"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const THREE = require("three"); const ToonShader1 = { uniforms: { uDirLightPos: { value: /* @__PURE__ */ new THREE.Vector3() }, uDirLightColor: { value: /* @__PURE__ */ new THREE.Color(15658734) }, uAmbientLightColor: { value: /* @__PURE__ */ new THREE.Color(328965) }, uBaseColor: { value: /* @__PURE__ */ new THREE.Color(16777215) } }, vertexShader: ( /* glsl */ ` varying vec3 vNormal; varying vec3 vRefract; void main() { vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal ); vNormal = normalize( normalMatrix * normal ); vec3 I = worldPosition.xyz - cameraPosition; vRefract = refract( normalize( I ), worldNormal, 1.02 ); gl_Position = projectionMatrix * mvPosition; } ` ), fragmentShader: ( /* glsl */ ` uniform vec3 uBaseColor; uniform vec3 uDirLightPos; uniform vec3 uDirLightColor; uniform vec3 uAmbientLightColor; varying vec3 vNormal; varying vec3 vRefract; void main() { float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0); vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting; float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) ); intensity += length(lightWeighting) * 0.2; float cameraWeighting = dot( normalize( vNormal ), vRefract ); intensity += pow( 1.0 - length( cameraWeighting ), 6.0 ); intensity = intensity * 0.2 + 0.3; if ( intensity < 0.50 ) { gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 ); } else { gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 ); } } ` ) }; const ToonShader2 = { uniforms: { uDirLightPos: { value: /* @__PURE__ */ new THREE.Vector3() }, uDirLightColor: { value: /* @__PURE__ */ new THREE.Color(15658734) }, uAmbientLightColor: { value: /* @__PURE__ */ new THREE.Color(328965) }, uBaseColor: { value: /* @__PURE__ */ new THREE.Color(15658734) }, uLineColor1: { value: /* @__PURE__ */ new THREE.Color(8421504) }, uLineColor2: { value: /* @__PURE__ */ new THREE.Color(0) }, uLineColor3: { value: /* @__PURE__ */ new THREE.Color(0) }, uLineColor4: { value: /* @__PURE__ */ new THREE.Color(0) } }, vertexShader: ( /* glsl */ ` varying vec3 vNormal; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); vNormal = normalize( normalMatrix * normal ); } ` ), fragmentShader: ( /* glsl */ ` uniform vec3 uBaseColor; uniform vec3 uLineColor1; uniform vec3 uLineColor2; uniform vec3 uLineColor3; uniform vec3 uLineColor4; uniform vec3 uDirLightPos; uniform vec3 uDirLightColor; uniform vec3 uAmbientLightColor; varying vec3 vNormal; void main() { float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4); float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0); gl_FragColor = vec4( uBaseColor, 1.0 ); if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) { gl_FragColor *= vec4( uLineColor1, 1.0 ); } if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) { gl_FragColor *= vec4( uLineColor2, 1.0 ); } } ` ) }; const ToonShaderHatching = { uniforms: { uDirLightPos: { value: /* @__PURE__ */ new THREE.Vector3() }, uDirLightColor: { value: /* @__PURE__ */ new THREE.Color(15658734) }, uAmbientLightColor: { value: /* @__PURE__ */ new THREE.Color(328965) }, uBaseColor: { value: /* @__PURE__ */ new THREE.Color(16777215) }, uLineColor1: { value: /* @__PURE__ */ new THREE.Color(0) }, uLineColor2: { value: /* @__PURE__ */ new THREE.Color(0) }, uLineColor3: { value: /* @__PURE__ */ new THREE.Color(0) }, uLineColor4: { value: /* @__PURE__ */ new THREE.Color(0) } }, vertexShader: ( /* glsl */ ` varying vec3 vNormal; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); vNormal = normalize( normalMatrix * normal ); } ` ), fragmentShader: ( /* glsl */ ` uniform vec3 uBaseColor; uniform vec3 uLineColor1; uniform vec3 uLineColor2; uniform vec3 uLineColor3; uniform vec3 uLineColor4; uniform vec3 uDirLightPos; uniform vec3 uDirLightColor; uniform vec3 uAmbientLightColor; varying vec3 vNormal; void main() { float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0); vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting; gl_FragColor = vec4( uBaseColor, 1.0 ); if ( length(lightWeighting) < 1.00 ) { if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) { gl_FragColor = vec4( uLineColor1, 1.0 ); } } if ( length(lightWeighting) < 0.75 ) { if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) { gl_FragColor = vec4( uLineColor2, 1.0 ); } } if ( length(lightWeighting) < 0.50 ) { if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) { gl_FragColor = vec4( uLineColor3, 1.0 ); } } if ( length(lightWeighting) < 0.3465 ) { if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) { gl_FragColor = vec4( uLineColor4, 1.0 ); } } } ` ) }; const ToonShaderDotted = { uniforms: { uDirLightPos: { value: /* @__PURE__ */ new THREE.Vector3() }, uDirLightColor: { value: /* @__PURE__ */ new THREE.Color(15658734) }, uAmbientLightColor: { value: /* @__PURE__ */ new THREE.Color(328965) }, uBaseColor: { value: /* @__PURE__ */ new THREE.Color(16777215) }, uLineColor1: { value: /* @__PURE__ */ new THREE.Color(0) } }, vertexShader: ( /* glsl */ ` varying vec3 vNormal; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); vNormal = normalize( normalMatrix * normal ); } ` ), fragmentShader: ( /* glsl */ ` uniform vec3 uBaseColor; uniform vec3 uLineColor1; uniform vec3 uLineColor2; uniform vec3 uLineColor3; uniform vec3 uLineColor4; uniform vec3 uDirLightPos; uniform vec3 uDirLightColor; uniform vec3 uAmbientLightColor; varying vec3 vNormal; void main() { float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0); vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting; gl_FragColor = vec4( uBaseColor, 1.0 ); if ( length(lightWeighting) < 1.00 ) { if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) { gl_FragColor = vec4( uLineColor1, 1.0 ); } } if ( length(lightWeighting) < 0.50 ) { if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) { gl_FragColor = vec4( uLineColor1, 1.0 ); } } } ` ) }; exports.ToonShader1 = ToonShader1; exports.ToonShader2 = ToonShader2; exports.ToonShaderDotted = ToonShaderDotted; exports.ToonShaderHatching = ToonShaderHatching; //# sourceMappingURL=ToonShader.cjs.map