Remove height provider from geo-three
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233216c284
commit
b544c315b0
5 changed files with 152 additions and 11 deletions
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@ -259,9 +259,9 @@ export function Form() {
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<div className="flex flex-col gap-2">
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{sceneView?.model.children.map((child) => {
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const key = `toggle-visibility-${child.name}`;
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const color = `#${(
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(child as Mesh).material as MeshStandardMaterial
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).color.getHexString()}`;
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//const color = `#${(
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// (child as Mesh).material as MeshStandardMaterial
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//).color.getHexString()}`;
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const visible = (child as Mesh).visible;
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return (
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@ -272,7 +272,7 @@ export function Form() {
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<span
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className="inline-block w-5 h-5 flex-none rounded"
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style={{
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backgroundColor: color,
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backgroundColor: "white",
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}}
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></span>
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<input
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@ -112,7 +112,7 @@ export class CustomMapHeightNodeShader extends MapHeightNode {
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};
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material.onBeforeCompile = (shader) => {
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// Pass uniforms from userData to the
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// Pass uniforms from userData
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for (const i in material.userData) {
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shader.uniforms[i] = material.userData[i];
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}
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@ -3,7 +3,9 @@ import {
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Material,
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Mesh,
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MeshBasicMaterial,
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MeshPhongMaterial,
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MeshStandardMaterial,
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Object3D,
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PerspectiveCamera,
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Plane,
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Raycaster,
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@ -32,12 +34,16 @@ import {
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} from "three/examples/jsm/Addons.js";
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import {
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LODFrustum,
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LODRaycast,
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MapPlaneNode,
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MapTilerProvider,
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MapView,
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OpenStreetMapsProvider,
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UnitsUtils,
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} from "geo-three";
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import { CustomMapHeightNodeShader } from "./CustomMapHeightNodeShader";
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import { Data, createSVG } from "./utils/create-borehole-svg";
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import { TileData, updateTiles } from "./ShaderMaterial";
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export type CustomEvent = CustomEventInit<{
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element: SVGSVGElement | null;
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@ -489,18 +495,55 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
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);
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// Create the map view for OSM topography
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const lod = new LODFrustum();
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const lod = new LODRaycast();
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// @ts-expect-error Type definition for MapView is incorrect - missing parameter for lod
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const map = new MapView(MapView.PLANAR, provider, heightProvider, lod);
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const customNode = new CustomMapHeightNodeShader(undefined, map);
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map.setRoot(customNode);
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const map = new MapView(MapView.PLANAR, provider);
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map.lod = lod;
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// const customNode = new CustomMapHeightNodeShader(undefined, map);
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// map.setRoot(customNode);
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map.rotateX(Math.PI / 2);
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map.name = "topography";
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map.visible = false;
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scene.add(map);
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controls.addEventListener("change", () => {
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const tiles: TileData[] = [];
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function traverse(node: MapPlaneNode) {
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if (node.isMesh) {
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const bounds = UnitsUtils.tileBounds(node.level, node.x, node.y);
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const xmin = bounds[0];
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const ymin = bounds[2];
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const xmax = xmin + bounds[1];
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const ymax = ymin + bounds[3];
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if (
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(extent.xmax >= xmin && extent.ymax >= ymin) ||
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(extent.xmin <= xmax && extent.ymax >= ymin) ||
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(extent.xmin <= xmax && extent.ymin <= ymax) ||
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(extent.xmax >= xmin && extent.ymin <= ymax)
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) {
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tiles.push({
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xmin,
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ymin,
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xmax,
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ymax,
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texture: (node.material as MeshPhongMaterial).map,
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});
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}
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}
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for (const c of node.children) {
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traverse(c as MapPlaneNode);
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}
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}
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map.lod.updateLOD(map, camera, renderer, scene);
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traverse(map.root);
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updateTiles(tiles.reverse());
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});
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return {
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scene,
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model,
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98
app/three/ShaderMaterial.ts
Normal file
98
app/three/ShaderMaterial.ts
Normal file
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@ -0,0 +1,98 @@
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import { ShaderMaterial, Texture, Vector4 } from "three";
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export interface TileData {
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xmin: number;
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ymin: number;
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xmax: number;
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ymax: number;
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texture: Texture | null;
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}
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const maxTiles = 16;
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// Initialize empty texture slots
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const dummyTexture = new Texture();
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dummyTexture.image = document.createElement("canvas");
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dummyTexture.needsUpdate = true;
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// Create shader material
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export const shaderMaterial = new ShaderMaterial({
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uniforms: {
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tileTextures: { value: Array(maxTiles).fill(dummyTexture) },
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tileBounds: { value: Array(maxTiles).fill(new Vector4(0, 0, 0, 0)) },
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tileCount: { value: 0 },
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},
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vertexShader: `
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varying vec3 vWorldPosition;
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void main() {
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vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
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gl_Position = projectionMatrix * viewMatrix * vec4(vWorldPosition, 1.0);
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}
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`,
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fragmentShader: `
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uniform sampler2D tileTextures[${maxTiles}];
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uniform vec4 tileBounds[${maxTiles}];
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uniform int tileCount;
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varying vec3 vWorldPosition;
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void main() {
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vec4 color = vec4(1.0, 1.0, 1.0, 1.0); // Default color
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for (int i = 0; i < ${maxTiles}; i++) {
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if (i >= tileCount) break; // Only process available tiles
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vec4 bounds = tileBounds[i];
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if (vWorldPosition.x >= bounds.x && vWorldPosition.x <= bounds.y &&
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vWorldPosition.y >= bounds.z && vWorldPosition.y <= bounds.w) {
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vec2 uv = (vWorldPosition.xy - bounds.xz) / (bounds.yw - bounds.xz);
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switch (i) {
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case 0: color = texture2D(tileTextures[0], uv); break;
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case 1: color = texture2D(tileTextures[1], uv); break;
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case 2: color = texture2D(tileTextures[2], uv); break;
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case 3: color = texture2D(tileTextures[3], uv); break;
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case 4: color = texture2D(tileTextures[4], uv); break;
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case 5: color = texture2D(tileTextures[5], uv); break;
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case 6: color = texture2D(tileTextures[6], uv); break;
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case 7: color = texture2D(tileTextures[7], uv); break;
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case 8: color = texture2D(tileTextures[8], uv); break;
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case 9: color = texture2D(tileTextures[9], uv); break;
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case 10: color = texture2D(tileTextures[10], uv); break;
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case 11: color = texture2D(tileTextures[11], uv); break;
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case 12: color = texture2D(tileTextures[12], uv); break;
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case 13: color = texture2D(tileTextures[13], uv); break;
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case 14: color = texture2D(tileTextures[14], uv); break;
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case 15: color = texture2D(tileTextures[15], uv); break;
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}
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break; // Stop checking once we find the correct tile
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}
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}
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gl_FragColor = color;
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}
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`,
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});
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export function updateTiles(newTiles: TileData[]) {
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if (newTiles.length > maxTiles) {
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newTiles = newTiles.slice(0, maxTiles);
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}
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const textures = newTiles.map((t) => t.texture);
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const bounds = newTiles.map(
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(t) => new Vector4(t.xmin, t.xmax, t.ymin, t.ymax)
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);
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// Fill remaining slots with dummy data to maintain uniform array size
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while (textures.length < maxTiles) {
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textures.push(dummyTexture);
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bounds.push(new Vector4(0, 0, 0, 0));
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}
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// Update shader uniforms
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shaderMaterial.uniforms.tileTextures.value = textures;
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shaderMaterial.uniforms.tileBounds.value = bounds;
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shaderMaterial.uniforms.tileCount.value = newTiles.length;
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}
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@ -61,7 +61,7 @@ async function buildMesh(layerData: MappedFeature) {
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const material = new MeshStandardMaterial({
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color: color,
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metalness: 0.0,
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roughness: 1.0,
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roughness: 5.0,
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flatShading: true,
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side: DoubleSide,
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wireframe: false,
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