text: import {
  	Color,
  	Vector3
  } from '../../../src/Three';
  
  /**
   * Currently contains:
   *
   *	toon1
   *	toon2
   *	hatching
   *	dotted
   */
  
  var ToonShader1 = {
  
  	uniforms: {
  
  		'uDirLightPos': { value: new Vector3() },
  		'uDirLightColor': { value: new Color( 0xeeeeee ) },
  
  		'uAmbientLightColor': { value: new Color( 0x050505 ) },
  
  		'uBaseColor': { value: new Color( 0xffffff ) }
  
  	},
  
  	vertexShader: [
  
  		'varying vec3 vNormal;',
  		'varying vec3 vRefract;',
  
  		'void main() {',
  
  		'	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
  		'	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
  		'	vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );',
  
  		'	vNormal = normalize( normalMatrix * normal );',
  
  		'	vec3 I = worldPosition.xyz - cameraPosition;',
  		'	vRefract = refract( normalize( I ), worldNormal, 1.02 );',
  
  		'	gl_Position = projectionMatrix * mvPosition;',
  
  		'}'
  
  	].join( '\n' ),
  
  	fragmentShader: [
  
  		'uniform vec3 uBaseColor;',
  
  		'uniform vec3 uDirLightPos;',
  		'uniform vec3 uDirLightColor;',
  
  		'uniform vec3 uAmbientLightColor;',
  
  		'varying vec3 vNormal;',
  
  		'varying vec3 vRefract;',
  
  		'void main() {',
  
  		'	float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
  		'	vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
  
  		'	float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );',
  		'	intensity += length(lightWeighting) * 0.2;',
  
  		'	float cameraWeighting = dot( normalize( vNormal ), vRefract );',
  		'	intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );',
  		'	intensity = intensity * 0.2 + 0.3;',
  
  		'	if ( intensity < 0.50 ) {',
  
  		'		gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );',
  
  		'	} else {',
  
  		'		gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );',
  
  		'}',
  
  		'}'
  
  	].join( '\n' )
  
  };
  
  var ToonShader2 = {
  
  	uniforms: {
  
  		'uDirLightPos': { value: new Vector3() },
  		'uDirLightColor': { value: new Color( 0xeeeeee ) },
  
  		'uAmbientLightColor': { value: new Color( 0x050505 ) },
  
  		'uBaseColor': { value: new Color( 0xeeeeee ) },
  		'uLineColor1': { value: new Color( 0x808080 ) },
  		'uLineColor2': { value: new Color( 0x000000 ) },
  		'uLineColor3': { value: new Color( 0x000000 ) },
  		'uLineColor4': { value: new Color( 0x000000 ) }
  
  	},
  
  	vertexShader: [
  
  		'varying vec3 vNormal;',
  
  		'void main() {',
  
  		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  		'	vNormal = normalize( normalMatrix * normal );',
  
  		'}'
  
  	].join( '\n' ),
  
  	fragmentShader: [
  
  		'uniform vec3 uBaseColor;',
  		'uniform vec3 uLineColor1;',
  		'uniform vec3 uLineColor2;',
  		'uniform vec3 uLineColor3;',
  		'uniform vec3 uLineColor4;',
  
  		'uniform vec3 uDirLightPos;',
  		'uniform vec3 uDirLightColor;',
  
  		'uniform vec3 uAmbientLightColor;',
  
  		'varying vec3 vNormal;',
  
  		'void main() {',
  
  		'	float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);',
  		'	float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
  
  		'	gl_FragColor = vec4( uBaseColor, 1.0 );',
  
  		'	if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {',
  
  		'		gl_FragColor *= vec4( uLineColor1, 1.0 );',
  
  		'	}',
  
  		'	if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {',
  
  		'		gl_FragColor *= vec4( uLineColor2, 1.0 );',
  
  		'	}',
  
  		'}'
  
  	].join( '\n' )
  
  };
  
  var ToonShaderHatching = {
  
  	uniforms: {
  
  		'uDirLightPos':	{ value: new Vector3() },
  		'uDirLightColor': { value: new Color( 0xeeeeee ) },
  
  		'uAmbientLightColor': { value: new Color( 0x050505 ) },
  
  		'uBaseColor': { value: new Color( 0xffffff ) },
  		'uLineColor1': { value: new Color( 0x000000 ) },
  		'uLineColor2': { value: new Color( 0x000000 ) },
  		'uLineColor3': { value: new Color( 0x000000 ) },
  		'uLineColor4': { value: new Color( 0x000000 ) }
  
  	},
  
  	vertexShader: [
  
  		'varying vec3 vNormal;',
  
  		'void main() {',
  
  		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  		'	vNormal = normalize( normalMatrix * normal );',
  
  		'}'
  
  	].join( '\n' ),
  
  	fragmentShader: [
  
  		'uniform vec3 uBaseColor;',
  		'uniform vec3 uLineColor1;',
  		'uniform vec3 uLineColor2;',
  		'uniform vec3 uLineColor3;',
  		'uniform vec3 uLineColor4;',
  
  		'uniform vec3 uDirLightPos;',
  		'uniform vec3 uDirLightColor;',
  
  		'uniform vec3 uAmbientLightColor;',
  
  		'varying vec3 vNormal;',
  
  		'void main() {',
  
  		'	float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
  		'	vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
  
  		'	gl_FragColor = vec4( uBaseColor, 1.0 );',
  
  		'	if ( length(lightWeighting) < 1.00 ) {',
  
  		'		if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',
  
  		'			gl_FragColor = vec4( uLineColor1, 1.0 );',
  
  		'		}',
  
  		'	}',
  
  		'	if ( length(lightWeighting) < 0.75 ) {',
  
  		'		if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {',
  
  		'			gl_FragColor = vec4( uLineColor2, 1.0 );',
  
  		'		}',
  
  		'	}',
  
  		'	if ( length(lightWeighting) < 0.50 ) {',
  
  		'		if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
  
  		'			gl_FragColor = vec4( uLineColor3, 1.0 );',
  
  		'		}',
  
  		'	}',
  
  		'	if ( length(lightWeighting) < 0.3465 ) {',
  
  		'		if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
  
  		'			gl_FragColor = vec4( uLineColor4, 1.0 );',
  
  		'	}',
  
  		'	}',
  
  		'}'
  
  	].join( '\n' )
  
  };
  
  var ToonShaderDotted = {
  
  	uniforms: {
  
  		'uDirLightPos':	{ value: new Vector3() },
  		'uDirLightColor': { value: new Color( 0xeeeeee ) },
  
  		'uAmbientLightColor': { value: new Color( 0x050505 ) },
  
  		'uBaseColor': { value: new Color( 0xffffff ) },
  		'uLineColor1': { value: new Color( 0x000000 ) }
  
  	},
  
  	vertexShader: [
  
  		'varying vec3 vNormal;',
  
  		'void main() {',
  
  		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  		'	vNormal = normalize( normalMatrix * normal );',
  
  		'}'
  
  	].join( '\n' ),
  
  	fragmentShader: [
  
  		'uniform vec3 uBaseColor;',
  		'uniform vec3 uLineColor1;',
  		'uniform vec3 uLineColor2;',
  		'uniform vec3 uLineColor3;',
  		'uniform vec3 uLineColor4;',
  
  		'uniform vec3 uDirLightPos;',
  		'uniform vec3 uDirLightColor;',
  
  		'uniform vec3 uAmbientLightColor;',
  
  		'varying vec3 vNormal;',
  
  		'void main() {',
  
  		'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
  		'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
  
  		'gl_FragColor = vec4( uBaseColor, 1.0 );',
  
  		'if ( length(lightWeighting) < 1.00 ) {',
  
  		'		if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {',
  
  		'			gl_FragColor = vec4( uLineColor1, 1.0 );',
  
  		'		}',
  
  		'	}',
  
  		'	if ( length(lightWeighting) < 0.50 ) {',
  
  		'		if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {',
  
  		'			gl_FragColor = vec4( uLineColor1, 1.0 );',
  
  		'		}',
  
  		'	}',
  
  		'}'
  
  	].join( '\n' )
  
  };
  
  export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };
  