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@tomorrowevening/hermes

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An extendable set of Web Tools controlled via a separate window for non-intereference with content.

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import { ShaderMaterial as e } from "three"; const r = `#include <common> #include <batching_pars_vertex> #include <uv_pars_vertex> #include <color_pars_vertex> #include <morphtarget_pars_vertex> #include <skinning_pars_vertex> #include <logdepthbuf_pars_vertex> #include <clipping_planes_pars_vertex> void main() { #include <uv_vertex> #include <color_vertex> #include <morphcolor_vertex> #include <batching_vertex> #if defined ( USE_SKINNING ) #include <beginnormal_vertex> #include <morphnormal_vertex> #include <skinbase_vertex> #include <skinnormal_vertex> #include <defaultnormal_vertex> #endif #include <begin_vertex> #include <morphtarget_vertex> #include <skinning_vertex> #include <project_vertex> #include <logdepthbuf_vertex> #include <clipping_planes_vertex> #include <worldpos_vertex> }`, n = ` uniform float opacity; #include <common> #include <uv_pars_fragment> #include <clipping_planes_pars_fragment> void main() { #include <clipping_planes_fragment> if (opacity < 0.015) discard; gl_FragColor = vec4(vec3(vUv, 0.0), opacity); }`; class l extends e { constructor() { super({ defines: { USE_UV: "" }, uniforms: { opacity: { value: 1 } }, vertexShader: r, fragmentShader: n, transparent: !0 }); } } export { l as default };