mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
synced 2025-10-03 17:59:55 +02:00
327 lines
6.9 KiB
JavaScript
327 lines
6.9 KiB
JavaScript
/**
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* Currently contains:
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*
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* toon1
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* toon2
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* hatching
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* dotted
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*/
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THREE.ToonShader1 = {
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uniforms: {
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'uDirLightPos': { value: new THREE.Vector3() },
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'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
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'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
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'uBaseColor': { value: new THREE.Color( 0xffffff ) }
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},
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vertexShader: [
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'varying vec3 vNormal;',
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'varying vec3 vRefract;',
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'void main() {',
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' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
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' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
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' vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );',
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' vNormal = normalize( normalMatrix * normal );',
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' vec3 I = worldPosition.xyz - cameraPosition;',
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' vRefract = refract( normalize( I ), worldNormal, 1.02 );',
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' gl_Position = projectionMatrix * mvPosition;',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform vec3 uBaseColor;',
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'uniform vec3 uDirLightPos;',
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'uniform vec3 uDirLightColor;',
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'uniform vec3 uAmbientLightColor;',
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'varying vec3 vNormal;',
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'varying vec3 vRefract;',
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'void main() {',
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' float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
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' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
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' float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );',
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' intensity += length(lightWeighting) * 0.2;',
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' float cameraWeighting = dot( normalize( vNormal ), vRefract );',
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' intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );',
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' intensity = intensity * 0.2 + 0.3;',
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' if ( intensity < 0.50 ) {',
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' gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );',
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' } else {',
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' gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );',
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'}',
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'}'
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].join( '\n' )
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};
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THREE.ToonShader2 = {
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uniforms: {
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'uDirLightPos': { value: new THREE.Vector3() },
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'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
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'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
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'uBaseColor': { value: new THREE.Color( 0xeeeeee ) },
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'uLineColor1': { value: new THREE.Color( 0x808080 ) },
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'uLineColor2': { value: new THREE.Color( 0x000000 ) },
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'uLineColor3': { value: new THREE.Color( 0x000000 ) },
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'uLineColor4': { value: new THREE.Color( 0x000000 ) }
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},
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vertexShader: [
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'varying vec3 vNormal;',
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'void main() {',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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' vNormal = normalize( normalMatrix * normal );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform vec3 uBaseColor;',
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'uniform vec3 uLineColor1;',
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'uniform vec3 uLineColor2;',
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'uniform vec3 uLineColor3;',
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'uniform vec3 uLineColor4;',
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'uniform vec3 uDirLightPos;',
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'uniform vec3 uDirLightColor;',
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'uniform vec3 uAmbientLightColor;',
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'varying vec3 vNormal;',
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'void main() {',
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' float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);',
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' float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
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' gl_FragColor = vec4( uBaseColor, 1.0 );',
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' if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {',
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' gl_FragColor *= vec4( uLineColor1, 1.0 );',
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' }',
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' if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {',
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' gl_FragColor *= vec4( uLineColor2, 1.0 );',
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' }',
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'}'
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].join( '\n' )
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};
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THREE.ToonShaderHatching = {
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uniforms: {
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'uDirLightPos': { value: new THREE.Vector3() },
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'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
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'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
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'uBaseColor': { value: new THREE.Color( 0xffffff ) },
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'uLineColor1': { value: new THREE.Color( 0x000000 ) },
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'uLineColor2': { value: new THREE.Color( 0x000000 ) },
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'uLineColor3': { value: new THREE.Color( 0x000000 ) },
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'uLineColor4': { value: new THREE.Color( 0x000000 ) }
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},
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vertexShader: [
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'varying vec3 vNormal;',
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'void main() {',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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' vNormal = normalize( normalMatrix * normal );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform vec3 uBaseColor;',
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'uniform vec3 uLineColor1;',
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'uniform vec3 uLineColor2;',
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'uniform vec3 uLineColor3;',
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'uniform vec3 uLineColor4;',
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'uniform vec3 uDirLightPos;',
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'uniform vec3 uDirLightColor;',
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'uniform vec3 uAmbientLightColor;',
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'varying vec3 vNormal;',
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'void main() {',
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' float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
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' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
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' gl_FragColor = vec4( uBaseColor, 1.0 );',
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' if ( length(lightWeighting) < 1.00 ) {',
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' if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',
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' gl_FragColor = vec4( uLineColor1, 1.0 );',
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' }',
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' }',
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' if ( length(lightWeighting) < 0.75 ) {',
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' if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {',
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' gl_FragColor = vec4( uLineColor2, 1.0 );',
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' }',
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' }',
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' if ( length(lightWeighting) < 0.50 ) {',
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' if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
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' gl_FragColor = vec4( uLineColor3, 1.0 );',
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' }',
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' }',
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' if ( length(lightWeighting) < 0.3465 ) {',
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' if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
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' gl_FragColor = vec4( uLineColor4, 1.0 );',
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' }',
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' }',
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'}'
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].join( '\n' )
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};
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THREE.ToonShaderDotted = {
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uniforms: {
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'uDirLightPos': { value: new THREE.Vector3() },
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'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
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'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
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'uBaseColor': { value: new THREE.Color( 0xffffff ) },
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'uLineColor1': { value: new THREE.Color( 0x000000 ) }
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},
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vertexShader: [
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'varying vec3 vNormal;',
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'void main() {',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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' vNormal = normalize( normalMatrix * normal );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform vec3 uBaseColor;',
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'uniform vec3 uLineColor1;',
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'uniform vec3 uLineColor2;',
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'uniform vec3 uLineColor3;',
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'uniform vec3 uLineColor4;',
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'uniform vec3 uDirLightPos;',
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'uniform vec3 uDirLightColor;',
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'uniform vec3 uAmbientLightColor;',
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'varying vec3 vNormal;',
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'void main() {',
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'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
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'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
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'gl_FragColor = vec4( uBaseColor, 1.0 );',
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'if ( length(lightWeighting) < 1.00 ) {',
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' if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {',
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' gl_FragColor = vec4( uLineColor1, 1.0 );',
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' }',
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' }',
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' if ( length(lightWeighting) < 0.50 ) {',
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' if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {',
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' gl_FragColor = vec4( uLineColor1, 1.0 );',
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' }',
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' }',
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'}'
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].join( '\n' )
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};
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