{"version":3,"file":"ToonShader.cjs","sources":["../../src/shaders/ToonShader.ts"],"sourcesContent":["import { Color, Vector3 } from 'three'\n\n/**\n * Currently contains:\n *\n *\ttoon1\n *\ttoon2\n *\thatching\n *\tdotted\n */\n\nexport const ToonShader1 = {\n uniforms: {\n uDirLightPos: { value: /* @__PURE__ */ new Vector3() },\n uDirLightColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: /* @__PURE__ */ new Color(0x050505) },\n\n uBaseColor: { value: /* @__PURE__ */ new Color(0xffffff) },\n },\n\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n varying vec3 vRefract;\n\n void main() {\n\n \tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n \tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n \tvec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );\n\n \tvNormal = normalize( normalMatrix * normal );\n\n \tvec3 I = worldPosition.xyz - cameraPosition;\n \tvRefract = refract( normalize( I ), worldNormal, 1.02 );\n\n \tgl_Position = projectionMatrix * mvPosition;\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 uBaseColor;\n\n uniform vec3 uDirLightPos;\n uniform vec3 uDirLightColor;\n\n uniform vec3 uAmbientLightColor;\n\n varying vec3 vNormal;\n\n varying vec3 vRefract;\n\n void main() {\n\n \tfloat directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);\n \tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n \tfloat intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );\n \tintensity += length(lightWeighting) * 0.2;\n\n \tfloat cameraWeighting = dot( normalize( vNormal ), vRefract );\n \tintensity += pow( 1.0 - length( cameraWeighting ), 6.0 );\n \tintensity = intensity * 0.2 + 0.3;\n\n \tif ( intensity < 0.50 ) {\n\n \t\tgl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );\n\n \t} else {\n\n \t\tgl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );\n\n }\n\n }\n `,\n}\n\nexport const ToonShader2 = {\n uniforms: {\n uDirLightPos: { value: /* @__PURE__ */ new Vector3() },\n uDirLightColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: /* @__PURE__ */ new Color(0x050505) },\n\n uBaseColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n uLineColor1: { value: /* @__PURE__ */ new Color(0x808080) },\n uLineColor2: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor3: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor4: { value: /* @__PURE__ */ new Color(0x000000) },\n },\n\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n\n void main() {\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n \tvNormal = normalize( normalMatrix * normal );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 uBaseColor;\n uniform vec3 uLineColor1;\n uniform vec3 uLineColor2;\n uniform vec3 uLineColor3;\n uniform vec3 uLineColor4;\n\n uniform vec3 uDirLightPos;\n uniform vec3 uDirLightColor;\n\n uniform vec3 uAmbientLightColor;\n\n varying vec3 vNormal;\n\n void main() {\n\n \tfloat camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);\n \tfloat light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);\n\n \tgl_FragColor = vec4( uBaseColor, 1.0 );\n\n \tif ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {\n\n \t\tgl_FragColor *= vec4( uLineColor1, 1.0 );\n\n \t}\n\n \tif ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {\n\n \t\tgl_FragColor *= vec4( uLineColor2, 1.0 );\n\n \t}\n\n }\n `,\n}\n\nexport const ToonShaderHatching = {\n uniforms: {\n uDirLightPos: { value: /* @__PURE__ */ new Vector3() },\n uDirLightColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: /* @__PURE__ */ new Color(0x050505) },\n\n uBaseColor: { value: /* @__PURE__ */ new Color(0xffffff) },\n uLineColor1: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor2: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor3: { value: /* @__PURE__ */ new Color(0x000000) },\n uLineColor4: { value: /* @__PURE__ */ new Color(0x000000) },\n },\n\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n\n void main() {\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n \tvNormal = normalize( normalMatrix * normal );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 uBaseColor;\n uniform vec3 uLineColor1;\n uniform vec3 uLineColor2;\n uniform vec3 uLineColor3;\n uniform vec3 uLineColor4;\n\n uniform vec3 uDirLightPos;\n uniform vec3 uDirLightColor;\n\n uniform vec3 uAmbientLightColor;\n\n varying vec3 vNormal;\n\n void main() {\n\n \tfloat directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);\n \tvec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n \tgl_FragColor = vec4( uBaseColor, 1.0 );\n\n \tif ( length(lightWeighting) < 1.00 ) {\n\n \t\tif ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {\n\n \t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );\n\n \t\t}\n\n \t}\n\n \tif ( length(lightWeighting) < 0.75 ) {\n\n \t\tif (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {\n\n \t\t\tgl_FragColor = vec4( uLineColor2, 1.0 );\n\n \t\t}\n\n \t}\n\n \tif ( length(lightWeighting) < 0.50 ) {\n\n \t\tif (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {\n\n \t\t\tgl_FragColor = vec4( uLineColor3, 1.0 );\n\n \t\t}\n\n \t}\n\n \tif ( length(lightWeighting) < 0.3465 ) {\n\n \t\tif (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {\n\n \t\t\tgl_FragColor = vec4( uLineColor4, 1.0 );\n\n \t}\n\n \t}\n\n }\n `,\n}\n\nexport const ToonShaderDotted = {\n uniforms: {\n uDirLightPos: { value: /* @__PURE__ */ new Vector3() },\n uDirLightColor: { value: /* @__PURE__ */ new Color(0xeeeeee) },\n\n uAmbientLightColor: { value: /* @__PURE__ */ new Color(0x050505) },\n\n uBaseColor: { value: /* @__PURE__ */ new Color(0xffffff) },\n uLineColor1: { value: /* @__PURE__ */ new Color(0x000000) },\n },\n\n vertexShader: /* glsl */ `\n varying vec3 vNormal;\n\n void main() {\n\n \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n \tvNormal = normalize( normalMatrix * normal );\n\n }\n `,\n\n fragmentShader: /* glsl */ `\n uniform vec3 uBaseColor;\n uniform vec3 uLineColor1;\n uniform vec3 uLineColor2;\n uniform vec3 uLineColor3;\n uniform vec3 uLineColor4;\n\n uniform vec3 uDirLightPos;\n uniform vec3 uDirLightColor;\n\n uniform vec3 uAmbientLightColor;\n\n varying vec3 vNormal;\n\n void main() {\n\n float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);\n vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;\n\n gl_FragColor = vec4( uBaseColor, 1.0 );\n\n if ( length(lightWeighting) < 1.00 ) {\n\n \t\tif ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {\n\n \t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );\n\n \t\t}\n\n \t}\n\n \tif ( length(lightWeighting) < 0.50 ) {\n\n \t\tif ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {\n\n \t\t\tgl_FragColor = vec4( uLineColor1, 1.0 );\n\n \t\t}\n\n \t}\n\n }\n `,\n}\n"],"names":["Vector3","Color"],"mappings":";;;AAWO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,cAAc,EAAE,OAAuB,oBAAIA,MAAAA,UAAU;AAAA,IACrD,gBAAgB,EAAE,OAA2B,oBAAAC,MAAA,MAAM,QAAQ,EAAE;AAAA,IAE7D,oBAAoB,EAAE,OAA2B,oBAAAA,MAAA,MAAM,MAAQ,EAAE;AAAA,IAEjE,YAAY,EAAE,OAA2B,oBAAAA,MAAA,MAAM,QAAQ,EAAE;AAAA,EAC3D;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAoBzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAoC7B;AAEO,MAAM,cAAc;AAAA,EACzB,UAAU;AAAA,IACR,cAAc,EAAE,OAAuB,oBAAID,MAAAA,UAAU;AAAA,IACrD,gBAAgB,EAAE,OAA2B,oBAAAC,MAAA,MAAM,QAAQ,EAAE;AAAA,IAE7D,oBAAoB,EAAE,OAA2B,oBAAAA,MAAA,MAAM,MAAQ,EAAE;AAAA,IAEjE,YAAY,EAAE,OAA2B,oBAAAA,MAAA,MAAM,QAAQ,EAAE;AAAA,IACzD,aAAa,EAAE,OAA2B,oBAAAA,MAAA,MAAM,OAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,EAC5D;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAmC7B;AAEO,MAAM,qBAAqB;AAAA,EAChC,UAAU;AAAA,IACR,cAAc,EAAE,OAAuB,oBAAID,MAAAA,UAAU;AAAA,IACrD,gBAAgB,EAAE,OAA2B,oBAAAC,MAAA,MAAM,QAAQ,EAAE;AAAA,IAE7D,oBAAoB,EAAE,OAA2B,oBAAAA,MAAA,MAAM,MAAQ,EAAE;AAAA,IAEjE,YAAY,EAAE,OAA2B,oBAAAA,MAAA,MAAM,QAAQ,EAAE;AAAA,IACzD,aAAa,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,IAC1D,aAAa,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,EAC5D;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA+D7B;AAEO,MAAM,mBAAmB;AAAA,EAC9B,UAAU;AAAA,IACR,cAAc,EAAE,OAAuB,oBAAID,MAAAA,UAAU;AAAA,IACrD,gBAAgB,EAAE,OAA2B,oBAAAC,MAAA,MAAM,QAAQ,EAAE;AAAA,IAE7D,oBAAoB,EAAE,OAA2B,oBAAAA,MAAA,MAAM,MAAQ,EAAE;AAAA,IAEjE,YAAY,EAAE,OAA2B,oBAAAA,MAAA,MAAM,QAAQ,EAAE;AAAA,IACzD,aAAa,EAAE,OAA2B,oBAAAA,MAAA,MAAM,CAAQ,EAAE;AAAA,EAC5D;AAAA,EAEA;AAAA;AAAA,IAAyB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAWzB;AAAA;AAAA,IAA2B;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AA2C7B;;;;;"}