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https://github.com/blitzkit/blitzkit.git
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feat: explosive shells under spaced armor
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@@ -1,4 +1,4 @@
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import { MeshProps, useFrame } from '@react-three/fiber';
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import { MeshProps, useFrame, useThree } from '@react-three/fiber';
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import { useRef } from 'react';
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import { MeshStandardMaterial, ShaderMaterial, Vector2 } from 'three';
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import ThreeCustomShaderMaterial from 'three-custom-shader-material';
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@@ -8,6 +8,7 @@ import { canSplash } from '../../../../core/blitz/canSplash';
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import { isExplosive } from '../../../../core/blitz/isExplosive';
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import { resolveNearPenetration } from '../../../../core/blitz/resolveNearPenetration';
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import { externalModuleMaskRenderTarget } from '../ExternalModuleMask';
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import { spacedArmorDepthRenderTarget } from '../SpacedArmorDepth';
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import fragmentShader from './shaders/fragment.glsl';
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import vertexShader from './shaders/vertex.glsl';
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@@ -25,18 +26,23 @@ export function ArmorMesh({
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duel,
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...props
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}: ArmorMeshProps) {
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const camera = useThree((state) => state.camera);
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const { shell } = duel.antagonist;
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const material = useRef<ShaderMaterial>(null);
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const resolution = new Vector2();
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useFrame(({ gl }) => {
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useFrame(({ gl, camera }) => {
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if (material.current) {
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material.current.uniforms.externalModuleMask.value =
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externalModuleMaskRenderTarget.texture;
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material.current.uniforms.resolution.value = resolution.set(
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gl.domElement.width,
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gl.domElement.height,
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);
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material.current.uniforms.externalModuleMask.value =
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externalModuleMaskRenderTarget.texture;
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material.current.uniforms.spacedArmorDepth.value =
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spacedArmorDepthRenderTarget.depthTexture;
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material.current.uniforms.projectionMatrixInverse.value =
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camera.projectionMatrixInverse;
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}
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});
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@@ -56,8 +62,12 @@ export function ArmorMesh({
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fragmentShader={fragmentShader}
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vertexShader={vertexShader}
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uniforms={{
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externalModuleMask: { value: null },
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resolution: { value: null },
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externalModuleMask: { value: null },
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spacedArmorDepth: { value: null },
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projectionMatrixInverse: { value: null },
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zNear: { value: camera.near },
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zFar: { value: camera.far },
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isSpaced: { value: isSpaced },
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isExplosive: { value: isExplosive(shell.type) },
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canSplash: { value: canSplash(shell.type) },
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@@ -73,23 +83,6 @@ export function ArmorMesh({
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},
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}}
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/>
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{/* <shaderMaterial
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ref={material}
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depthFunc={EqualDepth}
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depthWrite={false}
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transparent
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args={[
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{
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vertexShader,
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fragmentShader,
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uniforms: {
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externalModuleMask: { value: null },
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resolution: { value: null },
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isSpaced: { value: isSpaced },
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},
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},
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]}
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/> */}
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</mesh>
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</>
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);
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@@ -9,10 +9,27 @@ uniform float caliber;
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uniform float ricochet;
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uniform float normalization;
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uniform sampler2D externalModuleMask;
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uniform sampler2D spacedArmorDepth;
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uniform vec2 resolution;
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varying mat4 vProjectionMatrix;
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float depthToDistance(float depth) {
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mat4 projectionMatrixInverse = inverse(vProjectionMatrix);
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vec4 clipPosition = vec4(gl_FragCoord.xy / resolution * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
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vec4 eyePosition = projectionMatrixInverse * clipPosition;
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vec3 NDCPosition = eyePosition.xyz / eyePosition.w;
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float worldDistance = length(NDCPosition);
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return worldDistance;
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}
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void main() {
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vec4 externalModuleMaskColor = texture2D(externalModuleMask, gl_FragCoord.xy / resolution);
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vec2 screenCoordinates = gl_FragCoord.xy / resolution;
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float spacedArmorDepthValue = texture2D(spacedArmorDepth, screenCoordinates).r;
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float currentDistance = depthToDistance(gl_FragCoord.z);
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float spacedArmorDistance = depthToDistance(spacedArmorDepthValue);
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float distanceFromSpacedArmor = currentDistance - spacedArmorDistance;
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vec4 externalModuleMaskColor = texture2D(externalModuleMask, screenCoordinates);
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bool isUnderExternalModule = externalModuleMaskColor.r == 1.0;
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vec3 normalizedNormal = normalize(vNormal);
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vec3 normalizedViewPosition = normalize(vCSMViewPosition);
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@@ -27,11 +44,25 @@ void main() {
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penetrationChance = 0.0;
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splashChance = 0.0;
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} else {
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float piercedPenetration = penetration;
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// if (isUnderExternalModule) {
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// // TODO: ADD
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// piercedPenetration -= 50.0;
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// }
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if (isExplosive) {
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// 50% loss of remaining penetration per meter
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piercedPenetration -= 0.5 * piercedPenetration * distanceFromSpacedArmor;
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}
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piercedPenetration = max(piercedPenetration, 0.0);
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bool twoCalibersRule = caliber > 2.0 * thickness;
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float finalNormalization = twoCalibersRule ? (normalization * 1.4 * caliber) / (2.0 * thickness) : normalization;
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float finalThickness = thickness / cos(angle - finalNormalization);
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float delta = finalThickness - penetration;
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float randomRadius = penetration * 0.05;
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float delta = finalThickness - piercedPenetration;
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float randomRadius = piercedPenetration * 0.05;
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if (delta > randomRadius) {
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penetrationChance = 0.0;
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@@ -43,7 +74,7 @@ void main() {
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if (canSplash) {
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float reducedFinalThickness = finalThickness * (5.0 / 11.0);
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float splashDelta = reducedFinalThickness - penetration;
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float splashDelta = reducedFinalThickness - piercedPenetration;
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if (splashDelta > randomRadius) {
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splashChance = 0.0;
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@@ -58,15 +89,17 @@ void main() {
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}
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if (isSpaced) {
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if (isExternalModule) {
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csm_FragColor = vec4(0.5, 0.0, 1.0, 0.5);
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} else {
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if (isExplosive) {
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csm_FragColor = vec4(1.0, 0.0, 1.0, 0.5);
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} else {
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csm_FragColor = vec4(1.0, 0.0, 1.0, (1.0 - penetrationChance) * 0.5);
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}
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}
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// if (isExternalModule) {
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// csm_FragColor = vec4(0.5, 0.0, 1.0, 0.5);
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// } else {
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// if (isExplosive) {
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// csm_FragColor = vec4(1.0, 0.0, 1.0, 0.5);
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// } else {
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// csm_FragColor = vec4(1.0, 0.0, 1.0, (1.0 - penetrationChance) * 0.5);
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// }
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// }
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csm_FragColor = vec4(0.0);
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} else {
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csm_FragColor = vec4(1.0, splashChance * 0.392, 0.0, (1.0 - penetrationChance) * 0.5);
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}
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@@ -1,6 +1,12 @@
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varying vec3 vCSMViewPosition;
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varying float vZ;
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varying mat4 vProjectionMatrix;
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void main() {
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vec4 vViewPosition4 = modelViewMatrix * vec4(position, 1.0);
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vCSMViewPosition = vViewPosition4.xyz;
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vZ = -(modelViewMatrix * vec4(position, 1.0)).z;
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vProjectionMatrix = projectionMatrix;
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}
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@@ -0,0 +1,19 @@
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import { MeshProps } from '@react-three/fiber';
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import { WebGLRenderTarget } from 'three';
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export const spacedArmorDepthRenderTarget = new WebGLRenderTarget();
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interface ArmorMeshSpacedArmorDepthProps extends MeshProps {
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exclude?: boolean;
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}
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export function ArmorMeshSpacedArmorDepth({
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exclude = false,
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...props
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}: ArmorMeshSpacedArmorDepthProps) {
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return (
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<mesh {...props}>
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<meshBasicMaterial />
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</mesh>
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);
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}
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