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MCP 3D Printer Server

backgroundCube.glsl.js1.16 kB
export const vertex = /* glsl */` varying vec3 vWorldDirection; #include <common> void main() { vWorldDirection = transformDirection( position, modelMatrix ); #include <begin_vertex> #include <project_vertex> gl_Position.z = gl_Position.w; // set z to camera.far } `; export const fragment = /* glsl */` #ifdef ENVMAP_TYPE_CUBE uniform samplerCube envMap; #elif defined( ENVMAP_TYPE_CUBE_UV ) uniform sampler2D envMap; #endif uniform float flipEnvMap; uniform float backgroundBlurriness; uniform float backgroundIntensity; uniform mat3 backgroundRotation; varying vec3 vWorldDirection; #include <cube_uv_reflection_fragment> void main() { #ifdef ENVMAP_TYPE_CUBE vec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) ); #elif defined( ENVMAP_TYPE_CUBE_UV ) vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness ); #else vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 ); #endif texColor.rgb *= backgroundIntensity; gl_FragColor = texColor; #include <tonemapping_fragment> #include <colorspace_fragment> } `;

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