depth.glsl.js

Vertex Shader


#include <common>
// <common>
#define PI 3.141592653589793
#define PI2 6.283185307179586
#define PI_HALF 1.5707963267948966
#define RECIPROCAL_PI 0.3183098861837907
#define RECIPROCAL_PI2 0.15915494309189535
#define EPSILON 1e-6

#ifndef saturate
// <tonemapping_pars_fragment> may have defined saturate() already
#define saturate( a ) clamp( a, 0.0, 1.0 )
#endif
#define whiteComplement( a ) ( 1.0 - saturate( a ) )

float pow2( const in float x ) { return x*x; }
vec3 pow2( const in vec3 x ) { return x*x; }
float pow3( const in float x ) { return x*x*x; }
float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
float max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }
float average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }

// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.
// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
highp float rand( const in vec2 uv ) {

	const highp float a = 12.9898, b = 78.233, c = 43758.5453;
	highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );

	return fract( sin( sn ) * c );

}

#ifdef HIGH_PRECISION
	float precisionSafeLength( vec3 v ) { return length( v ); }
#else
	float precisionSafeLength( vec3 v ) {
		float maxComponent = max3( abs( v ) );
		return length( v / maxComponent ) * maxComponent;
	}
#endif

struct IncidentLight {
	vec3 color;
	vec3 direction;
	bool visible;
};

struct ReflectedLight {
	vec3 directDiffuse;
	vec3 directSpecular;
	vec3 indirectDiffuse;
	vec3 indirectSpecular;
};

#ifdef USE_ALPHAHASH

	varying vec3 vPosition;

#endif

vec3 transformDirection( in vec3 dir, in mat4 matrix ) {

	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );

}

vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {

	// dir can be either a direction vector or a normal vector
	// upper-left 3x3 of matrix is assumed to be orthogonal

	return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );

}

mat3 transposeMat3( const in mat3 m ) {

	mat3 tmp;

	tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
	tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
	tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );

	return tmp;

}

bool isPerspectiveMatrix( mat4 m ) {

	return m[ 2 ][ 3 ] == - 1.0;

}

vec2 equirectUv( in vec3 dir ) {

	// dir is assumed to be unit length

	float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;

	float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;

	return vec2( u, v );

}

vec3 BRDF_Lambert( const in vec3 diffuseColor ) {

	return RECIPROCAL_PI * diffuseColor;

} // validated

vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {

	// Original approximation by Christophe Schlick '94
	// float fresnel = pow( 1.0 - dotVH, 5.0 );

	// Optimized variant (presented by Epic at SIGGRAPH '13)
	// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
	float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );

	return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );

} // validated

float F_Schlick( const in float f0, const in float f90, const in float dotVH ) {

	// Original approximation by Christophe Schlick '94
	// float fresnel = pow( 1.0 - dotVH, 5.0 );

	// Optimized variant (presented by Epic at SIGGRAPH '13)
	// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
	float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );

	return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );

} // validated
#include <batching_pars_vertex>
// <batching_pars_vertex>
#ifdef USE_BATCHING
	#if ! defined( GL_ANGLE_multi_draw )
	#define gl_DrawID _gl_DrawID
	uniform int _gl_DrawID;
	#endif

	uniform highp sampler2D batchingTexture;
	uniform highp usampler2D batchingIdTexture;
	mat4 getBatchingMatrix( const in float i ) {

		int size = textureSize( batchingTexture, 0 ).x;
		int j = int( i ) * 4;
		int x = j % size;
		int y = j / size;
		vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );
		vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );
		vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );
		vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );
		return mat4( v1, v2, v3, v4 );

	}

	float getIndirectIndex( const in int i ) {

		int size = textureSize( batchingIdTexture, 0 ).x;
		int x = i % size;
		int y = i / size;
		return float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );

	}

#endif

#ifdef USE_BATCHING_COLOR

	uniform sampler2D batchingColorTexture;
	vec3 getBatchingColor( const in float i ) {

		int size = textureSize( batchingColorTexture, 0 ).x;
		int j = int( i );
		int x = j % size;
		int y = j / size;
		return texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;

	}

#endif
#include <uv_pars_vertex>
// <uv_pars_vertex>
#if defined( USE_UV ) || defined( USE_ANISOTROPY )

	varying vec2 vUv;

#endif
#ifdef USE_MAP

	uniform mat3 mapTransform;
	varying vec2 vMapUv;

#endif
#ifdef USE_ALPHAMAP

	uniform mat3 alphaMapTransform;
	varying vec2 vAlphaMapUv;

#endif
#ifdef USE_LIGHTMAP

	uniform mat3 lightMapTransform;
	varying vec2 vLightMapUv;

#endif
#ifdef USE_AOMAP

	uniform mat3 aoMapTransform;
	varying vec2 vAoMapUv;

#endif
#ifdef USE_BUMPMAP

	uniform mat3 bumpMapTransform;
	varying vec2 vBumpMapUv;

#endif
#ifdef USE_NORMALMAP

	uniform mat3 normalMapTransform;
	varying vec2 vNormalMapUv;

#endif
#ifdef USE_DISPLACEMENTMAP

	uniform mat3 displacementMapTransform;
	varying vec2 vDisplacementMapUv;

#endif
#ifdef USE_EMISSIVEMAP

	uniform mat3 emissiveMapTransform;
	varying vec2 vEmissiveMapUv;

#endif
#ifdef USE_METALNESSMAP

	uniform mat3 metalnessMapTransform;
	varying vec2 vMetalnessMapUv;

#endif
#ifdef USE_ROUGHNESSMAP

	uniform mat3 roughnessMapTransform;
	varying vec2 vRoughnessMapUv;

#endif
#ifdef USE_ANISOTROPYMAP

	uniform mat3 anisotropyMapTransform;
	varying vec2 vAnisotropyMapUv;

#endif
#ifdef USE_CLEARCOATMAP

	uniform mat3 clearcoatMapTransform;
	varying vec2 vClearcoatMapUv;

#endif
#ifdef USE_CLEARCOAT_NORMALMAP

	uniform mat3 clearcoatNormalMapTransform;
	varying vec2 vClearcoatNormalMapUv;

#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP

	uniform mat3 clearcoatRoughnessMapTransform;
	varying vec2 vClearcoatRoughnessMapUv;

#endif
#ifdef USE_SHEEN_COLORMAP

	uniform mat3 sheenColorMapTransform;
	varying vec2 vSheenColorMapUv;

#endif
#ifdef USE_SHEEN_ROUGHNESSMAP

	uniform mat3 sheenRoughnessMapTransform;
	varying vec2 vSheenRoughnessMapUv;

#endif
#ifdef USE_IRIDESCENCEMAP

	uniform mat3 iridescenceMapTransform;
	varying vec2 vIridescenceMapUv;

#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP

	uniform mat3 iridescenceThicknessMapTransform;
	varying vec2 vIridescenceThicknessMapUv;

#endif
#ifdef USE_SPECULARMAP

	uniform mat3 specularMapTransform;
	varying vec2 vSpecularMapUv;

#endif
#ifdef USE_SPECULAR_COLORMAP

	uniform mat3 specularColorMapTransform;
	varying vec2 vSpecularColorMapUv;

#endif
#ifdef USE_SPECULAR_INTENSITYMAP

	uniform mat3 specularIntensityMapTransform;
	varying vec2 vSpecularIntensityMapUv;

#endif
#ifdef USE_TRANSMISSIONMAP

	uniform mat3 transmissionMapTransform;
	varying vec2 vTransmissionMapUv;

#endif
#ifdef USE_THICKNESSMAP

	uniform mat3 thicknessMapTransform;
	varying vec2 vThicknessMapUv;

#endif
#include <displacementmap_pars_vertex>
// <displacementmap_pars_vertex>
#ifdef USE_DISPLACEMENTMAP

	uniform sampler2D displacementMap;
	uniform float displacementScale;
	uniform float displacementBias;

#endif
#include <morphtarget_pars_vertex>
// <morphtarget_pars_vertex>
#ifdef USE_MORPHTARGETS

	#ifndef USE_INSTANCING_MORPH

		uniform float morphTargetBaseInfluence;
		uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];

	#endif

	uniform sampler2DArray morphTargetsTexture;
	uniform ivec2 morphTargetsTextureSize;

	vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {

		int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;
		int y = texelIndex / morphTargetsTextureSize.x;
		int x = texelIndex - y * morphTargetsTextureSize.x;

		ivec3 morphUV = ivec3( x, y, morphTargetIndex );
		return texelFetch( morphTargetsTexture, morphUV, 0 );

	}

#endif
#include <skinning_pars_vertex>
// <skinning_pars_vertex>
#ifdef USE_SKINNING

	uniform mat4 bindMatrix;
	uniform mat4 bindMatrixInverse;

	uniform highp sampler2D boneTexture;

	mat4 getBoneMatrix( const in float i ) {

		int size = textureSize( boneTexture, 0 ).x;
		int j = int( i ) * 4;
		int x = j % size;
		int y = j / size;
		vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );
		vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );
		vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );
		vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );

		return mat4( v1, v2, v3, v4 );

	}

#endif
#include <logdepthbuf_pars_vertex>
// <logdepthbuf_pars_vertex>
#ifdef USE_LOGDEPTHBUF

	varying float vFragDepth;
	varying float vIsPerspective;

#endif
#include <clipping_planes_pars_vertex>
// <clipping_planes_pars_vertex>
#if NUM_CLIPPING_PLANES > 0

	varying vec3 vClipPosition;

#endif


// This is used for computing an equivalent of gl_FragCoord.z that is as high precision as possible.
// Some platforms compute gl_FragCoord at a lower precision which makes the manually computed value better for
// depth-based postprocessing effects. Reproduced on iPad with A10 processor / iPadOS 13.3.1.
varying vec2 vHighPrecisionZW;

void main() {

	
#include <uv_vertex>
// <uv_vertex>
#if defined( USE_UV ) || defined( USE_ANISOTROPY )

	vUv = vec3( uv, 1 ).xy;

#endif
#ifdef USE_MAP

	vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;

#endif
#ifdef USE_ALPHAMAP

	vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_LIGHTMAP

	vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_AOMAP

	vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_BUMPMAP

	vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_NORMALMAP

	vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_DISPLACEMENTMAP

	vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_EMISSIVEMAP

	vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_METALNESSMAP

	vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_ROUGHNESSMAP

	vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_ANISOTROPYMAP

	vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_CLEARCOATMAP

	vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_CLEARCOAT_NORMALMAP

	vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP

	vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_IRIDESCENCEMAP

	vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP

	vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_SHEEN_COLORMAP

	vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_SHEEN_ROUGHNESSMAP

	vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_SPECULARMAP

	vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_SPECULAR_COLORMAP

	vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_SPECULAR_INTENSITYMAP

	vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_TRANSMISSIONMAP

	vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;

#endif
#ifdef USE_THICKNESSMAP

	vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;

#endif
#include <batching_vertex>
// <batching_vertex>
#ifdef USE_BATCHING
	mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );
#endif
#include <skinbase_vertex>
// <skinbase_vertex>
#ifdef USE_SKINNING

	mat4 boneMatX = getBoneMatrix( skinIndex.x );
	mat4 boneMatY = getBoneMatrix( skinIndex.y );
	mat4 boneMatZ = getBoneMatrix( skinIndex.z );
	mat4 boneMatW = getBoneMatrix( skinIndex.w );

#endif
#include <morphinstance_vertex>
// <morphinstance_vertex>
#ifdef USE_INSTANCING_MORPH

	float morphTargetInfluences[ MORPHTARGETS_COUNT ];

	float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;

	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {

		morphTargetInfluences[i] =  texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;

	}
#endif


	#ifdef USE_DISPLACEMENTMAP

		
#include <beginnormal_vertex>
// <beginnormal_vertex>
vec3 objectNormal = vec3( normal );

#ifdef USE_TANGENT

	vec3 objectTangent = vec3( tangent.xyz );

#endif
#include <morphnormal_vertex>
// <morphnormal_vertex>
#ifdef USE_MORPHNORMALS

	// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:
	// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in normal = sum((target - base) * influence)
	// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting
	objectNormal *= morphTargetBaseInfluence;

	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {

		if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];

	}

#endif
#include <skinnormal_vertex>
// <skinnormal_vertex>
#ifdef USE_SKINNING

	mat4 skinMatrix = mat4( 0.0 );
	skinMatrix += skinWeight.x * boneMatX;
	skinMatrix += skinWeight.y * boneMatY;
	skinMatrix += skinWeight.z * boneMatZ;
	skinMatrix += skinWeight.w * boneMatW;
	skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;

	objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;

	#ifdef USE_TANGENT

		objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;

	#endif

#endif


	#endif

	
#include <begin_vertex>
// <begin_vertex>
vec3 transformed = vec3( position );

#ifdef USE_ALPHAHASH

	vPosition = vec3( position );

#endif
#include <morphtarget_vertex>
// <morphtarget_vertex>
#ifdef USE_MORPHTARGETS

	// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:
	// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in position = sum((target - base) * influence)
	// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting
	transformed *= morphTargetBaseInfluence;

	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {

		if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];

	}

#endif
#include <skinning_vertex>
// <skinning_vertex>
#ifdef USE_SKINNING

	vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );

	vec4 skinned = vec4( 0.0 );
	skinned += boneMatX * skinVertex * skinWeight.x;
	skinned += boneMatY * skinVertex * skinWeight.y;
	skinned += boneMatZ * skinVertex * skinWeight.z;
	skinned += boneMatW * skinVertex * skinWeight.w;

	transformed = ( bindMatrixInverse * skinned ).xyz;

#endif
#include <displacementmap_vertex>
// <displacementmap_vertex>
#ifdef USE_DISPLACEMENTMAP

	transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );

#endif
#include <project_vertex>
// <project_vertex>
vec4 mvPosition = vec4( transformed, 1.0 );

#ifdef USE_BATCHING

	mvPosition = batchingMatrix * mvPosition;

#endif

#ifdef USE_INSTANCING

	mvPosition = instanceMatrix * mvPosition;

#endif

mvPosition = modelViewMatrix * mvPosition;

gl_Position = projectionMatrix * mvPosition;
#include <logdepthbuf_vertex>
// <logdepthbuf_vertex>
#ifdef USE_LOGDEPTHBUF

	vFragDepth = 1.0 + gl_Position.w;
	vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );

#endif
#include <clipping_planes_vertex>
// <clipping_planes_vertex>
#if NUM_CLIPPING_PLANES > 0

	vClipPosition = - mvPosition.xyz;

#endif


	vHighPrecisionZW = gl_Position.zw;

}

Fragment Shader


#if DEPTH_PACKING == 3200

	uniform float opacity;

#endif

#include <common>
// <common>
#define PI 3.141592653589793
#define PI2 6.283185307179586
#define PI_HALF 1.5707963267948966
#define RECIPROCAL_PI 0.3183098861837907
#define RECIPROCAL_PI2 0.15915494309189535
#define EPSILON 1e-6

#ifndef saturate
// <tonemapping_pars_fragment> may have defined saturate() already
#define saturate( a ) clamp( a, 0.0, 1.0 )
#endif
#define whiteComplement( a ) ( 1.0 - saturate( a ) )

float pow2( const in float x ) { return x*x; }
vec3 pow2( const in vec3 x ) { return x*x; }
float pow3( const in float x ) { return x*x*x; }
float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
float max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }
float average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }

// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.
// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
highp float rand( const in vec2 uv ) {

	const highp float a = 12.9898, b = 78.233, c = 43758.5453;
	highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );

	return fract( sin( sn ) * c );

}

#ifdef HIGH_PRECISION
	float precisionSafeLength( vec3 v ) { return length( v ); }
#else
	float precisionSafeLength( vec3 v ) {
		float maxComponent = max3( abs( v ) );
		return length( v / maxComponent ) * maxComponent;
	}
#endif

struct IncidentLight {
	vec3 color;
	vec3 direction;
	bool visible;
};

struct ReflectedLight {
	vec3 directDiffuse;
	vec3 directSpecular;
	vec3 indirectDiffuse;
	vec3 indirectSpecular;
};

#ifdef USE_ALPHAHASH

	varying vec3 vPosition;

#endif

vec3 transformDirection( in vec3 dir, in mat4 matrix ) {

	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );

}

vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {

	// dir can be either a direction vector or a normal vector
	// upper-left 3x3 of matrix is assumed to be orthogonal

	return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );

}

mat3 transposeMat3( const in mat3 m ) {

	mat3 tmp;

	tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
	tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
	tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );

	return tmp;

}

bool isPerspectiveMatrix( mat4 m ) {

	return m[ 2 ][ 3 ] == - 1.0;

}

vec2 equirectUv( in vec3 dir ) {

	// dir is assumed to be unit length

	float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;

	float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;

	return vec2( u, v );

}

vec3 BRDF_Lambert( const in vec3 diffuseColor ) {

	return RECIPROCAL_PI * diffuseColor;

} // validated

vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {

	// Original approximation by Christophe Schlick '94
	// float fresnel = pow( 1.0 - dotVH, 5.0 );

	// Optimized variant (presented by Epic at SIGGRAPH '13)
	// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
	float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );

	return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );

} // validated

float F_Schlick( const in float f0, const in float f90, const in float dotVH ) {

	// Original approximation by Christophe Schlick '94
	// float fresnel = pow( 1.0 - dotVH, 5.0 );

	// Optimized variant (presented by Epic at SIGGRAPH '13)
	// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
	float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );

	return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );

} // validated
#include <packing>
// <packing>
vec3 packNormalToRGB( const in vec3 normal ) {
	return normalize( normal ) * 0.5 + 0.5;
}

vec3 unpackRGBToNormal( const in vec3 rgb ) {
	return 2.0 * rgb.xyz - 1.0;
}

const float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)
const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)
const float ShiftRight8 = 1. / 256.;
const float Inv255 = 1. / 255.;

const vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );

const vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );
const vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );
const vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );

vec4 packDepthToRGBA( const in float v ) {
	if( v <= 0.0 )
		return vec4( 0., 0., 0., 0. );
	if( v >= 1.0 )
		return vec4( 1., 1., 1., 1. );
	float vuf;
	float af = modf( v * PackFactors.a, vuf );
	float bf = modf( vuf * ShiftRight8, vuf );
	float gf = modf( vuf * ShiftRight8, vuf );
	return vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );
}

vec3 packDepthToRGB( const in float v ) {
	if( v <= 0.0 )
		return vec3( 0., 0., 0. );
	if( v >= 1.0 )
		return vec3( 1., 1., 1. );
	float vuf;
	float bf = modf( v * PackFactors.b, vuf );
	float gf = modf( vuf * ShiftRight8, vuf );
	// the 0.9999 tweak is unimportant, very tiny empirical improvement
	// return vec3( vuf * Inv255, gf * PackUpscale, bf * 0.9999 );
	return vec3( vuf * Inv255, gf * PackUpscale, bf );
}

vec2 packDepthToRG( const in float v ) {
	if( v <= 0.0 )
		return vec2( 0., 0. );
	if( v >= 1.0 )
		return vec2( 1., 1. );
	float vuf;
	float gf = modf( v * 256., vuf );
	return vec2( vuf * Inv255, gf );
}

float unpackRGBAToDepth( const in vec4 v ) {
	return dot( v, UnpackFactors4 );
}

float unpackRGBToDepth( const in vec3 v ) {
	return dot( v, UnpackFactors3 );
}

float unpackRGToDepth( const in vec2 v ) {
	return v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;
}

vec4 pack2HalfToRGBA( const in vec2 v ) {
	vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );
	return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );
}

vec2 unpackRGBATo2Half( const in vec4 v ) {
	return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );
}

// NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera

float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
	// -near maps to 0; -far maps to 1
	return ( viewZ + near ) / ( near - far );
}

float orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {
	// maps orthographic depth in [ 0, 1 ] to viewZ
	return depth * ( near - far ) - near;
}

// NOTE: https://twitter.com/gonnavis/status/1377183786949959682

float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {
	// -near maps to 0; -far maps to 1
	return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );
}

float perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {
	// maps perspective depth in [ 0, 1 ] to viewZ
	return ( near * far ) / ( ( far - near ) * depth - far );
}
#include <uv_pars_fragment>
// <uv_pars_fragment>
#if defined( USE_UV ) || defined( USE_ANISOTROPY )

	varying vec2 vUv;

#endif
#ifdef USE_MAP

	varying vec2 vMapUv;

#endif
#ifdef USE_ALPHAMAP

	varying vec2 vAlphaMapUv;

#endif
#ifdef USE_LIGHTMAP

	varying vec2 vLightMapUv;

#endif
#ifdef USE_AOMAP

	varying vec2 vAoMapUv;

#endif
#ifdef USE_BUMPMAP

	varying vec2 vBumpMapUv;

#endif
#ifdef USE_NORMALMAP

	varying vec2 vNormalMapUv;

#endif
#ifdef USE_EMISSIVEMAP

	varying vec2 vEmissiveMapUv;

#endif
#ifdef USE_METALNESSMAP

	varying vec2 vMetalnessMapUv;

#endif
#ifdef USE_ROUGHNESSMAP

	varying vec2 vRoughnessMapUv;

#endif
#ifdef USE_ANISOTROPYMAP

	varying vec2 vAnisotropyMapUv;

#endif
#ifdef USE_CLEARCOATMAP

	varying vec2 vClearcoatMapUv;

#endif
#ifdef USE_CLEARCOAT_NORMALMAP

	varying vec2 vClearcoatNormalMapUv;

#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP

	varying vec2 vClearcoatRoughnessMapUv;

#endif
#ifdef USE_IRIDESCENCEMAP

	varying vec2 vIridescenceMapUv;

#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP

	varying vec2 vIridescenceThicknessMapUv;

#endif
#ifdef USE_SHEEN_COLORMAP

	varying vec2 vSheenColorMapUv;

#endif
#ifdef USE_SHEEN_ROUGHNESSMAP

	varying vec2 vSheenRoughnessMapUv;

#endif
#ifdef USE_SPECULARMAP

	varying vec2 vSpecularMapUv;

#endif
#ifdef USE_SPECULAR_COLORMAP

	varying vec2 vSpecularColorMapUv;

#endif
#ifdef USE_SPECULAR_INTENSITYMAP

	varying vec2 vSpecularIntensityMapUv;

#endif
#ifdef USE_TRANSMISSIONMAP

	uniform mat3 transmissionMapTransform;
	varying vec2 vTransmissionMapUv;

#endif
#ifdef USE_THICKNESSMAP

	uniform mat3 thicknessMapTransform;
	varying vec2 vThicknessMapUv;

#endif
#include <map_pars_fragment>
// <map_pars_fragment>
#ifdef USE_MAP

	uniform sampler2D map;

#endif
#include <alphamap_pars_fragment>
// <alphamap_pars_fragment>
#ifdef USE_ALPHAMAP

	uniform sampler2D alphaMap;

#endif
#include <alphatest_pars_fragment>
// <alphatest_pars_fragment>
#ifdef USE_ALPHATEST
	uniform float alphaTest;
#endif
#include <alphahash_pars_fragment>
// <alphahash_pars_fragment>
#ifdef USE_ALPHAHASH

	/**
	 * See: https://casual-effects.com/research/Wyman2017Hashed/index.html
	 */

	const float ALPHA_HASH_SCALE = 0.05; // Derived from trials only, and may be changed.

	float hash2D( vec2 value ) {

		return fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );

	}

	float hash3D( vec3 value ) {

		return hash2D( vec2( hash2D( value.xy ), value.z ) );

	}

	float getAlphaHashThreshold( vec3 position ) {

		// Find the discretized derivatives of our coordinates
		float maxDeriv = max(
			length( dFdx( position.xyz ) ),
			length( dFdy( position.xyz ) )
		);
		float pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );

		// Find two nearest log-discretized noise scales
		vec2 pixScales = vec2(
			exp2( floor( log2( pixScale ) ) ),
			exp2( ceil( log2( pixScale ) ) )
		);

		// Compute alpha thresholds at our two noise scales
		vec2 alpha = vec2(
			hash3D( floor( pixScales.x * position.xyz ) ),
			hash3D( floor( pixScales.y * position.xyz ) )
		);

		// Factor to interpolate lerp with
		float lerpFactor = fract( log2( pixScale ) );

		// Interpolate alpha threshold from noise at two scales
		float x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;

		// Pass into CDF to compute uniformly distrib threshold
		float a = min( lerpFactor, 1.0 - lerpFactor );
		vec3 cases = vec3(
			x * x / ( 2.0 * a * ( 1.0 - a ) ),
			( x - 0.5 * a ) / ( 1.0 - a ),
			1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )
		);

		// Find our final, uniformly distributed alpha threshold (ατ)
		float threshold = ( x < ( 1.0 - a ) )
			? ( ( x < a ) ? cases.x : cases.y )
			: cases.z;

		// Avoids ατ == 0. Could also do ατ =1-ατ
		return clamp( threshold , 1.0e-6, 1.0 );

	}

#endif
#include <logdepthbuf_pars_fragment>
// <logdepthbuf_pars_fragment>
#if defined( USE_LOGDEPTHBUF )

	uniform float logDepthBufFC;
	varying float vFragDepth;
	varying float vIsPerspective;

#endif
#include <clipping_planes_pars_fragment>
// <clipping_planes_pars_fragment>
#if NUM_CLIPPING_PLANES > 0

	varying vec3 vClipPosition;

	uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];

#endif


varying vec2 vHighPrecisionZW;

void main() {

	vec4 diffuseColor = vec4( 1.0 );
	
#include <clipping_planes_fragment>
// <clipping_planes_fragment>
#if NUM_CLIPPING_PLANES > 0

	vec4 plane;

	#ifdef ALPHA_TO_COVERAGE

		float distanceToPlane, distanceGradient;
		float clipOpacity = 1.0;

		#pragma unroll_loop_start
		for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {

			plane = clippingPlanes[ i ];
			distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
			distanceGradient = fwidth( distanceToPlane ) / 2.0;
			clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );

			if ( clipOpacity == 0.0 ) discard;

		}
		#pragma unroll_loop_end

		#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES

			float unionClipOpacity = 1.0;

			#pragma unroll_loop_start
			for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {

				plane = clippingPlanes[ i ];
				distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
				distanceGradient = fwidth( distanceToPlane ) / 2.0;
				unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );

			}
			#pragma unroll_loop_end

			clipOpacity *= 1.0 - unionClipOpacity;

		#endif

		diffuseColor.a *= clipOpacity;

		if ( diffuseColor.a == 0.0 ) discard;

	#else

		#pragma unroll_loop_start
		for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {

			plane = clippingPlanes[ i ];
			if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;

		}
		#pragma unroll_loop_end

		#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES

			bool clipped = true;

			#pragma unroll_loop_start
			for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {

				plane = clippingPlanes[ i ];
				clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;

			}
			#pragma unroll_loop_end

			if ( clipped ) discard;

		#endif

	#endif

#endif


	#if DEPTH_PACKING == 3200

		diffuseColor.a = opacity;

	#endif

	
#include <map_fragment>
// <map_fragment>
#ifdef USE_MAP

	vec4 sampledDiffuseColor = texture2D( map, vMapUv );

	#ifdef DECODE_VIDEO_TEXTURE

		// use inline sRGB decode until browsers properly support SRGB8_ALPHA8 with video textures (#26516)

		sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );
	
	#endif

	diffuseColor *= sampledDiffuseColor;

#endif
#include <alphamap_fragment>
// <alphamap_fragment>
#ifdef USE_ALPHAMAP

	diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;

#endif
#include <alphatest_fragment>
// <alphatest_fragment>
#ifdef USE_ALPHATEST

	#ifdef ALPHA_TO_COVERAGE

	diffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );
	if ( diffuseColor.a == 0.0 ) discard;

	#else

	if ( diffuseColor.a < alphaTest ) discard;

	#endif

#endif
#include <alphahash_fragment>
// <alphahash_fragment>
#ifdef USE_ALPHAHASH

	if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;

#endif
#include <logdepthbuf_fragment>
// <logdepthbuf_fragment>
#if defined( USE_LOGDEPTHBUF )

	// Doing a strict comparison with == 1.0 can cause noise artifacts
	// on some platforms. See issue #17623.
	gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;

#endif


	// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.
	float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;

	#if DEPTH_PACKING == 3200

		gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );

	#elif DEPTH_PACKING == 3201

		gl_FragColor = packDepthToRGBA( fragCoordZ );

	#elif DEPTH_PACKING == 3202

		gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );

	#elif DEPTH_PACKING == 3203

		gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );

	#endif

}