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Examples: Clean up. (#21658)
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100 files changed

+869
-386
lines changed

examples/js/shaders/ACESFilmicToneMappingShader.js

Lines changed: 10 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -16,15 +16,23 @@
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value: 1.0
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}
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},
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vertexShader: `varying vec2 vUv;
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `#define saturate(a) clamp( a, 0.0, 1.0 )
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fragmentShader:
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/* glsl */
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`
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#define saturate(a) clamp( a, 0.0, 1.0 )
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uniform sampler2D tDiffuse;
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examples/js/shaders/AfterimageShader.js

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@@ -17,15 +17,23 @@
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value: null
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}
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},
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vertexShader: `varying vec2 vUv;
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `uniform float damp;
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fragmentShader:
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/* glsl */
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`
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uniform float damp;
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uniform sampler2D tOld;
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uniform sampler2D tNew;

examples/js/shaders/BasicShader.js

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@@ -5,12 +5,20 @@
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*/
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const BasicShader = {
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uniforms: {},
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vertexShader: `void main() {
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vertexShader:
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/* glsl */
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`
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `void main() {
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fragmentShader:
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/* glsl */
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`
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void main() {
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gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );
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examples/js/shaders/BleachBypassShader.js

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@@ -14,15 +14,23 @@
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value: 1.0
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}
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},
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vertexShader: `varying vec2 vUv;
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `uniform float opacity;
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fragmentShader:
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/* glsl */
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`
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uniform float opacity;
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uniform sampler2D tDiffuse;
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examples/js/shaders/BlendShader.js

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Original file line numberDiff line numberDiff line change
@@ -18,15 +18,23 @@
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value: 1.0
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}
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},
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vertexShader: `varying vec2 vUv;
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `uniform float opacity;
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fragmentShader:
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/* glsl */
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`
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uniform float opacity;
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uniform float mixRatio;
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uniform sampler2D tDiffuse1;

examples/js/shaders/BokehShader.js

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@@ -36,15 +36,23 @@
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value: 1000.0
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}
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},
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vertexShader: `varying vec2 vUv;
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `#include <common>
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fragmentShader:
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/* glsl */
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`
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#include <common>
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varying vec2 vUv;
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examples/js/shaders/BokehShader2.js

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value: new THREE.Vector2()
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}
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},
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vertexShader: `varying vec2 vUv;
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `#include <common>
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fragmentShader:
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/* glsl */
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`
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#include <common>
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varying vec2 vUv;
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value: 1000.0
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}
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},
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vertexShader: `varying float vViewZDepth;
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vertexShader:
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/* glsl */
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`
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varying float vViewZDepth;
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void main() {
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vViewZDepth = - mvPosition.z;
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}`,
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fragmentShader: `uniform float mNear;
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fragmentShader:
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/* glsl */
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`
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uniform float mNear;
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uniform float mFar;
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varying float vViewZDepth;

examples/js/shaders/BrightnessContrastShader.js

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value: 0
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}
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},
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vertexShader: `varying vec2 vUv;
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `uniform sampler2D tDiffuse;
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fragmentShader:
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/* glsl */
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`
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uniform sampler2D tDiffuse;
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uniform float brightness;
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uniform float contrast;
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examples/js/shaders/ColorCorrectionShader.js

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value: new THREE.Vector3( 0, 0, 0 )
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}
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},
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vertexShader: `varying vec2 vUv;
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `uniform sampler2D tDiffuse;
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fragmentShader:
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/* glsl */
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`
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uniform sampler2D tDiffuse;
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uniform vec3 powRGB;
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uniform vec3 mulRGB;
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uniform vec3 addRGB;

examples/js/shaders/ColorifyShader.js

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@@ -13,15 +13,23 @@
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value: new THREE.Color( 0xffffff )
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}
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},
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vertexShader: `varying vec2 vUv;
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vertexShader:
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/* glsl */
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `uniform vec3 color;
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fragmentShader:
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/* glsl */
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`
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uniform vec3 color;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;

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