- ne MyMeshStandardMaterial.js for slicing
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46e691372a
commit
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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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66
src/js/clip/MyMeshStandardMaterial.js
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66
src/js/clip/MyMeshStandardMaterial.js
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@ -0,0 +1,66 @@
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import { MeshStandardMaterial } from 'three/src/materials/MeshStandardMaterial';
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import { shader } from './shader';
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export class MyMeshStandardMaterial extends MeshStandardMaterial {
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constructor(materialParameters, uniforms) {
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super(materialParameters);
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this.uniforms = uniforms;
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this.onBeforeCompile = m_shader => {
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m_shader.uniforms.clippingLow = this.uniforms.clippingLow; // { type: "v3", value: new Vector3(0, 0, 0) };
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m_shader.uniforms.clippingHigh = this.uniforms.clippingHigh; // { type: "v3", value: new Vector3(0, 0, 0) };
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// m_shader.vertexShader = `
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// varying vec3 vPos;
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// varying vec4 worldPosition;
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// ${m_shader.vertexShader}
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// `.replace(
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// `#include <fog_vertex>`,
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// `#include <fog_vertex>
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// worldPosition = modelMatrix * vec4( position, 1.0 );
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// `
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// );
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m_shader.vertexShader = shader.vertexMeshStandard;
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// m_shader.vertexShader = 'varying vec4 realPosition; ' + m_shader.vertexShader;
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// m_shader.vertexShader = m_shader.vertexShader.replace(
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// `#include <fog_vertex>`,
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// `#include <fog_vertex>
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// realPosition = modelMatrix * vec4( position, 1.0 );`
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// );
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m_shader.fragmentShader = shader.fragmentClippingMeshStandard;
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//prepend the input to the shader
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// m_shader.fragmentShader = `
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// uniform vec3 clippingLow;
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// uniform vec3 clippingHigh;
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// varying vec4 worldPosition;
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// ${m_shader.fragmentShader}
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// `.replace(
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// `gl_FragColor = vec4( outgoingLight, diffuseColor.a );`,
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// `
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// if (
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// worldPosition.x < clippingLow.x
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// || worldPosition.x > clippingHigh.x
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// || worldPosition.y < clippingLow.y
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// || worldPosition.y > clippingHigh.y
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// || worldPosition.z < clippingLow.z
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// || worldPosition.z > clippingHigh.z
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// ) {
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// discard;
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// } else {
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// gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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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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@ -32,11 +32,11 @@ let shader = {
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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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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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// gl_Position = projectionMatrix * vPos;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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@ -85,54 +85,208 @@ let shader = {
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}`,
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fragmentClippingFront: '\
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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( 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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if (\
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worldPosition.x < clippingLow.x && camPosition.x < clippingLow.x\
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|| worldPosition.x > clippingHigh.x && camPosition.x > clippingHigh.x\
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|| worldPosition.y < clippingLow.y && camPosition.y < clippingLow.y\
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|| worldPosition.y > clippingHigh.y && camPosition.y > clippingHigh.y\
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|| worldPosition.z < clippingLow.z && camPosition.z < clippingLow.z\
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|| worldPosition.z > clippingHigh.z && camPosition.z > clippingHigh.z\
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) {\
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\
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discard;\
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\
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} else {\
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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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\
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}',
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fragmentClippingFront: `
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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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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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// if (
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// worldPosition.x < clippingLow.x && camPosition.x < clippingLow.x
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// || worldPosition.x > clippingHigh.x && camPosition.x > clippingHigh.x
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// || worldPosition.y < clippingLow.y && camPosition.y < clippingLow.y
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// || worldPosition.y > clippingHigh.y && camPosition.y > clippingHigh.y
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// || worldPosition.z < clippingLow.z && camPosition.z < clippingLow.z
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// || worldPosition.z > clippingHigh.z && camPosition.z > clippingHigh.z
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// ) {
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if (
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worldPosition.x < clippingLow.x
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|| worldPosition.x > clippingHigh.x
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|| worldPosition.y < clippingLow.y
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|| worldPosition.y > clippingHigh.y
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|| worldPosition.z < clippingLow.z
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|| worldPosition.z > clippingHigh.z
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) {
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discard;
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} else {
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gl_FragColor = vec4( color * shade, 1.0 );
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}
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}`,
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vertexMeshStandard: `
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#define STANDARD
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varying vec3 vViewPosition;
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varying vec4 worldPosition;
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#include <common>
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#include <uv_pars_vertex>
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#include <uv2_pars_vertex>
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#include <displacementmap_pars_vertex>
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#include <color_pars_vertex>
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#include <fog_pars_vertex>
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#include <morphtarget_pars_vertex>
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#include <skinning_pars_vertex>
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#include <shadowmap_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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#include <clipping_planes_pars_vertex>
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void main() {
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#include <uv_vertex>
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#include <uv2_vertex>
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#include <color_vertex>
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#include <beginnormal_vertex>
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#include <morphnormal_vertex>
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#include <skinbase_vertex>
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#include <skinnormal_vertex>
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#include <defaultnormal_vertex>
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invisibleVertexShader: '\
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void main() {\
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\
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gl_Position = projectionMatrix * mvPosition;\
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}',
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invisibleFragmentShader: '\
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void main( void ) {\
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gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\
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discard;\
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}'
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#include <begin_vertex>
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#include <morphtarget_vertex>
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#include <skinning_vertex>
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#include <displacementmap_vertex>
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#include <project_vertex>
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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vViewPosition = - mvPosition.xyz;
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worldPosition = modelMatrix * vec4( position, 1.0 );
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#include <worldpos_vertex>
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#include <shadowmap_vertex>
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#include <fog_vertex>
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}`,
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fragmentClippingMeshStandard: `
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#define STANDARD
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uniform vec3 diffuse;
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uniform vec3 emissive;
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uniform float roughness;
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uniform float metalness;
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uniform float opacity;
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varying vec3 vViewPosition;
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uniform vec3 clippingLow;
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uniform vec3 clippingHigh;
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varying vec4 worldPosition;
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#include <common>
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#include <packing>
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#include <dithering_pars_fragment>
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#include <color_pars_fragment>
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#include <uv_pars_fragment>
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#include <uv2_pars_fragment>
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#include <map_pars_fragment>
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#include <alphamap_pars_fragment>
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#include <aomap_pars_fragment>
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#include <lightmap_pars_fragment>
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#include <emissivemap_pars_fragment>
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#include <transmissionmap_pars_fragment>
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#include <bsdfs>
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#include <cube_uv_reflection_fragment>
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#include <envmap_common_pars_fragment>
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#include <envmap_physical_pars_fragment>
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#include <fog_pars_fragment>
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#include <lights_pars_begin>
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#include <lights_physical_pars_fragment>
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#include <shadowmap_pars_fragment>
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#include <bumpmap_pars_fragment>
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#include <normalmap_pars_fragment>
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#include <clearcoat_pars_fragment>
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#include <roughnessmap_pars_fragment>
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#include <metalnessmap_pars_fragment>
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#include <logdepthbuf_pars_fragment>
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#include <clipping_planes_pars_fragment>
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void main() {
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#include <clipping_planes_fragment>
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vec4 diffuseColor = vec4( diffuse, opacity );
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ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
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vec3 totalEmissiveRadiance = emissive;
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#ifdef TRANSMISSION
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float totalTransmission = transmission;
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#endif
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#include <logdepthbuf_fragment>
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#include <map_fragment>
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#include <color_fragment>
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#include <alphamap_fragment>
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#include <alphatest_fragment>
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#include <roughnessmap_fragment>
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#include <metalnessmap_fragment>
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#include <normal_fragment_begin>
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#include <normal_fragment_maps>
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#include <clearcoat_normal_fragment_begin>
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#include <clearcoat_normal_fragment_maps>
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#include <emissivemap_fragment>
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#include <transmissionmap_fragment>
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// accumulation
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#include <lights_physical_fragment>
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#include <lights_fragment_begin>
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#include <lights_fragment_maps>
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#include <lights_fragment_end>
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// modulation
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#include <aomap_fragment>
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vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
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// // this is a stub for the transmission model
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// #ifdef TRANSMISSION
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// diffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );
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// #endif
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if (
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worldPosition.x < clippingLow.x
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|| worldPosition.x > clippingHigh.x
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|| worldPosition.y < clippingLow.y
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|| worldPosition.y > clippingHigh.y
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|| worldPosition.z < clippingLow.z
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|| worldPosition.z > clippingHigh.z
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) {
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discard;
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} else {
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gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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}
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}`,
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invisibleVertexShader: `
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void main() {
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_Position = projectionMatrix * mvPosition;
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}`,
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invisibleFragmentShader: `
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void main( void ) {
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gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
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discard;
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}`
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}
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export { shader };
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@ -1,21 +1,15 @@
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// import { Group } from 'three/src/objects/Group';
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import { BufferGeometry } from 'three/src/core/BufferGeometry';
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import { Float32BufferAttribute, Uint16BufferAttribute } from 'three/src/core/BufferAttribute';
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import { MeshStandardMaterial } from 'three/src/materials/MeshStandardMaterial';
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import { DoubleSide } from 'three/src/constants';
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import { Mesh } from 'three/src/objects/Mesh';
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import { Layer } from './Layer';
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import { BitStream } from '../lib/bitstream';
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import { Plane } from 'three/src/math/Plane';
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import { Vector3 } from 'three/src/math/Vector3';
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import * as material from '../clip/material';
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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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import { MyMeshStandardMaterial } from '../clip/MyMeshStandardMaterial';
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const POINTURL = 'https://geusegdi01.geus.dk/geom3d/data/nodes/';
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@ -105,50 +99,24 @@ class TinLayer extends Layer {
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// clipShadows: true,
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// });
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// this.materialsArray.push(this.material);
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let uniforms = this.uniforms = {
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let uniforms = this.uniforms = {
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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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// 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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clippingHigh: { type: "v3", value: new Vector3(0, 0, 0) }
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}
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};
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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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uniforms: UniformsUtils.clone(standard.uniforms),
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vertexShader: shader.vertexClipping,
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// vertexShader: standard.vertexShader,
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this.material = new MyMeshStandardMaterial({
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color: color,
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metalness: 0.1,
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roughness: 0.75,
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flatShading: true,
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side: DoubleSide,
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fragmentShader: shader.fragmentClippingFront,
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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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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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clippingPlanes: [this.xLocalPlane, this.yLocalPlane],
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clipIntersection: false,
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clipShadows: true,
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}, uniforms.clipping);
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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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