export default /* glsl */` #define MATCAP uniform vec3 diffuse; uniform float opacity; uniform sampler2D matcap; varying vec3 vViewPosition; #ifndef FLAT_SHADED varying vec3 vNormal; #endif #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); #include #include #include #include #include #include #include vec3 viewDir = normalize( vViewPosition ); vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) ); vec3 y = cross( viewDir, x ); vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks #ifdef USE_MATCAP vec4 matcapColor = texture2D( matcap, uv ); matcapColor = matcapTexelToLinear( matcapColor ); #else vec4 matcapColor = vec4( 1.0 ); #endif vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb; gl_FragColor = vec4( outgoingLight, diffuseColor.a ); #include #include #include #include #include } `;