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three

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JavaScript 3D library

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export default /* glsl */` #include <common> #include <uv_pars_vertex> #include <displacementmap_pars_vertex> #include <morphtarget_pars_vertex> #include <skinning_pars_vertex> #include <logdepthbuf_pars_vertex> #include <clipping_planes_pars_vertex> // This is used for computing an equivalent of gl_FragCoord.z that is as high precision as possible. // Some platforms compute gl_FragCoord at a lower precision which makes the manually computed value better for // depth-based postprocessing effects. Reproduced on iPad with A10 processor / iPadOS 13.3.1. varying vec2 vHighPrecisionZW; void main() { #include <uv_vertex> #include <skinbase_vertex> #ifdef USE_DISPLACEMENTMAP #include <beginnormal_vertex> #include <morphnormal_vertex> #include <skinnormal_vertex> #endif #include <begin_vertex> #include <morphtarget_vertex> #include <skinning_vertex> #include <displacementmap_vertex> #include <project_vertex> #include <logdepthbuf_vertex> #include <clipping_planes_vertex> vHighPrecisionZW = gl_Position.zw; } `;