From bd8892bc161ea934449cd33fc6031a69698f9b16 Mon Sep 17 00:00:00 2001 From: 0000OOOO0000 <63518686+0000OOOO0000@users.noreply.github.com> Date: Wed, 22 Mar 2023 20:28:25 +0200 Subject: [PATCH] =?UTF-8?q?TXT...=E2=A0=80=E2=A0=80=E2=A0=80=E2=A0=80?= =?UTF-8?q?=E2=B5=99=E2=A0=80=E2=93=84=E2=A0=80=E2=B5=99=E2=A0=80=E2=A0=80?= =?UTF-8?q?=E2=A0=80=E2=A0=80=E2=8A=9A=E2=A0=80=E2=A0=80=E2=A0=80=E2=A0=80?= =?UTF-8?q?=E2=B5=99=E2=A0=80=E1=94=93=E1=94=95=E2=A0=80=E2=B5=99=E2=A0=80?= =?UTF-8?q?=E1=92=8D=E1=92=90=E2=A0=80=E2=B5=99=E2=A0=80=E2=97=8C=E2=A0=80?= =?UTF-8?q?=E2=B5=99=E2=A0=80=D0=98N=E2=A0=80=E2=B5=99=E2=A0=80=E2=93=84?= =?UTF-8?q?=E2=A0=80=E2=B5=99=E2=A0=80=E1=95=A4=E1=95=A6=E2=A0=80=E2=B5=99?= =?UTF-8?q?=E2=A0=80=E4=BA=BA=E2=A0=80=E2=B5=99=E2=A0=80=E1=99=81=E2=A0=80?= =?UTF-8?q?=E2=B5=99=E2=A0=80=E2=93=84=E2=A0=80=E2=B5=99=E2=A0=80=DF=A6?= =?UTF-8?q?=E2=A0=80=E2=B5=99=E2=A0=80=E2=A0=80=E2=8A=9A=E2=A0=80=E2=A0=80?= 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b/◯ᗩIᗝI⚭◯⚪◯⚭IᗝIᗩ◯ⵙ◯ᗩIᗝI⚭◯⚪◯⚭IᗝIᗩ◯/◯✤ᴥᗩ◯ⵙ◯ᗩᴥ✤◯/◯ᗱᗴᴥᗩᗯ✤⏀Ⓞᔓᔕ◯ⵙ◯ᔓᔕⓄ⏀✤ᗯᗩᴥᗱᗴ◯/◯ᗝⵈ◯ⵙ◯ⵈᗝ◯/⠀⠀⠀⠀ⵙ⠀ᔓᔕ⠀ⵙ⠀ᒍᒐ⠀ⵙ⠀◌⠀ⵙ⠀ИN⠀ⵙ⠀Ⓞ⠀ⵙ⠀ᕤᕦ⠀ⵙ⠀人⠀ⵙ⠀ᙁ⠀ⵙ⠀Ⓞ⠀ⵙ⠀ߦ⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⠀⠀⚪⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀⚪⠀⠀⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀ߦ⠀ⵙ⠀Ⓞ⠀ⵙ⠀ᙁ⠀ⵙ⠀人⠀ⵙ⠀ᕤᕦ⠀ⵙ⠀Ⓞ⠀ⵙ⠀ИN⠀ⵙ⠀◌⠀ⵙ⠀ᒍᒐ⠀ⵙ⠀ᔓᔕ⠀ⵙ⠀⠀⠀⠀/TXT...⠀⠀⠀⠀ⵙ⠀Ⓞ⠀ⵙ⠀⠀⠀⠀⊚⠀⠀⠀⠀ⵙ⠀ᔓᔕ⠀ⵙ⠀ᒍᒐ⠀ⵙ⠀◌⠀ⵙ⠀ИN⠀ⵙ⠀Ⓞ⠀ⵙ⠀ᕤᕦ⠀ⵙ⠀人⠀ⵙ⠀ᙁ⠀ⵙ⠀Ⓞ⠀ⵙ⠀ߦ⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⠀⠀⚪⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀◯⠀⠀⠀⠀ⵙ⠀⠀⠀⠀⚪⠀⠀⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀◌⠀ⵙ⠀⠀⊚⠀⠀ⵙ⠀ߦ⠀ⵙ⠀Ⓞ⠀ⵙ⠀ᙁ⠀ⵙ⠀人⠀ⵙ⠀ᕤᕦ⠀ⵙ⠀Ⓞ⠀ⵙ⠀ИN⠀ⵙ⠀◌⠀ⵙ⠀ᒍᒐ⠀ⵙ⠀ᔓᔕ⠀ⵙ⠀⠀⠀⠀⊚⠀⠀⠀⠀ⵙ⠀Ⓞ⠀ⵙ⠀⠀⠀⠀...TXT new file mode 100644 index 00000000..007acfc6 --- /dev/null +++ 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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 \n\n\n\n// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition;\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_normal;\n\n\n\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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 \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\n\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O\n\tvec3 v_POLY_O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O_normalized = normalize(v_POLY_O_SLABOLG_O_GLOBALS_O_normal);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O\n\tvec3 v_POLY_O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O_normalized = normalize(v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O\n\tfloat v_POLY_O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O_val = dot(v_POLY_O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O_normalized, v_POLY_O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O_normalized);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_1_LUN_O_NUL_1_O\n\tfloat v_POLY_O_1_LUN_O_NUL_1_O_val = v_POLY_O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O_val;\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O\n\tvec3 v_POLY_O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O_vec3 = vec3(v_POLY_O_1_LUN_O_NUL_1_O_val, v_POLY_O_1_LUN_O_NUL_1_O_val, v_POLY_O_1_LUN_O_NUL_1_O_val);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_TUPTUO_O_OUTPUT_O\n\tdiffuseColor.xyz = v_POLY_O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O_vec3;\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 \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \nif(POLY_SSSModel.isActive){\n\tRE_Direct_Scattering(directLight, geometry, POLY_SSSModel, reflectedLight);\n}\n\n\n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}","customDepthMaterial.vertex":"#include \n\n\n\n// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition;\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_normal;\n\n\n\n\n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n// removed:\n//\t#include \n\n\n\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\n\tv_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition = vec3(cameraPosition);\n\tv_POLY_O_SLABOLG_O_GLOBALS_O_normal = vec3(normal);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_TUPTUO_O_OUTPUT_O\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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\n\n\n// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition;\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_normal;\n\n\n\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \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 \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 \n\t#include \n\n\n\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O\n\tvec3 v_POLY_O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O_normalized = normalize(v_POLY_O_SLABOLG_O_GLOBALS_O_normal);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O\n\tvec3 v_POLY_O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O_normalized = normalize(v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O\n\tfloat v_POLY_O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O_val = dot(v_POLY_O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O_normalized, v_POLY_O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O_normalized);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_1_LUN_O_NUL_1_O\n\tfloat v_POLY_O_1_LUN_O_NUL_1_O_val = v_POLY_O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O_val;\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O\n\tvec3 v_POLY_O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O_vec3 = vec3(v_POLY_O_1_LUN_O_NUL_1_O_val, v_POLY_O_1_LUN_O_NUL_1_O_val, v_POLY_O_1_LUN_O_NUL_1_O_val);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_TUPTUO_O_OUTPUT_O\n\tdiffuseColor.xyz = v_POLY_O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O_vec3;\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 \n\n\t#include \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 \n\n\n\n// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition;\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_normal;\n\n\n\n\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n// removed:\n//\t#include \n\n\n\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\n\tv_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition = vec3(cameraPosition);\n\tv_POLY_O_SLABOLG_O_GLOBALS_O_normal = vec3(normal);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_TUPTUO_O_OUTPUT_O\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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\n\n\n// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition;\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_normal;\n\n\n\n\n#include \n#include \n#include \n#include \n#include \n#include \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 \n\n\tvec4 diffuseColor = vec4( 1.0 );\n\n\t#include \n\t#include \n\n\n\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O\n\tvec3 v_POLY_O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O_normalized = normalize(v_POLY_O_SLABOLG_O_GLOBALS_O_normal);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O\n\tvec3 v_POLY_O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O_normalized = normalize(v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O\n\tfloat v_POLY_O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O_val = dot(v_POLY_O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O_normalized, v_POLY_O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O_normalized);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_1_LUN_O_NUL_1_O\n\tfloat v_POLY_O_1_LUN_O_NUL_1_O_val = v_POLY_O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O_val;\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O\n\tvec3 v_POLY_O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O_vec3 = vec3(v_POLY_O_1_LUN_O_NUL_1_O_val, v_POLY_O_1_LUN_O_NUL_1_O_val, v_POLY_O_1_LUN_O_NUL_1_O_val);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_TUPTUO_O_OUTPUT_O\n\tdiffuseColor.xyz = v_POLY_O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O_vec3;\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 \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 \n\n\n\n// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition;\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_normal;\n\n\n\n\n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n// removed:\n//\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n// removed:\n//\t#include \n\n\n\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\n\tv_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition = vec3(cameraPosition);\n\tv_POLY_O_SLABOLG_O_GLOBALS_O_normal = vec3(normal);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_TUPTUO_O_OUTPUT_O\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 \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \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 \n\n\n\n// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_SLABOLG_O_GLOBALS_O\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition;\nvarying vec3 v_POLY_O_SLABOLG_O_GLOBALS_O_normal;\n\n\n\n\n#include \n#include \n#include \n#include \n#include \n#include \n#include \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 \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 \n\t#include \n\n\n\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O\n\tvec3 v_POLY_O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O_normalized = normalize(v_POLY_O_SLABOLG_O_GLOBALS_O_normal);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O\n\tvec3 v_POLY_O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O_normalized = normalize(v_POLY_O_SLABOLG_O_GLOBALS_O_cameraPosition);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O\n\tfloat v_POLY_O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O_val = dot(v_POLY_O_LAMRON_EZILAMRON_O_NORMALIZE_NORMAL_O_normalized, v_POLY_O_NOITISOP_AREMAC_EZILAMRON_O_NORMALIZE_CAMERA_POSITION_O_normalized);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_1_LUN_O_NUL_1_O\n\tfloat v_POLY_O_1_LUN_O_NUL_1_O_val = v_POLY_O_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_O_val;\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O\n\tvec3 v_POLY_O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O_vec3 = vec3(v_POLY_O_1_LUN_O_NUL_1_O_val, v_POLY_O_1_LUN_O_NUL_1_O_val, v_POLY_O_1_LUN_O_NUL_1_O_val);\n\t\n\t// /O_YRTEMOEG_O_GEOMETRY_O/O_TEN_LAIRETAM_O_MATERIAL_NET_O/O_REDLIUB_DRADNATS_HSEM_O_MESH_STANDARD_BUILDER_O/O_TUPTUO_O_OUTPUT_O\n\tdiffuseColor.xyz = v_POLY_O_ROTCEW_TAOLF_ELPIRT_NOITISOP_AREMAC_DEZILAMRON_DNA_LAMRON_DEZILAMRON_MORF_TCUDORP_TOD_O_DOT_PRODUCT_FROM_NORMALIZED_NORMAL_AND_NORMALIZED_CAMERA_POSITION_TRIPLE_FLOAT_WECTOR_O_vec3;\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 \n\n\t#include \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"}}} \ No newline at end of file