n\n\n\n\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nuniform float time;\n\n// /geo1/MAT/meshPhysicalBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /geo1/MAT/meshPhysicalBuilder1/globals1\n\tfloat v_POLY_globals1_time = time;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/multAdd1\n\tfloat v_POLY_multAdd1_val = (0.27*(v_POLY_globals1_time + 0.0)) + 0.0;\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(0.0, v_POLY_multAdd1_val, 0.0);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/noise1\n\tfloat v_POLY_noise1_noise = 1.0*fbm_snoise_geo1_MAT_meshPhysicalBuilder1_noise1((v_POLY_globals1_position*vec3(1.0, 1.0, 1.0))+v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/smoothstep1\n\tfloat v_POLY_smoothstep1_val = smoothstep(0.29, 0.53, v_POLY_noise1_noise);\n\t\n\t// /geo1/MAT/meshPhysicalBuilder1/output1\n\tfloat POLY_metalness = v_POLY_smoothstep1_val;\n\tfloat POLY_roughness = v_POLY_smoothstep1_val;\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\tfloat POLY_transmission = 1.0;\n\tfloat POLY_thickness = 1.0;\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"}}}
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Used nodes
cop/envMap;cop/image;cop/imageEXR;event/cameraOrbitControls;mat/meshPhysicalBuilder;obj/copNetwork;obj/geo;obj/hemisphereLight;obj/perspectiveCamera;sop/eventsNetwork;sop/material;sop/materialsNetwork;sop/planeHelper;sop/sphere
Used operations
Used modules
Used assemblers
GL_MESH_PHYSICAL
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/material1":"sop/material","/geo1/sphere1":"sop/sphere","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/meshPhysicalBuilder1":"mat/meshPhysicalBuilder","/grid":"obj/geo","/grid/planeHelper1":"sop/planeHelper","/hemisphereLight1":"obj/hemisphereLight","/perspectiveCamera1":"obj/perspectiveCamera","/perspectiveCamera1/events1":"sop/eventsNetwork","/perspectiveCamera1/events1/cameraOrbitControls1":"event/cameraOrbitControls","/COP":"obj/copNetwork","/COP/imageEnv":"cop/imageEXR","/COP/imageUv":"cop/image","/COP/envMap":"cop/envMap"}
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