ShaderDeferred.js 15 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author MPanknin / http://www.redplant.de/
  4. * @author benaadams / http://blog.illyriad.co.uk/
  5. *
  6. */
  7. THREE.ShaderDeferred = {
  8. "color" : {
  9. uniforms: THREE.UniformsUtils.merge( [
  10. THREE.UniformsLib[ "common" ],
  11. THREE.UniformsLib[ "fog" ],
  12. THREE.UniformsLib[ "shadowmap" ],
  13. {
  14. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  15. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  16. "shininess": { type: "f", value: 30 },
  17. "wrapAround": { type: "f", value: 1 },
  18. "additiveSpecular": { type: "f", value: 1 }
  19. }
  20. ] ),
  21. fragmentShader : [
  22. "uniform vec3 diffuse;",
  23. "uniform vec3 specular;",
  24. "uniform vec3 emissive;",
  25. "uniform float shininess;",
  26. "uniform float wrapAround;",
  27. "uniform float additiveSpecular;",
  28. THREE.ShaderChunk[ "color_pars_fragment" ],
  29. THREE.ShaderChunk[ "map_pars_fragment" ],
  30. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  31. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  32. THREE.ShaderChunk[ "fog_pars_fragment" ],
  33. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  34. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  35. "const float unit = 255.0/256.0;",
  36. "float vec3_to_float( vec3 data ) {",
  37. "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
  38. "return compressed;",
  39. "}",
  40. "void main() {",
  41. "const float opacity = 1.0;",
  42. "gl_FragColor = vec4( diffuse, opacity );",
  43. THREE.ShaderChunk[ "map_fragment" ],
  44. THREE.ShaderChunk[ "alphatest_fragment" ],
  45. THREE.ShaderChunk[ "specularmap_fragment" ],
  46. THREE.ShaderChunk[ "lightmap_fragment" ],
  47. THREE.ShaderChunk[ "color_fragment" ],
  48. THREE.ShaderChunk[ "envmap_fragment" ],
  49. THREE.ShaderChunk[ "shadowmap_fragment" ],
  50. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  51. THREE.ShaderChunk[ "fog_fragment" ],
  52. //
  53. "const float compressionScale = 0.999;",
  54. // diffuse color
  55. "gl_FragColor.x = vec3_to_float( compressionScale * gl_FragColor.xyz );",
  56. // specular color
  57. "gl_FragColor.y = additiveSpecular * vec3_to_float( compressionScale * specular );",
  58. // shininess
  59. "gl_FragColor.z = wrapAround * shininess;",
  60. // emissive color
  61. "#ifdef USE_MAP",
  62. "gl_FragColor.w = vec3_to_float( compressionScale * emissive * texelColor.xyz );",
  63. "#else",
  64. "gl_FragColor.w = vec3_to_float( compressionScale * emissive );",
  65. "#endif",
  66. "}"
  67. ].join("\n"),
  68. vertexShader : [
  69. THREE.ShaderChunk[ "map_pars_vertex" ],
  70. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  71. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  72. THREE.ShaderChunk[ "color_pars_vertex" ],
  73. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  74. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  75. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  76. "void main() {",
  77. THREE.ShaderChunk[ "map_vertex" ],
  78. THREE.ShaderChunk[ "lightmap_vertex" ],
  79. THREE.ShaderChunk[ "color_vertex" ],
  80. THREE.ShaderChunk[ "morphnormal_vertex" ],
  81. THREE.ShaderChunk[ "skinbase_vertex" ],
  82. THREE.ShaderChunk[ "skinnormal_vertex" ],
  83. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  84. THREE.ShaderChunk[ "morphtarget_vertex" ],
  85. THREE.ShaderChunk[ "skinning_vertex" ],
  86. THREE.ShaderChunk[ "default_vertex" ],
  87. THREE.ShaderChunk[ "worldpos_vertex" ],
  88. THREE.ShaderChunk[ "envmap_vertex" ],
  89. THREE.ShaderChunk[ "shadowmap_vertex" ],
  90. "}"
  91. ].join("\n")
  92. },
  93. "normalDepth" : {
  94. uniforms: {
  95. bumpMap: { type: "t", value: null },
  96. bumpScale: { type: "f", value: 1 },
  97. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  98. },
  99. fragmentShader : [
  100. "#ifdef USE_BUMPMAP",
  101. "#extension GL_OES_standard_derivatives : enable\n",
  102. "varying vec2 vUv;",
  103. "varying vec3 vViewPosition;",
  104. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  105. "#endif",
  106. "varying vec3 normalView;",
  107. "varying vec4 clipPos;",
  108. "void main() {",
  109. "vec3 normal = normalize( normalView );",
  110. "#ifdef USE_BUMPMAP",
  111. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  112. "#endif",
  113. "gl_FragColor.xyz = normal * 0.5 + 0.5;",
  114. "gl_FragColor.w = clipPos.z / clipPos.w;",
  115. "}"
  116. ].join("\n"),
  117. vertexShader : [
  118. "varying vec3 normalView;",
  119. "varying vec4 clipPos;",
  120. "#ifdef USE_BUMPMAP",
  121. "varying vec2 vUv;",
  122. "varying vec3 vViewPosition;",
  123. "uniform vec4 offsetRepeat;",
  124. "#endif",
  125. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  126. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  127. "void main() {",
  128. THREE.ShaderChunk[ "morphnormal_vertex" ],
  129. THREE.ShaderChunk[ "skinbase_vertex" ],
  130. THREE.ShaderChunk[ "skinnormal_vertex" ],
  131. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  132. THREE.ShaderChunk[ "morphtarget_vertex" ],
  133. THREE.ShaderChunk[ "skinning_vertex" ],
  134. THREE.ShaderChunk[ "default_vertex" ],
  135. "normalView = normalize( normalMatrix * objectNormal );",
  136. "#ifdef USE_BUMPMAP",
  137. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  138. "vViewPosition = -mvPosition.xyz;",
  139. "#endif",
  140. "clipPos = gl_Position;",
  141. "}"
  142. ].join("\n")
  143. },
  144. "composite" : {
  145. uniforms: {
  146. samplerLight: { type: "t", value: null },
  147. brightness: { type: "f", value: 1 }
  148. },
  149. fragmentShader : [
  150. "varying vec2 texCoord;",
  151. "uniform sampler2D samplerLight;",
  152. "uniform float brightness;",
  153. "void main() {",
  154. "vec3 color = texture2D( samplerLight, texCoord ).xyz;",
  155. "gl_FragColor = vec4( brightness * sqrt( color ), 1.0 );",
  156. "}"
  157. ].join("\n"),
  158. vertexShader : [
  159. "varying vec2 texCoord;",
  160. "void main() {",
  161. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  162. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  163. "gl_Position = pos;",
  164. "}"
  165. ].join("\n")
  166. },
  167. "pointLight" : {
  168. uniforms: {
  169. samplerNormalDepth: { type: "t", value: null },
  170. samplerColor: { type: "t", value: null },
  171. matView: { type: "m4", value: new THREE.Matrix4() },
  172. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  173. viewWidth: { type: "f", value: 800 },
  174. viewHeight: { type: "f", value: 600 },
  175. lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  176. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  177. lightIntensity: { type: "f", value: 1.0 },
  178. lightRadius: { type: "f", value: 1.0 }
  179. },
  180. fragmentShader : [
  181. "varying vec3 lightView;",
  182. "varying vec4 clipPos;",
  183. "uniform sampler2D samplerColor;",
  184. "uniform sampler2D samplerNormalDepth;",
  185. "uniform float lightRadius;",
  186. "uniform float lightIntensity;",
  187. "uniform float viewHeight;",
  188. "uniform float viewWidth;",
  189. "uniform vec3 lightColor;",
  190. "uniform mat4 matProjInverse;",
  191. "vec3 float_to_vec3( float data ) {",
  192. "vec3 uncompressed;",
  193. "uncompressed.x = fract( data );",
  194. "float zInt = floor( data / 255.0 );",
  195. "uncompressed.z = fract( zInt / 255.0 );",
  196. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  197. "return uncompressed;",
  198. "}",
  199. "void main() {",
  200. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  201. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  202. "float z = normalDepth.w;",
  203. "float lightZ = clipPos.z / clipPos.w;",
  204. "if ( z == 0.0 || lightZ > z ) discard;",
  205. "float x = texCoord.x * 2.0 - 1.0;",
  206. "float y = texCoord.y * 2.0 - 1.0;",
  207. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  208. "vec4 viewPos = matProjInverse * projectedPos;",
  209. "viewPos.xyz /= viewPos.w;",
  210. "viewPos.w = 1.0;",
  211. "vec3 lightDir = lightView - viewPos.xyz;",
  212. "float dist = length( lightDir );",
  213. "if ( dist > lightRadius ) discard;",
  214. "lightDir = normalize( lightDir );",
  215. "float cutoff = 0.3;",
  216. "float denom = dist/lightRadius + 1.0;",
  217. "float attenuation = 1.0 / ( denom * denom );",
  218. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  219. "attenuation = max( attenuation, 0.0 );",
  220. "attenuation *= attenuation;",
  221. // normal
  222. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  223. // color
  224. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  225. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  226. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  227. "float shininess = abs( colorMap.z );",
  228. "float wrapAround = sign( colorMap.z );",
  229. // light
  230. "vec3 diffuse;",
  231. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  232. "if ( wrapAround < 0.0 ) {",
  233. // wrap around lighting
  234. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  235. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  236. "diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  237. "} else {",
  238. // simple lighting
  239. "diffuse = vec3( diffuseFull );",
  240. "}",
  241. // specular
  242. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  243. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  244. // simple specular
  245. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  246. // physically based specular
  247. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  248. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  249. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  250. // combine
  251. "vec3 light = lightIntensity * lightColor;",
  252. "float additiveSpecular = sign( colorMap.y );",
  253. "if ( additiveSpecular < 0.0 ) {",
  254. "gl_FragColor = vec4( albedo * light * diffuse, attenuation ) + vec4( light * specular, attenuation );",
  255. "} else {",
  256. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), attenuation );",
  257. "}",
  258. "}"
  259. ].join("\n"),
  260. vertexShader : [
  261. "varying vec3 lightView;",
  262. "varying vec4 clipPos;",
  263. "uniform vec3 lightPos;",
  264. "uniform mat4 matView;",
  265. "void main() { ",
  266. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  267. "gl_Position = projectionMatrix * mvPosition;",
  268. "lightView = vec3( matView * vec4( lightPos, 1.0 ) );",
  269. "clipPos = gl_Position;",
  270. "}"
  271. ].join("\n")
  272. },
  273. "directionalLight" : {
  274. uniforms: {
  275. samplerNormalDepth: { type: "t", value: null },
  276. samplerColor: { type: "t", value: null },
  277. matView: { type: "m4", value: new THREE.Matrix4() },
  278. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  279. viewWidth: { type: "f", value: 800 },
  280. viewHeight: { type: "f", value: 600 },
  281. lightDir: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  282. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  283. lightIntensity: { type: "f", value: 1.0 }
  284. },
  285. fragmentShader : [
  286. "varying vec3 lightView;",
  287. "varying vec4 clipPos;",
  288. "uniform sampler2D samplerColor;",
  289. "uniform sampler2D samplerNormalDepth;",
  290. "uniform float lightRadius;",
  291. "uniform float lightIntensity;",
  292. "uniform float viewHeight;",
  293. "uniform float viewWidth;",
  294. "uniform vec3 lightColor;",
  295. "uniform mat4 matProjInverse;",
  296. "vec3 float_to_vec3( float data ) {",
  297. "vec3 uncompressed;",
  298. "uncompressed.x = fract( data );",
  299. "float zInt = floor( data / 255.0 );",
  300. "uncompressed.z = fract( zInt / 255.0 );",
  301. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  302. "return uncompressed;",
  303. "}",
  304. "void main() {",
  305. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  306. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  307. "float z = normalDepth.w;",
  308. "if ( z == 0.0 ) discard;",
  309. "float x = texCoord.x * 2.0 - 1.0;",
  310. "float y = texCoord.y * 2.0 - 1.0;",
  311. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  312. "vec4 viewPos = matProjInverse * projectedPos;",
  313. "viewPos.xyz /= viewPos.w;",
  314. "viewPos.w = 1.0;",
  315. "vec3 lightDir = normalize( lightView );",
  316. // normal
  317. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  318. // color
  319. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  320. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  321. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  322. "float shininess = colorMap.z;",
  323. // wrap around lighting
  324. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  325. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  326. "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );",
  327. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  328. // simple lighting
  329. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  330. //"vec3 diffuse = vec3 ( diffuseFull );",
  331. // specular
  332. "vec3 halfVector = normalize( lightDir + normalize( viewPos.xyz ) );",
  333. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  334. // simple specular
  335. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  336. // physically based specular
  337. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  338. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  339. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  340. // combine
  341. "vec3 light = lightIntensity * lightColor;",
  342. "#ifdef ADDITIVE_SPECULAR",
  343. "gl_FragColor = vec4( albedo * light * diffuse, 1.0 ) + vec4( light * specular, 1.0 );",
  344. "#else",
  345. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), 1.0 );",
  346. "#endif",
  347. "}"
  348. ].join("\n"),
  349. vertexShader : [
  350. "varying vec3 lightView;",
  351. "varying vec4 clipPos;",
  352. "uniform vec3 lightDir;",
  353. "uniform mat4 matView;",
  354. "void main() { ",
  355. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  356. "gl_Position = projectionMatrix * mvPosition;",
  357. "lightView = vec3( matView * vec4( lightDir, 0.0 ) );",
  358. "clipPos = gl_Position;",
  359. "}"
  360. ].join("\n")
  361. },
  362. "emissiveLight" : {
  363. uniforms: {
  364. samplerColor: { type: "t", value: null },
  365. viewWidth: { type: "f", value: 800 },
  366. viewHeight: { type: "f", value: 600 },
  367. },
  368. fragmentShader : [
  369. "uniform sampler2D samplerColor;",
  370. "uniform float viewHeight;",
  371. "uniform float viewWidth;",
  372. "vec3 float_to_vec3( float data ) {",
  373. "vec3 uncompressed;",
  374. "uncompressed.x = fract( data );",
  375. "float zInt = floor( data / 255.0 );",
  376. "uncompressed.z = fract( zInt / 255.0 );",
  377. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  378. "return uncompressed;",
  379. "}",
  380. "void main() {",
  381. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  382. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  383. "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  384. "gl_FragColor = vec4( emissiveColor, 1.0 );",
  385. "}"
  386. ].join("\n"),
  387. vertexShader : [
  388. "void main() { ",
  389. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  390. "gl_Position = projectionMatrix * mvPosition;",
  391. "}"
  392. ].join("\n")
  393. }
  394. };
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