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@damienmortini/three

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export default { vertexChunks: [ ['start', ` out vec3 vPosition; out vec3 vNormal; out vec2 vUV; out vec3 vWorldPosition; out vec3 vViewDirection; out float vFresnel; `], ['end', ` vec3 worldPosition = (modelMatrix * vec4(position, 1.)).xyz; gl_Position = projectionMatrix * viewMatrix * vec4(worldPosition, 1.); vWorldPosition = worldPosition; vViewDirection = normalize(worldPosition - cameraPosition); vPosition = position; vNormal = normalize(mat3(modelMatrix) * normal); vUV = uv; vFresnel = max(0., 1. - dot(-vViewDirection, vNormal)); `], ], fragmentChunks: [ ['start', ` in vec3 vPosition; in vec3 vNormal; in vec2 vUV; in vec3 vWorldPosition; in vec3 vViewDirection; in float vFresnel; `], ], };