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float size;\nuniform float scale;\n#include <common>\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n// /geo1/MAT/pointsBuilder1/attribute1\nattribute float id;\n\n\n\n\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\n\n\n\t// /geo1/MAT/pointsBuilder1/constant1\n\tfloat v_POLY_constant1_val = 0.01;\n\t\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tv_POLY_attribute_id = float(id);\n\t\n\t// /geo1/MAT/pointsBuilder1/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\tgl_PointSize = v_POLY_constant1_val * size * 10.0;\n\n\n\n\t#include <morphcolor_vertex>\n// removed:\n//\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n// removed:\n//\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}","fragment":"uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n\n\n\n// /geo1/MAT/pointsBuilder1/disk1\nfloat disk_feather(float dist, float radius, float feather){\n\tif(feather <= 0.0){\n\t\tif(dist < radius){return 1.0;}else{return 0.0;}\n\t} else {\n\t\tfloat half_feather = feather * 0.5;\n\t\tif(dist < (radius - half_feather)){\n\t\t\treturn 1.0;\n\t\t} else {\n\t\t\tif(dist > (radius + half_feather)){\n\t\t\t\treturn 0.0;\n\t\t\t} else {\n\t\t\t\tfloat feather_start = (radius - half_feather);\n\t\t\t\tfloat blend = 1.0 - (dist - feather_start) / feather;\n\t\t\t\treturn blend;\n\t\t\t}\n\t\t}\n\t}\n}\n\nfloat disk2d(vec2 pos, vec2 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// function could be called sphere, but is an overload of disk, and is the same\nfloat disk3d(vec3 pos, vec3 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// /geo1/MAT/pointsBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n\n\n\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_id;\n\t\n\t// /geo1/MAT/pointsBuilder1/globals1\n\tvec2 v_POLY_globals1_gl_PointCoord = gl_PointCoord;\n\t\n\t// /geo1/MAT/pointsBuilder1/round1\n\tfloat v_POLY_round1_val = sign(v_POLY_attribute1_val)*floor(abs(v_POLY_attribute1_val)+0.5);\n\t\n\t// /geo1/MAT/pointsBuilder1/disk1\n\tfloat v_POLY_disk1_float = disk2d(v_POLY_globals1_gl_PointCoord, vec2(0.5, 0.5), 0.28, 0.1);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_round1_val, 0.0);\n\t\n\t// /geo1/MAT/pointsBuilder1/random1\n\tfloat v_POLY_random1_rand = rand(v_POLY_floatToVec2_1_vec2);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_random1_rand, 0.9, 0.58);\n\t\n\t// /geo1/MAT/pointsBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/pointsBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\n\tdiffuseColor.a = v_POLY_disk1_float;\n\n\n\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}","customDistanceMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n#include <clipping_planes_pars_vertex>\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n// /geo1/MAT/pointsBuilder1/attribute1\nattribute float id;\n\n\n\n\n\n\n// vHighPrecisionZW is added to match CustomMeshDepth.frag\n// which is itself taken from threejs\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/constant1\n\tfloat v_POLY_constant1_val = 0.01;\n\t\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tv_POLY_attribute_id = float(id);\n\t\n\t// /geo1/MAT/pointsBuilder1/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\tgl_PointSize = v_POLY_constant1_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/disk1\nfloat disk_feather(float dist, float radius, float feather){\n\tif(feather <= 0.0){\n\t\tif(dist < radius){return 1.0;}else{return 0.0;}\n\t} else {\n\t\tfloat half_feather = feather * 0.5;\n\t\tif(dist < (radius - half_feather)){\n\t\t\treturn 1.0;\n\t\t} else {\n\t\t\tif(dist > (radius + half_feather)){\n\t\t\t\treturn 0.0;\n\t\t\t} else {\n\t\t\t\tfloat feather_start = (radius - half_feather);\n\t\t\t\tfloat blend = 1.0 - (dist - feather_start) / feather;\n\t\t\t\treturn blend;\n\t\t\t}\n\t\t}\n\t}\n}\n\nfloat disk2d(vec2 pos, vec2 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// function could be called sphere, but is an overload of disk, and is the same\nfloat disk3d(vec3 pos, vec3 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// /geo1/MAT/pointsBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n\n\n\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_id;\n\t\n\t// /geo1/MAT/pointsBuilder1/globals1\n\tvec2 v_POLY_globals1_gl_PointCoord = gl_PointCoord;\n\t\n\t// /geo1/MAT/pointsBuilder1/round1\n\tfloat v_POLY_round1_val = sign(v_POLY_attribute1_val)*floor(abs(v_POLY_attribute1_val)+0.5);\n\t\n\t// /geo1/MAT/pointsBuilder1/disk1\n\tfloat v_POLY_disk1_float = disk2d(v_POLY_globals1_gl_PointCoord, vec2(0.5, 0.5), 0.28, 0.1);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_round1_val, 0.0);\n\t\n\t// /geo1/MAT/pointsBuilder1/random1\n\tfloat v_POLY_random1_rand = rand(v_POLY_floatToVec2_1_vec2);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_random1_rand, 0.9, 0.58);\n\t\n\t// /geo1/MAT/pointsBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/pointsBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\n\tdiffuseColor.a = v_POLY_disk1_float;\n\n\n\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","customDepthMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n#include <clipping_planes_pars_vertex>\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n// /geo1/MAT/pointsBuilder1/attribute1\nattribute float id;\n\n\n\n\n\n\n// vHighPrecisionZW is added to match CustomMeshDepth.frag\n// which is itself taken from threejs\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/constant1\n\tfloat v_POLY_constant1_val = 0.01;\n\t\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tv_POLY_attribute_id = float(id);\n\t\n\t// /geo1/MAT/pointsBuilder1/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\tgl_PointSize = v_POLY_constant1_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/disk1\nfloat disk_feather(float dist, float radius, float feather){\n\tif(feather <= 0.0){\n\t\tif(dist < radius){return 1.0;}else{return 0.0;}\n\t} else {\n\t\tfloat half_feather = feather * 0.5;\n\t\tif(dist < (radius - half_feather)){\n\t\t\treturn 1.0;\n\t\t} else {\n\t\t\tif(dist > (radius + half_feather)){\n\t\t\t\treturn 0.0;\n\t\t\t} else {\n\t\t\t\tfloat feather_start = (radius - half_feather);\n\t\t\t\tfloat blend = 1.0 - (dist - feather_start) / feather;\n\t\t\t\treturn blend;\n\t\t\t}\n\t\t}\n\t}\n}\n\nfloat disk2d(vec2 pos, vec2 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// function could be called sphere, but is an overload of disk, and is the same\nfloat disk3d(vec3 pos, vec3 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// /geo1/MAT/pointsBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n\n\n\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_id;\n\t\n\t// /geo1/MAT/pointsBuilder1/globals1\n\tvec2 v_POLY_globals1_gl_PointCoord = gl_PointCoord;\n\t\n\t// /geo1/MAT/pointsBuilder1/round1\n\tfloat v_POLY_round1_val = sign(v_POLY_attribute1_val)*floor(abs(v_POLY_attribute1_val)+0.5);\n\t\n\t// /geo1/MAT/pointsBuilder1/disk1\n\tfloat v_POLY_disk1_float = disk2d(v_POLY_globals1_gl_PointCoord, vec2(0.5, 0.5), 0.28, 0.1);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_round1_val, 0.0);\n\t\n\t// /geo1/MAT/pointsBuilder1/random1\n\tfloat v_POLY_random1_rand = rand(v_POLY_floatToVec2_1_vec2);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_random1_rand, 0.9, 0.58);\n\t\n\t// /geo1/MAT/pointsBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/pointsBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\n\tdiffuseColor.a = v_POLY_disk1_float;\n\n\n\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","customDepthDOFMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n// /geo1/MAT/pointsBuilder1/attribute1\nattribute float id;\n\n\n\n\n\n\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/constant1\n\tfloat v_POLY_constant1_val = 0.01;\n\t\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tv_POLY_attribute_id = float(id);\n\t\n\t// /geo1/MAT/pointsBuilder1/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\tgl_PointSize = v_POLY_constant1_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n}\n","customDepthDOFMaterial.fragment":"\nuniform float mNear;\nuniform float mFar;\n\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\nvoid main() {\n\n\tfloat color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );\n\tgl_FragColor = vec4( vec3( color ), 1.0 );\n\tvec4 diffuseColor = gl_FragColor;\n\n\t// INSERT BODY\n\n\tgl_FragColor.a = diffuseColor.a;\n}\n"},"/ground/MAT/meshStandardBuilder1":{"vertex":"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_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\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\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 <color_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphcolor_vertex>\n\t#include <batching_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 USE_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 USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive * POLY_emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\tfloat roughnessFactor = roughness * POLY_roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n\n\tfloat metalnessFactor = metalness * POLY_metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\nif(POLY_SSSModel.isActive){\n\tRE_Direct_Scattering(directLight, geometryNormal, geometryViewDir, POLY_SSSModel, reflectedLight);\n}\n\n\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDistanceMaterial.vertex":"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n#define DISTANCE\n\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\n\t#include <alphatest_fragment>\n\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\n\n\tgl_FragColor = packDepthToRGBA( dist );\n\n}\n","customDepthDOFMaterial.vertex":"#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthDOFMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n"}},"jsFunctionBodies":{}}
Code editor
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Used nodes
cop/envMap;cop/image;cop/imageEXR;event/cameraOrbitControls;mat/meshStandardBuilder;mat/pointsBuilder;obj/copNetwork;obj/geo;sop/box;sop/cameraControls;sop/fileGLTF;sop/hemisphereLight;sop/hierarchy;sop/material;sop/materialsNetwork;sop/merge;sop/perspectiveCamera;sop/polarTransform;sop/scatter;sop/spotLight;sop/transform
Used operations
Used modules
Used assemblers
GL_MESH_STANDARD;GL_POINTS
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/fileGLTF1":"sop/fileGLTF","/geo1/hierarchy1":"sop/hierarchy","/geo1/scatter1":"sop/scatter","/geo1/merge1":"sop/merge","/geo1/transform1":"sop/transform","/geo1/material1":"sop/material","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/pointsBuilder1":"mat/pointsBuilder","/ground":"obj/geo","/ground/material1":"sop/material","/ground/MAT":"sop/materialsNetwork","/ground/MAT/meshStandardBuilder1":"mat/meshStandardBuilder","/ground/box1":"sop/box","/COP":"obj/copNetwork","/COP/envMap":"cop/envMap","/COP/imageEnv":"cop/imageEXR","/COP/image1":"cop/image","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/perspectiveCamera1":"sop/perspectiveCamera","/cameras/cameraControls1":"sop/cameraControls","/cameras/cameraControls1/cameraOrbitControls1":"event/cameraOrbitControls"}
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Editor version
Engine version
Name
*
Code
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float size;\nuniform float scale;\n#include <common>\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n// /geo1/MAT/pointsBuilder1/attribute1\nattribute float id;\n\n\n\n\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\n\n\n\t// /geo1/MAT/pointsBuilder1/constant1\n\tfloat v_POLY_constant1_val = 0.01;\n\t\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tv_POLY_attribute_id = float(id);\n\t\n\t// /geo1/MAT/pointsBuilder1/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\tgl_PointSize = v_POLY_constant1_val * size * 10.0;\n\n\n\n\t#include <morphcolor_vertex>\n// removed:\n//\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n// removed:\n//\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}","fragment":"uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n\n\n\n// /geo1/MAT/pointsBuilder1/disk1\nfloat disk_feather(float dist, float radius, float feather){\n\tif(feather <= 0.0){\n\t\tif(dist < radius){return 1.0;}else{return 0.0;}\n\t} else {\n\t\tfloat half_feather = feather * 0.5;\n\t\tif(dist < (radius - half_feather)){\n\t\t\treturn 1.0;\n\t\t} else {\n\t\t\tif(dist > (radius + half_feather)){\n\t\t\t\treturn 0.0;\n\t\t\t} else {\n\t\t\t\tfloat feather_start = (radius - half_feather);\n\t\t\t\tfloat blend = 1.0 - (dist - feather_start) / feather;\n\t\t\t\treturn blend;\n\t\t\t}\n\t\t}\n\t}\n}\n\nfloat disk2d(vec2 pos, vec2 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// function could be called sphere, but is an overload of disk, and is the same\nfloat disk3d(vec3 pos, vec3 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// /geo1/MAT/pointsBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n\n\n\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_id;\n\t\n\t// /geo1/MAT/pointsBuilder1/globals1\n\tvec2 v_POLY_globals1_gl_PointCoord = gl_PointCoord;\n\t\n\t// /geo1/MAT/pointsBuilder1/round1\n\tfloat v_POLY_round1_val = sign(v_POLY_attribute1_val)*floor(abs(v_POLY_attribute1_val)+0.5);\n\t\n\t// /geo1/MAT/pointsBuilder1/disk1\n\tfloat v_POLY_disk1_float = disk2d(v_POLY_globals1_gl_PointCoord, vec2(0.5, 0.5), 0.28, 0.1);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_round1_val, 0.0);\n\t\n\t// /geo1/MAT/pointsBuilder1/random1\n\tfloat v_POLY_random1_rand = rand(v_POLY_floatToVec2_1_vec2);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_random1_rand, 0.9, 0.58);\n\t\n\t// /geo1/MAT/pointsBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/pointsBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\n\tdiffuseColor.a = v_POLY_disk1_float;\n\n\n\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}","customDistanceMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n#include <clipping_planes_pars_vertex>\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n// /geo1/MAT/pointsBuilder1/attribute1\nattribute float id;\n\n\n\n\n\n\n// vHighPrecisionZW is added to match CustomMeshDepth.frag\n// which is itself taken from threejs\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/constant1\n\tfloat v_POLY_constant1_val = 0.01;\n\t\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tv_POLY_attribute_id = float(id);\n\t\n\t// /geo1/MAT/pointsBuilder1/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\tgl_PointSize = v_POLY_constant1_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/disk1\nfloat disk_feather(float dist, float radius, float feather){\n\tif(feather <= 0.0){\n\t\tif(dist < radius){return 1.0;}else{return 0.0;}\n\t} else {\n\t\tfloat half_feather = feather * 0.5;\n\t\tif(dist < (radius - half_feather)){\n\t\t\treturn 1.0;\n\t\t} else {\n\t\t\tif(dist > (radius + half_feather)){\n\t\t\t\treturn 0.0;\n\t\t\t} else {\n\t\t\t\tfloat feather_start = (radius - half_feather);\n\t\t\t\tfloat blend = 1.0 - (dist - feather_start) / feather;\n\t\t\t\treturn blend;\n\t\t\t}\n\t\t}\n\t}\n}\n\nfloat disk2d(vec2 pos, vec2 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// function could be called sphere, but is an overload of disk, and is the same\nfloat disk3d(vec3 pos, vec3 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// /geo1/MAT/pointsBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n\n\n\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_id;\n\t\n\t// /geo1/MAT/pointsBuilder1/globals1\n\tvec2 v_POLY_globals1_gl_PointCoord = gl_PointCoord;\n\t\n\t// /geo1/MAT/pointsBuilder1/round1\n\tfloat v_POLY_round1_val = sign(v_POLY_attribute1_val)*floor(abs(v_POLY_attribute1_val)+0.5);\n\t\n\t// /geo1/MAT/pointsBuilder1/disk1\n\tfloat v_POLY_disk1_float = disk2d(v_POLY_globals1_gl_PointCoord, vec2(0.5, 0.5), 0.28, 0.1);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_round1_val, 0.0);\n\t\n\t// /geo1/MAT/pointsBuilder1/random1\n\tfloat v_POLY_random1_rand = rand(v_POLY_floatToVec2_1_vec2);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_random1_rand, 0.9, 0.58);\n\t\n\t// /geo1/MAT/pointsBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/pointsBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\n\tdiffuseColor.a = v_POLY_disk1_float;\n\n\n\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","customDepthMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n#include <clipping_planes_pars_vertex>\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n// /geo1/MAT/pointsBuilder1/attribute1\nattribute float id;\n\n\n\n\n\n\n// vHighPrecisionZW is added to match CustomMeshDepth.frag\n// which is itself taken from threejs\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/constant1\n\tfloat v_POLY_constant1_val = 0.01;\n\t\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tv_POLY_attribute_id = float(id);\n\t\n\t// /geo1/MAT/pointsBuilder1/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\tgl_PointSize = v_POLY_constant1_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n\tvHighPrecisionZW = gl_Position.zw;\n\n}\n","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/disk1\nfloat disk_feather(float dist, float radius, float feather){\n\tif(feather <= 0.0){\n\t\tif(dist < radius){return 1.0;}else{return 0.0;}\n\t} else {\n\t\tfloat half_feather = feather * 0.5;\n\t\tif(dist < (radius - half_feather)){\n\t\t\treturn 1.0;\n\t\t} else {\n\t\t\tif(dist > (radius + half_feather)){\n\t\t\t\treturn 0.0;\n\t\t\t} else {\n\t\t\t\tfloat feather_start = (radius - half_feather);\n\t\t\t\tfloat blend = 1.0 - (dist - feather_start) / feather;\n\t\t\t\treturn blend;\n\t\t\t}\n\t\t}\n\t}\n}\n\nfloat disk2d(vec2 pos, vec2 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// function could be called sphere, but is an overload of disk, and is the same\nfloat disk3d(vec3 pos, vec3 center, float radius, float feather){\n\tfloat dist = distance(pos, center);\n\treturn disk_feather(dist, radius, feather);\n}\n\n// /geo1/MAT/pointsBuilder1/hsvToRgb1\n// https://github.com/hughsk/glsl-hsv2rgb\n// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl\nvec3 hsv2rgb(vec3 c) {\n\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n\treturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\n\n\n\n\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n\n\n\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tfloat v_POLY_attribute1_val = v_POLY_attribute_id;\n\t\n\t// /geo1/MAT/pointsBuilder1/globals1\n\tvec2 v_POLY_globals1_gl_PointCoord = gl_PointCoord;\n\t\n\t// /geo1/MAT/pointsBuilder1/round1\n\tfloat v_POLY_round1_val = sign(v_POLY_attribute1_val)*floor(abs(v_POLY_attribute1_val)+0.5);\n\t\n\t// /geo1/MAT/pointsBuilder1/disk1\n\tfloat v_POLY_disk1_float = disk2d(v_POLY_globals1_gl_PointCoord, vec2(0.5, 0.5), 0.28, 0.1);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_round1_val, 0.0);\n\t\n\t// /geo1/MAT/pointsBuilder1/random1\n\tfloat v_POLY_random1_rand = rand(v_POLY_floatToVec2_1_vec2);\n\t\n\t// /geo1/MAT/pointsBuilder1/floatToVec3_1\n\tvec3 v_POLY_floatToVec3_1_vec3 = vec3(v_POLY_random1_rand, 0.9, 0.58);\n\t\n\t// /geo1/MAT/pointsBuilder1/hsvToRgb1\n\tvec3 v_POLY_hsvToRgb1_rgb = hsv2rgb(v_POLY_floatToVec3_1_vec3);\n\t\n\t// /geo1/MAT/pointsBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_hsvToRgb1_rgb;\n\tdiffuseColor.a = v_POLY_disk1_float;\n\n\n\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","customDepthDOFMaterial.vertex":"\nuniform float size;\nuniform float scale;\n#include <common>\n\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\n\n\n// /geo1/MAT/pointsBuilder1/attribute1\nvarying float v_POLY_attribute_id;\n\n// /geo1/MAT/pointsBuilder1/attribute1\nattribute float id;\n\n\n\n\n\n\n\nvoid main() {\n\n\t// INSERT BODY\n\n\n\n\t// /geo1/MAT/pointsBuilder1/constant1\n\tfloat v_POLY_constant1_val = 0.01;\n\t\n\t// /geo1/MAT/pointsBuilder1/attribute1\n\tv_POLY_attribute_id = float(id);\n\t\n\t// /geo1/MAT/pointsBuilder1/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\tgl_PointSize = v_POLY_constant1_val * size * 10.0;\n\n\n\n\n\n\t#include <project_vertex>\n\n\tvViewZDepth = - mvPosition.z;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\n}\n","customDepthDOFMaterial.fragment":"\nuniform float mNear;\nuniform float mFar;\n\nvarying float vViewZDepth;\n\n// INSERT DEFINES\n\nvoid main() {\n\n\tfloat color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );\n\tgl_FragColor = vec4( vec3( color ), 1.0 );\n\tvec4 diffuseColor = gl_FragColor;\n\n\t// INSERT BODY\n\n\tgl_FragColor.a = diffuseColor.a;\n}\n"},"/ground/MAT/meshStandardBuilder1":{"vertex":"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_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\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\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 <color_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphcolor_vertex>\n\t#include <batching_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 USE_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 USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive * POLY_emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\tfloat roughnessFactor = roughness * POLY_roughness;\n\n#ifdef USE_ROUGHNESSMAP\n\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\n\t// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\troughnessFactor *= texelRoughness.g;\n\n#endif\n\n\tfloat metalnessFactor = metalness * POLY_metalness;\n\n#ifdef USE_METALNESSMAP\n\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\n\t// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture\n\tmetalnessFactor *= texelMetalness.b;\n\n#endif\n\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\nif(POLY_SSSModel.isActive){\n\tRE_Direct_Scattering(directLight, geometryNormal, geometryViewDir, POLY_SSSModel, reflectedLight);\n}\n\n\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}","customDepthMaterial.vertex":"#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n","customDistanceMaterial.vertex":"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}","customDistanceMaterial.fragment":"\n// INSERT DEFINES\n\n#define DISTANCE\n\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\n\t#include <alphatest_fragment>\n\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist ); // clamp to [ 0, 1 ]\n\n\tgl_FragColor = packDepthToRGBA( dist );\n\n}\n","customDepthDOFMaterial.vertex":"#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n// removed:\n//\t#include <begin_vertex>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/globals1\n\tv_POLY_globals1_position = vec3(position);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tvec3 transformed = position;\n\tvec3 objectNormal = normal;\n\t#ifdef USE_TANGENT\n\t\tvec3 objectTangent = vec3( tangent.xyz );\n\t#endif\n\n\n\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}","customDepthDOFMaterial.fragment":"\n// INSERT DEFINES\n\n\n#if DEPTH_PACKING == 3200\n\n\tuniform float opacity;\n\n#endif\n\n#include <common>\n\n\n\n// /ground/MAT/meshStandardBuilder1/checkers1\n// https://iquilezles.org/articles/checkerfiltering/\nfloat checkers(vec2 p) {\n\tvec2 s = sign(fract(p*.5)-.5);\n\treturn .5 - .5*s.x*s.y;\n}\nfloat checkersGrad( in vec2 p, in vec2 ddx, in vec2 ddy )\n{\n // filter kernel\n vec2 w = max(abs(ddx), abs(ddy)) + 0.01;\n // analytical integral (box filter)\n vec2 i = 2.0*(abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n // xor pattern\n return 0.5 - 0.5*i.x*i.y;\n}\n\n\n\n\n\n\n\n\n// /ground/MAT/meshStandardBuilder1/globals1\nvarying vec3 v_POLY_globals1_position;\n\n\n\n\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvarying vec2 vHighPrecisionZW;\n\nstruct SSSModel {\n\tbool isActive;\n\tvec3 color;\n\tfloat thickness;\n\tfloat power;\n\tfloat scale;\n\tfloat distortion;\n\tfloat ambient;\n\tfloat attenuation;\n};\n\nvoid RE_Direct_Scattering(\n\tconst in IncidentLight directLight,\n\tconst in vec3 geometryNormal,\n\tconst in vec3 geometryViewDir,\n\tconst in SSSModel sssModel,\n\tinout ReflectedLight reflectedLight\n\t){\n\tvec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * sssModel.distortion));\n\tfloat scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), sssModel.power) * sssModel.scale;\n\tvec3 scatteringIllu = (scatteringDot + sssModel.ambient) * (sssModel.color * (1.0-sssModel.thickness));\n\treflectedLight.directDiffuse += scatteringIllu * sssModel.attenuation * directLight.color;\n}\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tdiffuseColor.a = opacity;\n\n\t#endif\n\n\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\n\n\n\t// /ground/MAT/meshStandardBuilder1/constant1\n\tvec3 v_POLY_constant1_val = vec3(0.24313725490196078, 0.5098039215686274, 0.8549019607843137);\n\t\n\t// /ground/MAT/meshStandardBuilder1/constant2\n\tvec3 v_POLY_constant2_val = vec3(0.047058823529411764, 0.10196078431372549, 0.17647058823529413);\n\t\n\t// /ground/MAT/meshStandardBuilder1/vec3ToFloat1\n\tfloat v_POLY_vec3ToFloat1_x = v_POLY_globals1_position.x;\n\tfloat v_POLY_vec3ToFloat1_z = v_POLY_globals1_position.z;\n\t\n\t// /ground/MAT/meshStandardBuilder1/floatToVec2_1\n\tvec2 v_POLY_floatToVec2_1_vec2 = vec2(v_POLY_vec3ToFloat1_x, v_POLY_vec3ToFloat1_z);\n\t\n\t// /ground/MAT/meshStandardBuilder1/checkers1\n\tvec2 v_POLY_checkers1_coord = v_POLY_floatToVec2_1_vec2*vec2(1.0, 1.0)*1.0;\n\tfloat v_POLY_checkers1_checker = checkersGrad(v_POLY_checkers1_coord, dFdx(v_POLY_checkers1_coord), dFdy(v_POLY_checkers1_coord));\n\t\n\t// /ground/MAT/meshStandardBuilder1/mix1\n\tvec3 v_POLY_mix1_mix = mix(v_POLY_constant1_val, v_POLY_constant2_val, v_POLY_checkers1_checker);\n\t\n\t// /ground/MAT/meshStandardBuilder1/output1\n\tdiffuseColor.xyz = v_POLY_mix1_mix;\n\tfloat POLY_metalness = 1.0;\n\tfloat POLY_roughness = 1.0;\n\tvec3 POLY_emissive = vec3(1.0, 1.0, 1.0);\n\tSSSModel POLY_SSSModel = SSSModel(/*isActive*/false,/*color*/vec3(1.0, 1.0, 1.0), /*thickness*/0.1, /*power*/2.0, /*scale*/16.0, /*distortion*/0.1,/*ambient*/0.4,/*attenuation*/0.8 );\n\n\n\n\n\t// INSERT BODY\n\t// the new body lines should be added before the alphatest_fragment\n\t// so that alpha is set before (which is really how it would be set if the alphamap_fragment above was used by the material node parameters)\n\n\t#include <alphatest_fragment>\n\n\t#include <logdepthbuf_fragment>\n\n\n\t// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\n\t#if DEPTH_PACKING == 3200\n\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), diffuseColor.a );\n\n\t#elif DEPTH_PACKING == 3201\n\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\n\t#endif\n\n}\n"}},"jsFunctionBodies":{}}
Code editor
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Used nodes
cop/envMap;cop/image;cop/imageEXR;event/cameraOrbitControls;mat/meshStandardBuilder;mat/pointsBuilder;obj/copNetwork;obj/geo;sop/box;sop/cameraControls;sop/fileGLTF;sop/hemisphereLight;sop/hierarchy;sop/material;sop/materialsNetwork;sop/merge;sop/perspectiveCamera;sop/polarTransform;sop/scatter;sop/spotLight;sop/transform
Used operations
Used modules
Used assemblers
GL_MESH_STANDARD;GL_POINTS
Used integrations
[]
Used assets
Nodes map
{"/geo1":"obj/geo","/geo1/fileGLTF1":"sop/fileGLTF","/geo1/hierarchy1":"sop/hierarchy","/geo1/scatter1":"sop/scatter","/geo1/merge1":"sop/merge","/geo1/transform1":"sop/transform","/geo1/material1":"sop/material","/geo1/MAT":"sop/materialsNetwork","/geo1/MAT/pointsBuilder1":"mat/pointsBuilder","/ground":"obj/geo","/ground/material1":"sop/material","/ground/MAT":"sop/materialsNetwork","/ground/MAT/meshStandardBuilder1":"mat/meshStandardBuilder","/ground/box1":"sop/box","/COP":"obj/copNetwork","/COP/envMap":"cop/envMap","/COP/imageEnv":"cop/imageEXR","/COP/image1":"cop/image","/lights":"obj/geo","/lights/hemisphereLight1":"sop/hemisphereLight","/lights/spotLight1":"sop/spotLight","/lights/polarTransform1":"sop/polarTransform","/lights/merge1":"sop/merge","/cameras":"obj/geo","/cameras/perspectiveCamera1":"sop/perspectiveCamera","/cameras/cameraControls1":"sop/cameraControls","/cameras/cameraControls1/cameraOrbitControls1":"event/cameraOrbitControls"}
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