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@bitowl/three-instanced-mesh

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Scene graph level abstraction for three.js InstancedBufferGeometry

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/************************** * Dusan Bosnjak @pailhead **************************/ module.exports = function( THREE ){ //patches these methods and shader chunks with the required logic THREE.ShaderChunk[ 'begin_vertex' ] = require('./begin_vertex.glsl.js'); THREE.ShaderChunk[ 'color_fragment' ] = require('./color_fragment.glsl.js'); THREE.ShaderChunk[ 'color_pars_fragment' ] = require('./color_pars_fragment.glsl.js'); THREE.ShaderChunk[ 'color_vertex' ] = require('./color_vertex.glsl.js'); THREE.ShaderChunk[ 'defaultnormal_vertex' ] = require('./defaultnormal_vertex.glsl.js'); THREE.ShaderChunk[ 'uv_pars_vertex' ] = require('./uv_pars_vertex.glsl.js'); // patches the matcap shaders THREE.ShaderLib.matcap = { uniforms: THREE.UniformsUtils.merge([ THREE.UniformsLib.common, THREE.UniformsLib.bumpmap, THREE.UniformsLib.normalmap, THREE.UniformsLib.displacementmap, THREE.UniformsLib.fog, { matcap: { value: null } } ]), vertexShader: require('./meshmatcap_vert.glsl.js'), fragmentShader: require('./meshmatcap_frag.glsl.js') }; }