Name
*
Code
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boolean operation"},"delete2":{"pos":[-1250,850],"comment":"isolate wall on which we'll do a boolean operation"},"delete3":{"pos":[-900,850],"comment":"isolate walls on which we DO NOT apply boolean operations"},"merge1":{"pos":[-1750,1050],"comment":"apply a merge with `compact` mode on to bake the object transform onto the geometry, so that the boolean can properly handle it"},"merge2":{"pos":[-1250,1050],"comment":"apply a merge with `compact` mode on to bake the object transform onto the geometry, so that the boolean can properly handle it"},"merge4":{"pos":[-1350,1850]},"merge6":{"pos":[-1650,1600]},"null1":{"pos":[-900,1450]},"subnetInput1":{"pos":[-1400,600]},"subnetOutput1":{"pos":[-1400,2000]},"transform4":{"pos":[-1650,1350]},"transform8":{"pos":[-1150,1350]}}},"transform1":{"pos":[350,900]},"transform2":{"pos":[350,-50]},"transform3":{"pos":[600,900]},"transform5":{"pos":[-850,550],"comment":"param `tz` affects `width` of room \\n\\nparam `sy` affects `height` of room"},"transform6":{"pos":[-250,400]},"transform7":{"pos":[100,-100]},"tube1":{"pos":[350,-200]},"tube2":{"pos":[100,-400]}}},"cameras":{"pos":[50,100],"nodes":{"cameraControls1":{"pos":[100,150],"nodes":{"firstPersonControls1":{"pos":[0,0]}}},"cameraControls2":{"pos":[-350,150],"nodes":{"cameraOrbitControls1":{"pos":[0,0]}}},"merge1":{"pos":[-150,350]},"perspectiveCamera_DEBUG":{"pos":[-350,-50]},"perspectiveCamera_FPS":{"pos":[100,-150]},"transform1":{"pos":[100,0]}}}}},"shaders":{"/env/MAT/meshStandardBuilder1":{"vertex":"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/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// /env/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <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// /env/MAT/meshStandardBuilder1/grid1\n// https://www.shadertoy.com/view/XtBfzz\n// https://iquilezles.org/articles/checkerfiltering/\n\nfloat gridTextureGradBox( in vec2 p, in float lineWidth, in vec2 ddx, in vec2 ddy )\n{\n\t// filter kernel\n\tvec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n\n\t// analytic (box) filtering\n\tvec2 a = p + 0.5*w;\n\tvec2 b = p - 0.5*w;\n\tvec2 i = (floor(a)+min(fract(a)/lineWidth,1.0)-\n\t\t\t\tfloor(b)-min(fract(b)/lineWidth,1.0))/(w/lineWidth);\n\t//pattern\n\treturn (1.0-i.x)*(1.0-i.y);\n}\n\nfloat grid( in vec2 p, in float lineWidth )\n{\n // coordinates\n vec2 i = step( fract(p), vec2(1.0*lineWidth) );\n //pattern\n return (1.0-i.x)*(1.0-i.y); // grid (N=10)\n \n // other possible patterns are these\n //return 1.0-i.x*i.y; // squares (N=4)\n //return 1.0-i.x-i.y+2.0*i.x*i.y; // checker (N=2)\n}\n\n\n\n\n\n\n\n// /env/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <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// /env/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.30980392156862746, 0.30196078431372547, 0.6588235294117647);\n\t\n\t// /env/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.403921568627451, 0.396078431372549, 0.8862745098039215);\n\t\n\t// /env/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /env/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /env/MAT/meshStandardBuilder1/grid1\n\tvec2 v_POLY_grid1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_grid1_grid = gridTextureGradBox(v_POLY_grid1_coord, 0.1, dFdx(v_POLY_grid1_coord), dFdy(v_POLY_grid1_coord));\n\t\n\t// /env/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant2_val, v_POLY_constant1_val, v_POLY_grid1_grid);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive * POLY_emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat roughnessFactor = roughness * POLY_roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n\n\tfloat metalnessFactor = metalness * POLY_metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\nif(POLY_SSSModel.isActive){\n\tRE_Direct_Scattering(directLight, geometry, POLY_SSSModel, reflectedLight);\n}\n\n\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/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// /env/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/grid1\n// https://www.shadertoy.com/view/XtBfzz\n// https://iquilezles.org/articles/checkerfiltering/\n\nfloat gridTextureGradBox( in vec2 p, in float lineWidth, in vec2 ddx, in vec2 ddy )\n{\n\t// filter kernel\n\tvec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n\n\t// analytic (box) filtering\n\tvec2 a = p + 0.5*w;\n\tvec2 b = p - 0.5*w;\n\tvec2 i = (floor(a)+min(fract(a)/lineWidth,1.0)-\n\t\t\t\tfloor(b)-min(fract(b)/lineWidth,1.0))/(w/lineWidth);\n\t//pattern\n\treturn (1.0-i.x)*(1.0-i.y);\n}\n\nfloat grid( in vec2 p, in float lineWidth )\n{\n // coordinates\n vec2 i = step( fract(p), vec2(1.0*lineWidth) );\n //pattern\n return (1.0-i.x)*(1.0-i.y); // grid (N=10)\n \n // other possible patterns are these\n //return 1.0-i.x*i.y; // squares (N=4)\n //return 1.0-i.x-i.y+2.0*i.x*i.y; // checker (N=2)\n}\n\n\n\n\n\n\n\n// /env/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /env/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.30980392156862746, 0.30196078431372547, 0.6588235294117647);\n\t\n\t// /env/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.403921568627451, 0.396078431372549, 0.8862745098039215);\n\t\n\t// /env/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /env/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /env/MAT/meshStandardBuilder1/grid1\n\tvec2 v_POLY_grid1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_grid1_grid = gridTextureGradBox(v_POLY_grid1_coord, 0.1, dFdx(v_POLY_grid1_coord), dFdy(v_POLY_grid1_coord));\n\t\n\t// /env/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant2_val, v_POLY_constant1_val, v_POLY_grid1_grid);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDistanceMaterial.vertex":"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/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// /env/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n#define DISTANCE\n\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/grid1\n// https://www.shadertoy.com/view/XtBfzz\n// https://iquilezles.org/articles/checkerfiltering/\n\nfloat gridTextureGradBox( in vec2 p, in float lineWidth, in vec2 ddx, in vec2 ddy )\n{\n\t// filter kernel\n\tvec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n\n\t// analytic (box) filtering\n\tvec2 a = p + 0.5*w;\n\tvec2 b = p - 0.5*w;\n\tvec2 i = (floor(a)+min(fract(a)/lineWidth,1.0)-\n\t\t\t\tfloor(b)-min(fract(b)/lineWidth,1.0))/(w/lineWidth);\n\t//pattern\n\treturn (1.0-i.x)*(1.0-i.y);\n}\n\nfloat grid( in vec2 p, in float lineWidth )\n{\n // coordinates\n vec2 i = step( fract(p), vec2(1.0*lineWidth) );\n //pattern\n return (1.0-i.x)*(1.0-i.y); // grid (N=10)\n \n // other possible patterns are these\n //return 1.0-i.x*i.y; // squares (N=4)\n //return 1.0-i.x-i.y+2.0*i.x*i.y; // checker (N=2)\n}\n\n\n\n\n\n\n\n// /env/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /env/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.30980392156862746, 0.30196078431372547, 0.6588235294117647);\n\t\n\t// /env/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.403921568627451, 0.396078431372549, 0.8862745098039215);\n\t\n\t// /env/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /env/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /env/MAT/meshStandardBuilder1/grid1\n\tvec2 v_POLY_grid1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_grid1_grid = gridTextureGradBox(v_POLY_grid1_coord, 0.1, dFdx(v_POLY_grid1_coord), dFdy(v_POLY_grid1_coord));\n\t\n\t// /env/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant2_val, v_POLY_constant1_val, v_POLY_grid1_grid);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\n\t#include <alphatest_fragment>\n\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\n\n\tgl_FragColor = packDepthToRGBA( dist );\n\n}\n","customDepthDOFMaterial.vertex":"#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/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// /env/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthDOFMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/grid1\n// https://www.shadertoy.com/view/XtBfzz\n// https://iquilezles.org/articles/checkerfiltering/\n\nfloat gridTextureGradBox( in vec2 p, in float lineWidth, in vec2 ddx, in vec2 ddy )\n{\n\t// filter kernel\n\tvec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n\n\t// analytic (box) filtering\n\tvec2 a = p + 0.5*w;\n\tvec2 b = p - 0.5*w;\n\tvec2 i = (floor(a)+min(fract(a)/lineWidth,1.0)-\n\t\t\t\tfloor(b)-min(fract(b)/lineWidth,1.0))/(w/lineWidth);\n\t//pattern\n\treturn (1.0-i.x)*(1.0-i.y);\n}\n\nfloat grid( in vec2 p, in float lineWidth )\n{\n // coordinates\n vec2 i = step( fract(p), vec2(1.0*lineWidth) );\n //pattern\n return (1.0-i.x)*(1.0-i.y); // grid (N=10)\n \n // other possible patterns are these\n //return 1.0-i.x*i.y; // squares (N=4)\n //return 1.0-i.x-i.y+2.0*i.x*i.y; // checker (N=2)\n}\n\n\n\n\n\n\n\n// /env/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /env/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.30980392156862746, 0.30196078431372547, 0.6588235294117647);\n\t\n\t// /env/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.403921568627451, 0.396078431372549, 0.8862745098039215);\n\t\n\t// /env/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /env/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /env/MAT/meshStandardBuilder1/grid1\n\tvec2 v_POLY_grid1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_grid1_grid = gridTextureGradBox(v_POLY_grid1_coord, 0.1, dFdx(v_POLY_grid1_coord), dFdy(v_POLY_grid1_coord));\n\t\n\t// /env/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant2_val, v_POLY_constant1_val, v_POLY_grid1_grid);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n"}}}
Code editor
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Used nodes
event/cameraOrbitControls;event/firstPersonControls;mat/meshStandardBuilder;obj/geo;sop/BVH;sop/areaLight;sop/boolean;sop/box;sop/cameraControls;sop/copy;sop/delete;sop/hemisphereLight;sop/material;sop/materialsNetwork;sop/merge;sop/null;sop/perspectiveCamera;sop/polarTransform;sop/subnet;sop/subnetInput;sop/subnetOutput;sop/transform;sop/tube
Used operations
Used modules
Used assemblers
GL_MESH_STANDARD
Used integrations
[]
Used assets
Nodes map
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Js version
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Engine version
Name
*
Code
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boolean operation"},"delete2":{"pos":[-1250,850],"comment":"isolate wall on which we'll do a boolean operation"},"delete3":{"pos":[-900,850],"comment":"isolate walls on which we DO NOT apply boolean operations"},"merge1":{"pos":[-1750,1050],"comment":"apply a merge with `compact` mode on to bake the object transform onto the geometry, so that the boolean can properly handle it"},"merge2":{"pos":[-1250,1050],"comment":"apply a merge with `compact` mode on to bake the object transform onto the geometry, so that the boolean can properly handle it"},"merge4":{"pos":[-1350,1850]},"merge6":{"pos":[-1650,1600]},"null1":{"pos":[-900,1450]},"subnetInput1":{"pos":[-1400,600]},"subnetOutput1":{"pos":[-1400,2000]},"transform4":{"pos":[-1650,1350]},"transform8":{"pos":[-1150,1350]}}},"transform1":{"pos":[350,900]},"transform2":{"pos":[350,-50]},"transform3":{"pos":[600,900]},"transform5":{"pos":[-850,550],"comment":"param `tz` affects `width` of room \\n\\nparam `sy` affects `height` of room"},"transform6":{"pos":[-250,400]},"transform7":{"pos":[100,-100]},"tube1":{"pos":[350,-200]},"tube2":{"pos":[100,-400]}}},"cameras":{"pos":[50,100],"nodes":{"cameraControls1":{"pos":[100,150],"nodes":{"firstPersonControls1":{"pos":[0,0]}}},"cameraControls2":{"pos":[-350,150],"nodes":{"cameraOrbitControls1":{"pos":[0,0]}}},"merge1":{"pos":[-150,350]},"perspectiveCamera_DEBUG":{"pos":[-350,-50]},"perspectiveCamera_FPS":{"pos":[100,-150]},"transform1":{"pos":[100,0]}}}}},"shaders":{"/env/MAT/meshStandardBuilder1":{"vertex":"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/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// /env/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <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// /env/MAT/meshStandardBuilder1/grid1\n// https://www.shadertoy.com/view/XtBfzz\n// https://iquilezles.org/articles/checkerfiltering/\n\nfloat gridTextureGradBox( in vec2 p, in float lineWidth, in vec2 ddx, in vec2 ddy )\n{\n\t// filter kernel\n\tvec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n\n\t// analytic (box) filtering\n\tvec2 a = p + 0.5*w;\n\tvec2 b = p - 0.5*w;\n\tvec2 i = (floor(a)+min(fract(a)/lineWidth,1.0)-\n\t\t\t\tfloor(b)-min(fract(b)/lineWidth,1.0))/(w/lineWidth);\n\t//pattern\n\treturn (1.0-i.x)*(1.0-i.y);\n}\n\nfloat grid( in vec2 p, in float lineWidth )\n{\n // coordinates\n vec2 i = step( fract(p), vec2(1.0*lineWidth) );\n //pattern\n return (1.0-i.x)*(1.0-i.y); // grid (N=10)\n \n // other possible patterns are these\n //return 1.0-i.x*i.y; // squares (N=4)\n //return 1.0-i.x-i.y+2.0*i.x*i.y; // checker (N=2)\n}\n\n\n\n\n\n\n\n// /env/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <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// /env/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.30980392156862746, 0.30196078431372547, 0.6588235294117647);\n\t\n\t// /env/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.403921568627451, 0.396078431372549, 0.8862745098039215);\n\t\n\t// /env/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /env/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /env/MAT/meshStandardBuilder1/grid1\n\tvec2 v_POLY_grid1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_grid1_grid = gridTextureGradBox(v_POLY_grid1_coord, 0.1, dFdx(v_POLY_grid1_coord), dFdy(v_POLY_grid1_coord));\n\t\n\t// /env/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant2_val, v_POLY_constant1_val, v_POLY_grid1_grid);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive * POLY_emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat roughnessFactor = roughness * POLY_roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n\n\tfloat metalnessFactor = metalness * POLY_metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\nif(POLY_SSSModel.isActive){\n\tRE_Direct_Scattering(directLight, geometry, POLY_SSSModel, reflectedLight);\n}\n\n\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/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// /env/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/grid1\n// https://www.shadertoy.com/view/XtBfzz\n// https://iquilezles.org/articles/checkerfiltering/\n\nfloat gridTextureGradBox( in vec2 p, in float lineWidth, in vec2 ddx, in vec2 ddy )\n{\n\t// filter kernel\n\tvec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n\n\t// analytic (box) filtering\n\tvec2 a = p + 0.5*w;\n\tvec2 b = p - 0.5*w;\n\tvec2 i = (floor(a)+min(fract(a)/lineWidth,1.0)-\n\t\t\t\tfloor(b)-min(fract(b)/lineWidth,1.0))/(w/lineWidth);\n\t//pattern\n\treturn (1.0-i.x)*(1.0-i.y);\n}\n\nfloat grid( in vec2 p, in float lineWidth )\n{\n // coordinates\n vec2 i = step( fract(p), vec2(1.0*lineWidth) );\n //pattern\n return (1.0-i.x)*(1.0-i.y); // grid (N=10)\n \n // other possible patterns are these\n //return 1.0-i.x*i.y; // squares (N=4)\n //return 1.0-i.x-i.y+2.0*i.x*i.y; // checker (N=2)\n}\n\n\n\n\n\n\n\n// /env/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /env/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.30980392156862746, 0.30196078431372547, 0.6588235294117647);\n\t\n\t// /env/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.403921568627451, 0.396078431372549, 0.8862745098039215);\n\t\n\t// /env/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /env/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /env/MAT/meshStandardBuilder1/grid1\n\tvec2 v_POLY_grid1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_grid1_grid = gridTextureGradBox(v_POLY_grid1_coord, 0.1, dFdx(v_POLY_grid1_coord), dFdy(v_POLY_grid1_coord));\n\t\n\t// /env/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant2_val, v_POLY_constant1_val, v_POLY_grid1_grid);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDistanceMaterial.vertex":"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/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// /env/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n#define DISTANCE\n\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/grid1\n// https://www.shadertoy.com/view/XtBfzz\n// https://iquilezles.org/articles/checkerfiltering/\n\nfloat gridTextureGradBox( in vec2 p, in float lineWidth, in vec2 ddx, in vec2 ddy )\n{\n\t// filter kernel\n\tvec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n\n\t// analytic (box) filtering\n\tvec2 a = p + 0.5*w;\n\tvec2 b = p - 0.5*w;\n\tvec2 i = (floor(a)+min(fract(a)/lineWidth,1.0)-\n\t\t\t\tfloor(b)-min(fract(b)/lineWidth,1.0))/(w/lineWidth);\n\t//pattern\n\treturn (1.0-i.x)*(1.0-i.y);\n}\n\nfloat grid( in vec2 p, in float lineWidth )\n{\n // coordinates\n vec2 i = step( fract(p), vec2(1.0*lineWidth) );\n //pattern\n return (1.0-i.x)*(1.0-i.y); // grid (N=10)\n \n // other possible patterns are these\n //return 1.0-i.x*i.y; // squares (N=4)\n //return 1.0-i.x-i.y+2.0*i.x*i.y; // checker (N=2)\n}\n\n\n\n\n\n\n\n// /env/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /env/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.30980392156862746, 0.30196078431372547, 0.6588235294117647);\n\t\n\t// /env/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.403921568627451, 0.396078431372549, 0.8862745098039215);\n\t\n\t// /env/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /env/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /env/MAT/meshStandardBuilder1/grid1\n\tvec2 v_POLY_grid1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_grid1_grid = gridTextureGradBox(v_POLY_grid1_coord, 0.1, dFdx(v_POLY_grid1_coord), dFdy(v_POLY_grid1_coord));\n\t\n\t// /env/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant2_val, v_POLY_constant1_val, v_POLY_grid1_grid);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\n\t#include <alphatest_fragment>\n\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\n\n\tgl_FragColor = packDepthToRGBA( dist );\n\n}\n","customDepthDOFMaterial.vertex":"#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/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// /env/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthDOFMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /env/MAT/meshStandardBuilder1/grid1\n// https://www.shadertoy.com/view/XtBfzz\n// https://iquilezles.org/articles/checkerfiltering/\n\nfloat gridTextureGradBox( in vec2 p, in float lineWidth, in vec2 ddx, in vec2 ddy )\n{\n\t// filter kernel\n\tvec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n\n\t// analytic (box) filtering\n\tvec2 a = p + 0.5*w;\n\tvec2 b = p - 0.5*w;\n\tvec2 i = (floor(a)+min(fract(a)/lineWidth,1.0)-\n\t\t\t\tfloor(b)-min(fract(b)/lineWidth,1.0))/(w/lineWidth);\n\t//pattern\n\treturn (1.0-i.x)*(1.0-i.y);\n}\n\nfloat grid( in vec2 p, in float lineWidth )\n{\n // coordinates\n vec2 i = step( fract(p), vec2(1.0*lineWidth) );\n //pattern\n return (1.0-i.x)*(1.0-i.y); // grid (N=10)\n \n // other possible patterns are these\n //return 1.0-i.x*i.y; // squares (N=4)\n //return 1.0-i.x-i.y+2.0*i.x*i.y; // checker (N=2)\n}\n\n\n\n\n\n\n\n// /env/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in GeometricContext geometry,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /env/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.30980392156862746, 0.30196078431372547, 0.6588235294117647);\n\t\n\t// /env/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.403921568627451, 0.396078431372549, 0.8862745098039215);\n\t\n\t// /env/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /env/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /env/MAT/meshStandardBuilder1/grid1\n\tvec2 v_POLY_grid1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_grid1_grid = gridTextureGradBox(v_POLY_grid1_coord, 0.1, dFdx(v_POLY_grid1_coord), dFdy(v_POLY_grid1_coord));\n\t\n\t// /env/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant2_val, v_POLY_constant1_val, v_POLY_grid1_grid);\n\t\n\t// /env/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n"}}}
Code editor
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Used nodes
event/cameraOrbitControls;event/firstPersonControls;mat/meshStandardBuilder;obj/geo;sop/BVH;sop/areaLight;sop/boolean;sop/box;sop/cameraControls;sop/copy;sop/delete;sop/hemisphereLight;sop/material;sop/materialsNetwork;sop/merge;sop/null;sop/perspectiveCamera;sop/polarTransform;sop/subnet;sop/subnetInput;sop/subnetOutput;sop/transform;sop/tube
Used operations
Used modules
Used assemblers
GL_MESH_STANDARD
Used integrations
[]
Used assets
Nodes map
{"/lights":"obj/geo","/lights/areaLight1":"sop/areaLight","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/merge1":"sop/merge","/lights/polarTransform1":"sop/polarTransform","/env":"obj/geo","/env/BVH1":"sop/BVH","/env/MAT":"sop/materialsNetwork","/env/MAT/meshStandardBuilder1":"mat/meshStandardBuilder","/env/boolean1":"sop/boolean","/env/box1":"sop/box","/env/box2":"sop/box","/env/box3":"sop/box","/env/box4":"sop/box","/env/box_floor":"sop/box","/env/copy1":"sop/copy","/env/material1":"sop/material","/env/merge1":"sop/merge","/env/merge3":"sop/merge","/env/merge5":"sop/merge","/env/subnet_make_holes_in_walls":"sop/subnet","/env/subnet_make_holes_in_walls/boolean1":"sop/boolean","/env/subnet_make_holes_in_walls/boolean2":"sop/boolean","/env/subnet_make_holes_in_walls/box1":"sop/box","/env/subnet_make_holes_in_walls/box3":"sop/box","/env/subnet_make_holes_in_walls/delete1":"sop/delete","/env/subnet_make_holes_in_walls/delete2":"sop/delete","/env/subnet_make_holes_in_walls/delete3":"sop/delete","/env/subnet_make_holes_in_walls/merge1":"sop/merge","/env/subnet_make_holes_in_walls/merge2":"sop/merge","/env/subnet_make_holes_in_walls/merge4":"sop/merge","/env/subnet_make_holes_in_walls/merge6":"sop/merge","/env/subnet_make_holes_in_walls/null1":"sop/null","/env/subnet_make_holes_in_walls/subnetInput1":"sop/subnetInput","/env/subnet_make_holes_in_walls/subnetOutput1":"sop/subnetOutput","/env/subnet_make_holes_in_walls/transform4":"sop/transform","/env/subnet_make_holes_in_walls/transform8":"sop/transform","/env/transform1":"sop/transform","/env/transform2":"sop/transform","/env/transform3":"sop/transform","/env/transform5":"sop/transform","/env/transform6":"sop/transform","/env/transform7":"sop/transform","/env/tube1":"sop/tube","/env/tube2":"sop/tube","/cameras":"obj/geo","/cameras/cameraControls1":"sop/cameraControls","/cameras/cameraControls1/firstPersonControls1":"event/firstPersonControls","/cameras/cameraControls2":"sop/cameraControls","/cameras/cameraControls2/cameraOrbitControls1":"event/cameraOrbitControls","/cameras/merge1":"sop/merge","/cameras/perspectiveCamera_DEBUG":"sop/perspectiveCamera","/cameras/perspectiveCamera_FPS":"sop/perspectiveCamera","/cameras/transform1":"sop/transform"}
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