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636 lines
12 KiB
636 lines
12 KiB
2 years ago
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( function () {
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/**
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* parameters = {
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* color: <hex>,
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* linewidth: <float>,
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* dashed: <boolean>,
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* dashScale: <float>,
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* dashSize: <float>,
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* dashOffset: <float>,
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* gapSize: <float>,
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* resolution: <Vector2>, // to be set by renderer
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* }
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*/
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THREE.UniformsLib.line = {
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worldUnits: {
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value: 1
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},
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linewidth: {
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value: 1
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},
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resolution: {
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value: new THREE.Vector2( 1, 1 )
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},
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dashOffset: {
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value: 0
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},
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dashScale: {
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value: 1
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},
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dashSize: {
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value: 1
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},
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gapSize: {
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value: 1
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} // todo FIX - maybe change to totalSize
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};
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THREE.ShaderLib[ 'line' ] = {
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uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib.common, THREE.UniformsLib.fog, THREE.UniformsLib.line ] ),
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vertexShader: /* glsl */`
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#include <common>
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#include <color_pars_vertex>
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#include <fog_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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#include <clipping_planes_pars_vertex>
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uniform float linewidth;
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uniform vec2 resolution;
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attribute vec3 instanceStart;
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attribute vec3 instanceEnd;
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attribute vec3 instanceColorStart;
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attribute vec3 instanceColorEnd;
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#ifdef WORLD_UNITS
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varying vec4 worldPos;
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varying vec3 worldStart;
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varying vec3 worldEnd;
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#ifdef USE_DASH
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varying vec2 vUv;
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#endif
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#else
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varying vec2 vUv;
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#endif
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#ifdef USE_DASH
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uniform float dashScale;
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attribute float instanceDistanceStart;
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attribute float instanceDistanceEnd;
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varying float vLineDistance;
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#endif
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void trimSegment( const in vec4 start, inout vec4 end ) {
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// trim end segment so it terminates between the camera plane and the near plane
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// conservative estimate of the near plane
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float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
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float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
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float nearEstimate = - 0.5 * b / a;
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float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
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end.xyz = mix( start.xyz, end.xyz, alpha );
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}
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void main() {
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#ifdef USE_COLOR
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vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
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#endif
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#ifdef USE_DASH
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vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
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vUv = uv;
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#endif
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float aspect = resolution.x / resolution.y;
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// camera space
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vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
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vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
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#ifdef WORLD_UNITS
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worldStart = start.xyz;
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worldEnd = end.xyz;
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#else
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vUv = uv;
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#endif
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// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
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// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
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// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
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// perhaps there is a more elegant solution -- WestLangley
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bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
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if ( perspective ) {
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if ( start.z < 0.0 && end.z >= 0.0 ) {
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trimSegment( start, end );
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} else if ( end.z < 0.0 && start.z >= 0.0 ) {
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trimSegment( end, start );
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}
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}
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// clip space
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vec4 clipStart = projectionMatrix * start;
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vec4 clipEnd = projectionMatrix * end;
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// ndc space
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vec3 ndcStart = clipStart.xyz / clipStart.w;
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vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
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// direction
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vec2 dir = ndcEnd.xy - ndcStart.xy;
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// account for clip-space aspect ratio
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dir.x *= aspect;
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dir = normalize( dir );
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#ifdef WORLD_UNITS
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// get the offset direction as perpendicular to the view vector
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vec3 worldDir = normalize( end.xyz - start.xyz );
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vec3 offset;
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if ( position.y < 0.5 ) {
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offset = normalize( cross( start.xyz, worldDir ) );
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} else {
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offset = normalize( cross( end.xyz, worldDir ) );
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}
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// sign flip
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if ( position.x < 0.0 ) offset *= - 1.0;
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float forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );
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// don't extend the line if we're rendering dashes because we
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// won't be rendering the endcaps
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#ifndef USE_DASH
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// extend the line bounds to encompass endcaps
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start.xyz += - worldDir * linewidth * 0.5;
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end.xyz += worldDir * linewidth * 0.5;
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// shift the position of the quad so it hugs the forward edge of the line
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offset.xy -= dir * forwardOffset;
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offset.z += 0.5;
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#endif
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// endcaps
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if ( position.y > 1.0 || position.y < 0.0 ) {
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offset.xy += dir * 2.0 * forwardOffset;
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}
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// adjust for linewidth
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offset *= linewidth * 0.5;
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// set the world position
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worldPos = ( position.y < 0.5 ) ? start : end;
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worldPos.xyz += offset;
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// project the worldpos
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vec4 clip = projectionMatrix * worldPos;
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// shift the depth of the projected points so the line
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// segments overlap neatly
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vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
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clip.z = clipPose.z * clip.w;
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#else
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vec2 offset = vec2( dir.y, - dir.x );
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// undo aspect ratio adjustment
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dir.x /= aspect;
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offset.x /= aspect;
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// sign flip
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if ( position.x < 0.0 ) offset *= - 1.0;
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// endcaps
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if ( position.y < 0.0 ) {
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offset += - dir;
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} else if ( position.y > 1.0 ) {
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offset += dir;
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}
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// adjust for linewidth
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offset *= linewidth;
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// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
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offset /= resolution.y;
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// select end
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vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
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// back to clip space
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offset *= clip.w;
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clip.xy += offset;
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#endif
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gl_Position = clip;
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vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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#include <fog_vertex>
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}
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`,
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fragmentShader: /* glsl */`
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uniform vec3 diffuse;
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uniform float opacity;
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uniform float linewidth;
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#ifdef USE_DASH
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uniform float dashOffset;
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uniform float dashSize;
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uniform float gapSize;
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#endif
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varying float vLineDistance;
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#ifdef WORLD_UNITS
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varying vec4 worldPos;
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varying vec3 worldStart;
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varying vec3 worldEnd;
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#ifdef USE_DASH
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varying vec2 vUv;
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#endif
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#else
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varying vec2 vUv;
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#endif
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#include <common>
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#include <color_pars_fragment>
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#include <fog_pars_fragment>
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#include <logdepthbuf_pars_fragment>
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#include <clipping_planes_pars_fragment>
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vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
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float mua;
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float mub;
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vec3 p13 = p1 - p3;
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vec3 p43 = p4 - p3;
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vec3 p21 = p2 - p1;
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float d1343 = dot( p13, p43 );
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float d4321 = dot( p43, p21 );
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float d1321 = dot( p13, p21 );
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float d4343 = dot( p43, p43 );
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float d2121 = dot( p21, p21 );
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float denom = d2121 * d4343 - d4321 * d4321;
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float numer = d1343 * d4321 - d1321 * d4343;
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mua = numer / denom;
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mua = clamp( mua, 0.0, 1.0 );
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mub = ( d1343 + d4321 * ( mua ) ) / d4343;
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mub = clamp( mub, 0.0, 1.0 );
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return vec2( mua, mub );
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}
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void main() {
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#include <clipping_planes_fragment>
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#ifdef USE_DASH
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if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
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if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
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#endif
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float alpha = opacity;
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#ifdef WORLD_UNITS
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// Find the closest points on the view ray and the line segment
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vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
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vec3 lineDir = worldEnd - worldStart;
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vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
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vec3 p1 = worldStart + lineDir * params.x;
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vec3 p2 = rayEnd * params.y;
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vec3 delta = p1 - p2;
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float len = length( delta );
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float norm = len / linewidth;
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#ifndef USE_DASH
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#ifdef USE_ALPHA_TO_COVERAGE
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float dnorm = fwidth( norm );
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alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
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#else
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if ( norm > 0.5 ) {
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discard;
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}
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#endif
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#endif
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#else
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#ifdef USE_ALPHA_TO_COVERAGE
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// artifacts appear on some hardware if a derivative is taken within a conditional
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float a = vUv.x;
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float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
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float len2 = a * a + b * b;
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float dlen = fwidth( len2 );
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if ( abs( vUv.y ) > 1.0 ) {
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alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
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}
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#else
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if ( abs( vUv.y ) > 1.0 ) {
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float a = vUv.x;
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float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
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float len2 = a * a + b * b;
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if ( len2 > 1.0 ) discard;
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}
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#endif
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#endif
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vec4 diffuseColor = vec4( diffuse, alpha );
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#include <logdepthbuf_fragment>
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#include <color_fragment>
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gl_FragColor = vec4( diffuseColor.rgb, alpha );
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#include <tonemapping_fragment>
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#include <encodings_fragment>
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#include <fog_fragment>
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#include <premultiplied_alpha_fragment>
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}
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`
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};
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class LineMaterial extends THREE.ShaderMaterial {
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constructor( parameters ) {
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super( {
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type: 'LineMaterial',
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uniforms: THREE.UniformsUtils.clone( THREE.ShaderLib[ 'line' ].uniforms ),
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vertexShader: THREE.ShaderLib[ 'line' ].vertexShader,
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fragmentShader: THREE.ShaderLib[ 'line' ].fragmentShader,
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clipping: true // required for clipping support
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} );
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this.isLineMaterial = true;
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Object.defineProperties( this, {
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color: {
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enumerable: true,
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get: function () {
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return this.uniforms.diffuse.value;
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},
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set: function ( value ) {
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this.uniforms.diffuse.value = value;
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}
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},
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worldUnits: {
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enumerable: true,
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get: function () {
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return 'WORLD_UNITS' in this.defines;
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},
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set: function ( value ) {
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if ( value === true ) {
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this.defines.WORLD_UNITS = '';
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} else {
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delete this.defines.WORLD_UNITS;
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}
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}
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},
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linewidth: {
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enumerable: true,
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get: function () {
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return this.uniforms.linewidth.value;
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},
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set: function ( value ) {
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this.uniforms.linewidth.value = value;
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}
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},
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dashed: {
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enumerable: true,
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||
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get: function () {
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return Boolean( 'USE_DASH' in this.defines );
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},
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set( value ) {
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if ( Boolean( value ) !== Boolean( 'USE_DASH' in this.defines ) ) {
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this.needsUpdate = true;
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}
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if ( value === true ) {
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||
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||
|
this.defines.USE_DASH = '';
|
||
|
|
||
|
} else {
|
||
|
|
||
|
delete this.defines.USE_DASH;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
},
|
||
|
dashScale: {
|
||
|
enumerable: true,
|
||
|
get: function () {
|
||
|
|
||
|
return this.uniforms.dashScale.value;
|
||
|
|
||
|
},
|
||
|
set: function ( value ) {
|
||
|
|
||
|
this.uniforms.dashScale.value = value;
|
||
|
|
||
|
}
|
||
|
},
|
||
|
dashSize: {
|
||
|
enumerable: true,
|
||
|
get: function () {
|
||
|
|
||
|
return this.uniforms.dashSize.value;
|
||
|
|
||
|
},
|
||
|
set: function ( value ) {
|
||
|
|
||
|
this.uniforms.dashSize.value = value;
|
||
|
|
||
|
}
|
||
|
},
|
||
|
dashOffset: {
|
||
|
enumerable: true,
|
||
|
get: function () {
|
||
|
|
||
|
return this.uniforms.dashOffset.value;
|
||
|
|
||
|
},
|
||
|
set: function ( value ) {
|
||
|
|
||
|
this.uniforms.dashOffset.value = value;
|
||
|
|
||
|
}
|
||
|
},
|
||
|
gapSize: {
|
||
|
enumerable: true,
|
||
|
get: function () {
|
||
|
|
||
|
return this.uniforms.gapSize.value;
|
||
|
|
||
|
},
|
||
|
set: function ( value ) {
|
||
|
|
||
|
this.uniforms.gapSize.value = value;
|
||
|
|
||
|
}
|
||
|
},
|
||
|
opacity: {
|
||
|
enumerable: true,
|
||
|
get: function () {
|
||
|
|
||
|
return this.uniforms.opacity.value;
|
||
|
|
||
|
},
|
||
|
set: function ( value ) {
|
||
|
|
||
|
this.uniforms.opacity.value = value;
|
||
|
|
||
|
}
|
||
|
},
|
||
|
resolution: {
|
||
|
enumerable: true,
|
||
|
get: function () {
|
||
|
|
||
|
return this.uniforms.resolution.value;
|
||
|
|
||
|
},
|
||
|
set: function ( value ) {
|
||
|
|
||
|
this.uniforms.resolution.value.copy( value );
|
||
|
|
||
|
}
|
||
|
},
|
||
|
alphaToCoverage: {
|
||
|
enumerable: true,
|
||
|
get: function () {
|
||
|
|
||
|
return Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines );
|
||
|
|
||
|
},
|
||
|
set: function ( value ) {
|
||
|
|
||
|
if ( Boolean( value ) !== Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines ) ) {
|
||
|
|
||
|
this.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( value === true ) {
|
||
|
|
||
|
this.defines.USE_ALPHA_TO_COVERAGE = '';
|
||
|
this.extensions.derivatives = true;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
delete this.defines.USE_ALPHA_TO_COVERAGE;
|
||
|
this.extensions.derivatives = false;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
} );
|
||
|
this.setValues( parameters );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
THREE.LineMaterial = LineMaterial;
|
||
|
|
||
|
} )();
|