text: /**
   * Generated from 'examples/jsm/shaders/ToonShader.js'
   */
  
  (function (global, factory) {
  	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('three')) :
  	typeof define === 'function' && define.amd ? define(['exports', 'three'], factory) :
  	(global = global || self, factory(global.THREE = global.THREE || {}, global.THREE));
  }(this, (function (exports, THREE) { 'use strict';
  
  	/**
  	 * @author mrdoob / http://mrdoob.com/
  	 * @author alteredq / http://alteredqualia.com/
  	 *
  	 * Currently contains:
  	 *
  	 *	toon1
  	 *	toon2
  	 *	hatching
  	 *	dotted
  	 */
  
  	var ToonShader1 = {
  
  		uniforms: {
  
  			"uDirLightPos": { value: new THREE.Vector3() },
  			"uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  
  			"uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  
  			"uBaseColor": { value: new THREE.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 THREE.Vector3() },
  			"uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  
  			"uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  
  			"uBaseColor": { value: new THREE.Color( 0xeeeeee ) },
  			"uLineColor1": { value: new THREE.Color( 0x808080 ) },
  			"uLineColor2": { value: new THREE.Color( 0x000000 ) },
  			"uLineColor3": { value: new THREE.Color( 0x000000 ) },
  			"uLineColor4": { value: new THREE.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 THREE.Vector3() },
  			"uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  
  			"uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  
  			"uBaseColor": { value: new THREE.Color( 0xffffff ) },
  			"uLineColor1": { value: new THREE.Color( 0x000000 ) },
  			"uLineColor2": { value: new THREE.Color( 0x000000 ) },
  			"uLineColor3": { value: new THREE.Color( 0x000000 ) },
  			"uLineColor4": { value: new THREE.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 THREE.Vector3() },
  			"uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  
  			"uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  
  			"uBaseColor": { value: new THREE.Color( 0xffffff ) },
  			"uLineColor1": { value: new THREE.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" )
  
  	};
  
  	exports.ToonShader1 = ToonShader1;
  	exports.ToonShader2 = ToonShader2;
  	exports.ToonShaderDotted = ToonShaderDotted;
  	exports.ToonShaderHatching = ToonShaderHatching;
  
  })));
  