- shader lib: ShaderMaterial trials
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@ -19,8 +19,8 @@
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"url": "http://localhost:8080",
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"webRoot": "${workspaceFolder}",
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"breakOnLoad": true,
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"runtimeExecutable": "C:/ProgramData/scoop/apps/googlechrome/current/chrome.exe",
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// "runtimeExecutable": "C:/Program Files (x86)/Google/Chrome/Application/chrome.exe",
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// "runtimeExecutable": "C:/ProgramData/scoop/apps/googlechrome/current/chrome.exe",
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"runtimeExecutable": "C:/Program Files (x86)/Google/Chrome/Application/chrome.exe",
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// "sourceMapPathOverrides": {
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// "webpack:///./~/*": "${workspaceFolder}/node_modules/*",
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// "webpack:///./*": "${workspaceFolder}/*",
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@ -1,52 +1,89 @@
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// https://github.com/LeLeXD/Metalness/blob/master/Shader/index.html
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let shader = {
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vertex: '\
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uniform vec3 color;\
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varying vec3 pixelNormal;\
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\
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void main() {\
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\
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pixelNormal = normal;\
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\
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\
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}',
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// A vertex shader is a function that is applied on every vertex (point) of a mesh.
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// It is usually used to distort or animate the shape of a mesh. Within our script it looks something like this:
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vertex: `
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uniform vec3 color;
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varying vec3 pixelNormal;
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vertexClipping: '\
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uniform vec3 color;\
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uniform vec3 clippingLow;\
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uniform vec3 clippingHigh;\
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\
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varying vec3 pixelNormal;\
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varying vec4 worldPosition;\
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varying vec3 camPosition;\
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\
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void main() {\
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\
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pixelNormal = normal;\
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worldPosition = modelMatrix * vec4( position, 1.0 );\
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camPosition = cameraPosition;\
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\
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\
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\
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}',
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void main() {
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fragment: '\
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uniform vec3 color;\
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varying vec3 pixelNormal;\
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\
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void main( void ) {\
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\
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float shade = (\
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3.0 * pow ( abs ( pixelNormal.y ), 2.0 )\
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+ 2.0 * pow ( abs ( pixelNormal.z ), 2.0 )\
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+ 1.0 * pow ( abs ( pixelNormal.x ), 2.0 )\
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) / 3.0;\
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\
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gl_FragColor = vec4( color * shade, 1.0 );\
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\
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}',
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pixelNormal = normal;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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vertexClipping: `
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uniform vec3 color;
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uniform vec3 clippingLow;
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uniform vec3 clippingHigh;
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varying vec3 pixelNormal;
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varying vec4 worldPosition;
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varying vec3 camPosition;
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varying vec3 vNormal;
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varying vec3 vPosition;
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void main() {
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vec4 vPos = modelViewMatrix * vec4( position, 1.0 );
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vPosition = vPos.xyz;
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vNormal = normalMatrix * normal;
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pixelNormal = normal;
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// worldPosition = modelMatrix * vec4( position, 1.0 );
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camPosition = cameraPosition;
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gl_Position = projectionMatrix * vPos;
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// gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragment: `
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uniform vec3 color;
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varying vec3 pixelNormal;
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varying vec3 vNormal;
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varying vec3 vPosition;
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// uniform vec3 spotLightPosition; // in world space
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// uniform vec3 clight;
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// uniform vec3 cspec;
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// uniform float roughness;
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const float PI = 3.14159;
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void main( void ) {
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float shade = (
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3.0 * pow ( abs ( pixelNormal.y ), 2.0 )
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+ 2.0 * pow ( abs ( pixelNormal.z ), 2.0 )
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+ 1.0 * pow ( abs ( pixelNormal.x ), 2.0 )
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) / 3.0;
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gl_FragColor = vec4( color * shade, 1.0 );
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//gl_FragColor = vec4(color, 1.0);
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// vec4 lPosition = viewMatrix * vec4( spotLightPosition, 1.0 );
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// vec3 l = normalize(lPosition.xyz - vPosition.xyz);
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// vec3 n = normalize( vNormal ); // interpolation destroys normalization, so we have to normalize
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// vec3 v = normalize( -vPosition);
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// vec3 h = normalize( v + l);
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// // small quantity to prevent divisions by 0
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// float nDotl = max(dot( n, l ),0.000001);
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// float lDoth = max(dot( l, h ),0.000001);
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// float nDoth = max(dot( n, h ),0.000001);
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// float vDoth = max(dot( v, h ),0.000001);
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// float nDotv = max(dot( n, v ),0.000001);
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// vec3 specularBRDF = FSchlick(lDoth)*GSmith(nDotv,nDotl)*DGGX(nDoth,roughness*roughness)/(4.0*nDotl*nDotv);
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// vec3 outRadiance = (PI* clight * nDotl * specularBRDF);
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// gl_FragColor = vec4(pow( outRadiance, vec3(1.0/2.2)), 1.0);
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}`,
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fragmentClippingFront: '\
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uniform vec3 color;\
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@ -13,6 +13,10 @@ import { ShaderMaterial } from 'three/src/materials/ShaderMaterial';
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import { uniforms } from "../clip/uniforms";
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import { shader } from '../clip/shader';
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import { Color } from 'three/src/math/Color';
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import { UniformsUtils } from 'three/src/renderers/shaders/UniformsUtils';
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import { ShaderLib } from 'three/src/renderers/shaders/ShaderLib';
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const POINTURL = 'https://geusegdi01.geus.dk/geom3d/data/nodes/';
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const EDGEURL = 'https://geusegdi01.geus.dk/geom3d/data/triangles/';
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@ -106,19 +110,45 @@ class TinLayer extends Layer {
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clipping: {
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color: { type: "c", value: new Color(color) },
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clippingLow: { type: "v3", value: new Vector3(0, 0, 0) },
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clippingHigh: { type: "v3", value: new Vector3(0, 0, 0) }
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clippingHigh: { type: "v3", value: new Vector3(0, 0, 0) },
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// cspec: { type: "v3", value: new Vector3() },
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// cdiff: { type: "v3", value: new Vector3() },
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// roughness: { type: "v3", value: new Vector3() },
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// spotLightPosition: { type: "v3", value: new Vector3() },
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// clight: { type: "v3", value: new Vector3() },
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// metalness: { type: "v1", value: 0.1 },
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}
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};
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this.material = new ShaderMaterial( {
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// https://jsfiddle.net/qgu17w5o/43/
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// https://discourse.threejs.org/t/shadermaterial-created-from-meshstandardmaterials-shader-has-mirrored-reflection/3921
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let standard = ShaderLib['standard'];
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this.material = new ShaderMaterial({
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lights: true,
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clipIntersection: true,
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clipShadows: true,
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uniforms: uniforms.clipping,
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vertexShader: shader.vertexClipping,
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// uniforms: uniforms.clipping,
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uniforms: UniformsUtils.clone(standard.uniforms),
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vertexShader: shader.vertexClipping,
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// vertexShader: standard.vertexShader,
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side: DoubleSide,
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fragmentShader: shader.fragmentClippingFront,
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// colorWrite: false,
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// fragmentShader: standard.fragmentShader,
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// blending: AdditiveBlending,
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// transparent: true,
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// depthWrite: false,
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} );
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clipping: true,
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// colorWrite: false,
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});
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// this.material.uniforms.diffuseColor = { type: "c", value: new Color(color) };
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// this.material.uniforms.flatShading= true,
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// this.material.uniforms.roughness.value = 0.75;
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// this.material.uniforms.metalness.value = 1;
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// this.material.uniforms.clippingLow= { type: "v3", value: new Vector3(0, 0, 0) };
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// this.material.uniforms.clippingHigh= { type: "v3", value: new Vector3(0, 0, 0) };
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// this.material.needsUpdate = true;
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this.materialsArray.push(this.material);
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let mesh = this.mainMesh = new Mesh(geometry, this.material);
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// mesh.userData.layerId = this.index;
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