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https://github.com/blitzkit/blitzkit.git
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feat: spaced armor finish
This commit is contained in:
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080af86e1b
commit
fabf649608
11 files changed
+124
-78
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-12
@@ -3,7 +3,6 @@ import { Euler, Group, Vector3 } from 'three';
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import { degToRad } from 'three/src/math/MathUtils';
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import { degToRad } from 'three/src/math/MathUtils';
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import { SpacedArmor } from '../../../../../../../../../components/Armor/components/SpacedArmor';
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import { SpacedArmor } from '../../../../../../../../../components/Armor/components/SpacedArmor';
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import { I_HAT, J_HAT, K_HAT } from '../../../../../../../../../constants/axis';
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import { I_HAT, J_HAT, K_HAT } from '../../../../../../../../../constants/axis';
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import { resolveNearPenetration } from '../../../../../../../../../core/blitz/resolveNearPenetration';
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import {
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import {
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ModelTransformEventData,
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ModelTransformEventData,
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modelTransformEvent,
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modelTransformEvent,
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@@ -150,17 +149,6 @@ export const SpacedArmorScene = memo<SpacedArmorSceneProps>(
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-turretModelDefinition.gunOrigin[2],
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-turretModelDefinition.gunOrigin[2],
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).applyAxisAngle(I_HAT, Math.PI / 2);
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).applyAxisAngle(I_HAT, Math.PI / 2);
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console.log(
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'test',
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gunModelDefinition.thickness,
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resolveNearPenetration(useDuel.getState().antagonist!.shell.penetration),
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(gunModelDefinition.thickness /
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resolveNearPenetration(
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useDuel.getState().antagonist!.shell.penetration,
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)) *
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255,
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);
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return (
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return (
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<group
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<group
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ref={wrapper}
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ref={wrapper}
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File renamed without changes.
+54
@@ -0,0 +1,54 @@
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import {
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AdditiveBlending,
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MeshBasicMaterial,
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Object3D,
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ShaderMaterial,
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} from 'three';
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import { resolveNearPenetration } from '../../../../../../core/blitz/resolveNearPenetration';
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import { jsxTree } from '../../../../../../core/blitzkrieg/jsxTree';
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import { useDuel } from '../../../../../../stores/duel';
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import fragmentShader from './fragment.glsl';
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import vertexShader from './vertex.glsl';
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interface SpacedArmorSubExternalProps {
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node: Object3D;
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thickness: number;
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}
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export function SpacedArmorSubExternal({
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node,
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thickness,
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}: SpacedArmorSubExternalProps) {
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const penetration = resolveNearPenetration(
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useDuel.getState().antagonist!.shell.penetration,
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);
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return (
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<>
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{jsxTree(node, {
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renderOrder: 4,
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material: new ShaderMaterial({
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fragmentShader,
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vertexShader,
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depthTest: true,
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depthWrite: false,
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blending: AdditiveBlending,
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uniforms: {
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thickness: { value: thickness },
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penetration: { value: penetration },
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},
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}),
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})}
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{jsxTree(node, {
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renderOrder: 3,
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material: new MeshBasicMaterial({
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colorWrite: false,
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depthTest: true,
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depthWrite: true,
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}),
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})}
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</>
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);
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}
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File renamed without changes.
+24
@@ -0,0 +1,24 @@
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varying vec3 vNormal;
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varying vec3 vViewPosition;
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uniform float thickness;
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uniform float penetration;
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uniform float caliber;
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uniform float ricochet;
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uniform float normalization;
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void main() {
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float angle = acos(dot(vNormal, -vViewPosition) / length(vViewPosition));
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bool threeCalibersRule = caliber > thickness * 3.0;
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if (!threeCalibersRule && angle >= ricochet) {
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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return;
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}
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bool twoCalibersRule = caliber > thickness * 2.0 && thickness > 0.0;
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float finalNormalization = twoCalibersRule ? ((1.4 * normalization * caliber) / (2.0 * thickness)) : normalization;
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float finalThickness = thickness / cos(angle - finalNormalization);
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gl_FragColor = vec4(finalThickness / penetration, 0.0, 0.0, 1.0);
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}
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@@ -0,0 +1,42 @@
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import { AdditiveBlending, Object3D, ShaderMaterial } from 'three';
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import { degToRad } from 'three/src/math/MathUtils';
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import { resolveNearPenetration } from '../../../../../../core/blitz/resolveNearPenetration';
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import { jsxTree } from '../../../../../../core/blitzkrieg/jsxTree';
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import { useDuel } from '../../../../../../stores/duel';
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import fragmentShader from './fragment.glsl';
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import vertexShader from './vertex.glsl';
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interface SpacedArmorSubSpacedProps {
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node: Object3D;
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thickness: number;
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}
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export function SpacedArmorSubSpaced({
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node,
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thickness,
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}: SpacedArmorSubSpacedProps) {
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const { shell } = useDuel.getState().antagonist!;
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const penetration = resolveNearPenetration(shell.penetration);
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console.log(shell.ricochet);
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return jsxTree(node, {
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renderOrder: 2,
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material: new ShaderMaterial({
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fragmentShader,
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vertexShader,
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depthTest: true,
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depthWrite: false,
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blending: AdditiveBlending,
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uniforms: {
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thickness: { value: thickness },
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penetration: { value: penetration },
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caliber: { value: shell.caliber },
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ricochet: { value: degToRad(shell.ricochet ?? 90) },
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normalization: { value: degToRad(shell.normalization ?? 0) },
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},
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}),
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});
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}
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File renamed without changes.
@@ -3,8 +3,8 @@ import { ArmorType } from '../../../../app/tools/tankopedia/[id]/components/Mode
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import { resolveNearPenetration } from '../../../../core/blitz/resolveNearPenetration';
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import { resolveNearPenetration } from '../../../../core/blitz/resolveNearPenetration';
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import { jsxTree } from '../../../../core/blitzkrieg/jsxTree';
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import { jsxTree } from '../../../../core/blitzkrieg/jsxTree';
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import { useDuel } from '../../../../stores/duel';
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import { useDuel } from '../../../../stores/duel';
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import { externalModuleMaterial } from './materials/externalModule';
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import { SpacedArmorSubExternal } from './components/SpacedArmorSubExternal';
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import { spacedMaterial } from './materials/spaced';
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import { SpacedArmorSubSpaced } from './components/SpacedArmorSubSpaced';
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// import fragmentShader from './shaders/fragment.glsl';
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// import fragmentShader from './shaders/fragment.glsl';
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// import vertexShader from './shaders/vertex.glsl';
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// import vertexShader from './shaders/vertex.glsl';
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@@ -42,29 +42,11 @@ export function SpacedArmor({ node, type, thickness }: SpacedArmorProps) {
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})}
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})}
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{type === ArmorType.Spaced && (
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{type === ArmorType.Spaced && (
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<>
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<SpacedArmorSubSpaced node={node} thickness={thickness} />
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{jsxTree(node, {
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renderOrder: 2,
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material: spacedMaterial(thickness, penetration),
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})}
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</>
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)}
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)}
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{type === ArmorType.External && (
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{type === ArmorType.External && (
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<>
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<SpacedArmorSubExternal node={node} thickness={thickness} />
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{jsxTree(node, {
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renderOrder: 4,
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material: externalModuleMaterial(thickness, penetration),
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})}
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{jsxTree(node, {
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renderOrder: 3,
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material: new MeshBasicMaterial({
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colorWrite: false,
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depthTest: true,
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depthWrite: true,
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}),
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})}
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</>
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)}
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)}
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</>
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</>
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);
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);
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@@ -1,19 +0,0 @@
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import { AdditiveBlending, ShaderMaterial } from 'three';
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import fragmentShader from './fragment.glsl';
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import vertexShader from './vertex.glsl';
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export function externalModuleMaterial(thickness: number, penetration: number) {
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return new ShaderMaterial({
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fragmentShader,
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vertexShader,
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depthTest: true,
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depthWrite: false,
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blending: AdditiveBlending,
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uniforms: {
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thickness: { value: thickness },
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penetration: { value: penetration },
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},
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});
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}
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@@ -1,6 +0,0 @@
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uniform float thickness;
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uniform float penetration;
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void main() {
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gl_FragColor = vec4(thickness / penetration, 0.0, 0.0, 1.0);
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}
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@@ -1,19 +0,0 @@
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import { AdditiveBlending, ShaderMaterial } from 'three';
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import fragmentShader from './fragment.glsl';
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import vertexShader from './vertex.glsl';
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export function spacedMaterial(thickness: number, penetration: number) {
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return new ShaderMaterial({
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fragmentShader,
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vertexShader,
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depthTest: true,
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depthWrite: false,
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blending: AdditiveBlending,
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uniforms: {
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thickness: { value: thickness },
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penetration: { value: penetration },
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},
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});
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}
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