Landed before the cut: crestSpeed(s) + CREST_FACTOR 1.6 (ruling #1) with selfcheck asserts; radius blend widened +/-12 -> +/-25 (C's #4 dependency) + no-cliff selfcheck; per-segment wave.amp override as per-vertex aWaveA (ruling #8); colorspace law in the wall shader (ruling #2); TBN normal maps + matcap + dual detail layers (D's perturb(), trap documented in-shader); sample(s, out) v1.2; slug map shrunk to the two real mismatches. Evidence: docs/shots/laneA/round2_L2_*.png. Cut off before: NOTES/progress, stomach-arena shape read for C (task #7). Committed by F to protect the shared tree; spline + qa selfchecks GREEN at commit time. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
190 lines
8.8 KiB
JavaScript
190 lines
8.8 KiB
JavaScript
// world/wall_material.js (Lane A) — the synthetic-scanner wall (ART_BIBLE.md §Rendering recipe).
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// No real-time lights anywhere in GUTS: the wall is biome tint x detail luminance + a fresnel
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// rim (the SEM edge glow) + exponential fog to the biome void. Peristalsis is vertex work.
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//
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// Attributes the geometry must supply (tube.js and arena.js both do):
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// position vec3 baked ring/shell vertex
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// aInward vec3 unit normal pointing into the playable space
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// aTangent vec3 unit centreline tangent at this vertex (for the wave's normal tilt)
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// uv vec2 (theta/2pi, s) — s in world units, NOT normalized: it's the wave's phase
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// axis and the tiling axis, and it must stay continuous across chunks
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// aPhase float K(s) = ∫k ds, baked (see spline.js)
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// aK float local wavenumber, for the analytic d(pulse)/ds
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// aWaveA float local peristalsis amplitude. Per-VERTEX, not a uniform, because schema v2
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// lets C set `wave.amp` per segment and segments share a biome material.
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//
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// Colorspace: `#include <colorspace_fragment>` at the end of main() is LAW (TECH §Shader law).
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// three converts THREE.Color inputs to linear but does not convert a raw shader's output back,
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// so without it every ART_BIBLE colour ships wrong (B measured amber #ff5a2a displaying as
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// pure red). Round 1 shipped without it; this is the fix.
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import * as THREE from 'three';
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export function createWallMaterial({
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biome,
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omega,
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fog = biome.fog, // overridable: arenas size their own fog to the room (see index.js)
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breatheAmp = biome.wave.breathe,
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detail = null, // THREE.Texture | null — Lane D's grayscale detail/AO map
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detailB = null, // THREE.Texture | null — the _b variant, macro variation
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normalMap = null, // THREE.Texture | null — tangent-space normals
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matcap = null, // THREE.Texture | null — wet-tissue specular ball
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repeat = null, // [repeats around theta, repeats per unit of s] (= D's .repeat)
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repeatB = null,
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normalScale = 0.6, // D: "0.6 looks right; 0 = off, 1 = full relief"
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matcapGain = 0.22,
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radiusHint = 10, // used only to pick a square-ish default tiling
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side = THREE.FrontSide,
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}) {
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for (const t of [detail, detailB, normalMap]) { // we consume D's textures; set what we rely on
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if (t) { t.wrapS = t.wrapT = THREE.RepeatWrapping; t.needsUpdate = true; }
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}
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// Default tiling if D has no `tile` hint: ~square texels for this biome's radius.
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const fallbackRepeat = [3, 3 / Math.max(4, (2 * Math.PI * radiusHint) / 3)];
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const rep = repeat ?? fallbackRepeat;
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// The _b layer deliberately runs at a different, non-integer-multiple scale: sampling the
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// same tiling twice would just reinforce the repeat it's meant to hide.
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const repB = repeatB ?? [rep[0] / 2.7, rep[1] / 2.7];
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const defines = {};
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if (detail) defines.USE_DETAIL = '';
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if (detail && detailB) defines.USE_DETAIL_B = '';
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if (normalMap) defines.USE_NORMAL = '';
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if (matcap) defines.USE_MATCAP = '';
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const mat = new THREE.ShaderMaterial({
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side,
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defines,
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uniforms: {
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uTime: { value: 0 },
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uTint: { value: new THREE.Color(biome.palette.tint) },
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uRim: { value: new THREE.Color(biome.palette.rim) },
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uVoid: { value: new THREE.Color(biome.palette.void) },
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uFog: { value: fog },
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uBreatheA: { value: breatheAmp },
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uOmega: { value: omega },
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uRimPow: { value: 2.2 },
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uRimGain: { value: 0.9 },
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uDetail: { value: detail },
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uDetailB: { value: detailB },
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uNormal: { value: normalMap },
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uMatcap: { value: matcap },
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uNormalScale: { value: normalScale },
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uMatcapGain: { value: matcapGain },
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uRepeat: { value: new THREE.Vector2(rep[0], rep[1]) },
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uRepeatB: { value: new THREE.Vector2(repB[0], repB[1]) },
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},
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vertexShader: /* glsl */`
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attribute vec3 aInward;
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attribute vec3 aTangent;
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attribute float aPhase;
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attribute float aK;
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attribute float aWaveA;
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uniform float uTime, uBreatheA, uOmega;
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varying vec2 vUv; varying vec3 vN; varying vec3 vView; varying float vPulse;
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void main() {
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vUv = uv;
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float phi = aPhase - uOmega * uTime;
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float sn = max(0.0, sin(phi));
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float pulse = sn * sn * sn; // sharp crest, long trough: a muscle, not a sine
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float breathe = uBreatheA * sin(uv.y * 0.7 + uTime * 0.8) * sin(uv.x * 6.2831853 * 3.0);
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float disp = aWaveA * pulse + breathe;
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// Tilt the normal with the wave. Without this the crests are silhouette-only and the
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// rim light slides over them as if the wall were flat — the effective wall radius is
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// rho(s) = radius - disp, so the inward normal leans along the tangent by d(rho)/ds.
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float dPulse_ds = 3.0 * sn * sn * cos(phi) * aK;
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vec3 nIn = normalize(aInward - aTangent * (aWaveA * dPulse_ds));
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vec4 mv = modelViewMatrix * vec4(position + aInward * disp, 1.0);
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vN = normalize(normalMatrix * nIn);
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vView = -mv.xyz;
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vPulse = pulse;
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gl_Position = projectionMatrix * mv;
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}`,
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fragmentShader: /* glsl */`
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uniform vec3 uTint, uRim, uVoid;
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uniform float uFog, uRimPow, uRimGain, uNormalScale, uMatcapGain;
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uniform vec2 uRepeat, uRepeatB;
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#ifdef USE_DETAIL
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uniform sampler2D uDetail;
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#endif
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#ifdef USE_DETAIL_B
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uniform sampler2D uDetailB;
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#endif
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#ifdef USE_NORMAL
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uniform sampler2D uNormal;
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#endif
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#ifdef USE_MATCAP
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uniform sampler2D uMatcap;
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#endif
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varying vec2 vUv; varying vec3 vN; varying vec3 vView; varying float vPulse;
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#ifdef USE_NORMAL
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// three's perturbNormal2Arb, lifted from Lane D's web/dev/laneD_texview.html.
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// The tube carries no tangent attribute, so rebuild the TBN per-pixel from screen
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// derivatives. DO NOT "simplify" this to normalize(vN + tn * k): a tangent-space sample
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// is ~(0,0,1), so adding it tilts every normal toward the camera, dot(n,view) -> 1, the
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// fresnel rim dies and the tube renders near-black. The rim IS the biome's only light.
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// That failure looks exactly like "Lane D's textures are too dark" and is not.
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vec3 perturb(vec3 N, vec3 viewPos, vec2 st, vec3 mapN) {
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vec3 q0 = dFdx(viewPos), q1 = dFdy(viewPos);
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vec2 st0 = dFdx(st), st1 = dFdy(st);
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vec3 S = normalize(q0 * st1.t - q1 * st0.t);
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vec3 T = normalize(-q0 * st1.s + q1 * st0.s);
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return normalize(mat3(S, T, N) * mapN);
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}
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#endif
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void main() {
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vec2 duv = vUv * uRepeat;
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#ifdef USE_DETAIL
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// Lane D authors grayscale luminance/AO; the biome tint is applied here, so one
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// texture serves two biomes at different tints (ART_BIBLE §FLUX prompt kit).
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float detail = texture2D(uDetail, duv).r;
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#ifdef USE_DETAIL_B
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// macro variation: the _b wall at a coarser, non-multiple scale breaks _a's repeat
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float db = texture2D(uDetailB, vUv * uRepeatB).r;
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detail = mix(detail, detail * (0.55 + 0.9 * db), 0.6);
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#endif
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vec3 base = uTint * (0.35 + detail * 0.95) * 0.9; // D's measured curve
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#else
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// Assets-optional law: no texture is the *shipping* look until D lands, not an error
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// state. Ridged folds around theta + striation along s = a passable SEM stand-in.
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float folds = 0.55 + 0.45 * sin(vUv.x * 6.2831853 * 9.0 + sin(vUv.y * 0.9) * 2.0);
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float detail = folds * (0.85 + 0.15 * sin(vUv.y * 2.2));
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vec3 base = uTint * detail * 0.8;
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#endif
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vec3 N = normalize(vN);
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#ifdef USE_NORMAL
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vec3 tn = texture2D(uNormal, duv).xyz * 2.0 - 1.0;
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tn.xy *= uNormalScale;
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N = perturb(N, -vView, duv, normalize(tn));
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#endif
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vec3 V = normalize(vView);
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float fres = pow(1.0 - abs(dot(N, V)), uRimPow);
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// crest sheen: the wave is a gameplay tell (ride it for boost), so it gets a little
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// help beyond what its own geometry earns from the rim term
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vec3 col = base + uRim * fres * uRimGain + uRim * vPulse * 0.10;
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#ifdef USE_MATCAP
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// wet specular. Keyed off the perturbed normal so the sheen follows the folds, and
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// weighted toward grazing angles so it reads as a film of mucus, not a plastic gloss.
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vec2 muv = N.xy * 0.5 + 0.5;
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col += texture2D(uMatcap, muv).rgb * uMatcapGain * (0.25 + 0.75 * fres);
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#endif
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float d = length(vView);
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gl_FragColor = vec4(mix(col, uVoid, 1.0 - exp(-uFog * d * 0.55)), 1.0);
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#include <colorspace_fragment>
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}`,
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});
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// WebGL1 needs the derivatives extension for perturb(); harmless on WebGL2 where it's core.
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mat.extensions = { derivatives: true };
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return mat;
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}
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