WebGLShaders.js 28 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author mrdoob / http://mrdoob.com/
  4. * @author mikael emtinger / http://gomo.se/
  5. */
  6. THREE.ShaderChunk = {
  7. // FOG
  8. fog_pars_fragment: [
  9. "#ifdef USE_FOG",
  10. "uniform vec3 fogColor;",
  11. "#ifdef FOG_EXP2",
  12. "uniform float fogDensity;",
  13. "#else",
  14. "uniform float fogNear;",
  15. "uniform float fogFar;",
  16. "#endif",
  17. "#endif"
  18. ].join("\n"),
  19. fog_fragment: [
  20. "#ifdef USE_FOG",
  21. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  22. "#ifdef FOG_EXP2",
  23. "const float LOG2 = 1.442695;",
  24. "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
  25. "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
  26. "#else",
  27. "float fogFactor = smoothstep( fogNear, fogFar, depth );",
  28. "#endif",
  29. "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
  30. "#endif"
  31. ].join("\n"),
  32. // ENVIRONMENT MAP
  33. envmap_pars_fragment: [
  34. "#ifdef USE_ENVMAP",
  35. "varying vec3 vReflect;",
  36. "uniform float reflectivity;",
  37. "uniform samplerCube envMap;",
  38. "uniform int combine;",
  39. "#endif"
  40. ].join("\n"),
  41. envmap_fragment: [
  42. "#ifdef USE_ENVMAP",
  43. "vec4 cubeColor = textureCube( envMap, vec3( -vReflect.x, vReflect.yz ) );",
  44. "if ( combine == 1 ) {",
  45. "gl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );",
  46. "} else {",
  47. "gl_FragColor = gl_FragColor * cubeColor;",
  48. "}",
  49. "#endif"
  50. ].join("\n"),
  51. envmap_pars_vertex: [
  52. "#ifdef USE_ENVMAP",
  53. "varying vec3 vReflect;",
  54. "uniform float refractionRatio;",
  55. "uniform bool useRefract;",
  56. "#endif"
  57. ].join("\n"),
  58. envmap_vertex : [
  59. "#ifdef USE_ENVMAP",
  60. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  61. "vec3 nWorld = mat3( objectMatrix[ 0 ].xyz, objectMatrix[ 1 ].xyz, objectMatrix[ 2 ].xyz ) * normal;",
  62. "if ( useRefract ) {",
  63. "vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
  64. "} else {",
  65. "vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
  66. "}",
  67. "#endif"
  68. ].join("\n"),
  69. // COLOR MAP (particles)
  70. map_particle_pars_fragment: [
  71. "#ifdef USE_MAP",
  72. "uniform sampler2D map;",
  73. "#endif"
  74. ].join("\n"),
  75. map_particle_fragment: [
  76. "#ifdef USE_MAP",
  77. "gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
  78. "#endif"
  79. ].join("\n"),
  80. // COLOR MAP (triangles)
  81. map_pars_vertex: [
  82. "#ifdef USE_MAP",
  83. "varying vec2 vUv;",
  84. "uniform vec4 offsetRepeat;",
  85. "#endif"
  86. ].join("\n"),
  87. map_pars_fragment: [
  88. "#ifdef USE_MAP",
  89. "varying vec2 vUv;",
  90. "uniform sampler2D map;",
  91. "#endif"
  92. ].join("\n"),
  93. map_vertex: [
  94. "#ifdef USE_MAP",
  95. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  96. "#endif"
  97. ].join("\n"),
  98. map_fragment: [
  99. "#ifdef USE_MAP",
  100. "gl_FragColor = gl_FragColor * texture2D( map, vUv );",
  101. "#endif"
  102. ].join("\n"),
  103. // LIGHT MAP
  104. lightmap_pars_fragment: [
  105. "#ifdef USE_LIGHTMAP",
  106. "varying vec2 vUv2;",
  107. "uniform sampler2D lightMap;",
  108. "#endif"
  109. ].join("\n"),
  110. lightmap_pars_vertex: [
  111. "#ifdef USE_LIGHTMAP",
  112. "varying vec2 vUv2;",
  113. "#endif"
  114. ].join("\n"),
  115. lightmap_fragment: [
  116. "#ifdef USE_LIGHTMAP",
  117. "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
  118. "#endif"
  119. ].join("\n"),
  120. lightmap_vertex: [
  121. "#ifdef USE_LIGHTMAP",
  122. "vUv2 = uv2;",
  123. "#endif"
  124. ].join("\n"),
  125. lights_pars_vertex: [
  126. "uniform bool enableLighting;",
  127. "uniform vec3 ambientLightColor;",
  128. "#if MAX_DIR_LIGHTS > 0",
  129. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  130. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  131. "#endif",
  132. "#if MAX_POINT_LIGHTS > 0",
  133. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  134. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  135. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  136. "#ifdef PHONG",
  137. "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
  138. "#endif",
  139. "#endif"
  140. ].join("\n"),
  141. // LIGHTS
  142. lights_vertex: [
  143. "if ( !enableLighting ) {",
  144. "vLightWeighting = vec3( 1.0 );",
  145. "} else {",
  146. "vLightWeighting = ambientLightColor;",
  147. "#if MAX_DIR_LIGHTS > 0",
  148. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  149. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  150. "float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
  151. "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
  152. "}",
  153. "#endif",
  154. "#if MAX_POINT_LIGHTS > 0",
  155. "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  156. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  157. "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  158. "float lDistance = 1.0;",
  159. "if ( pointLightDistance[ i ] > 0.0 )",
  160. "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  161. "lVector = normalize( lVector );",
  162. "float pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );",
  163. "vLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;",
  164. "#ifdef PHONG",
  165. "vPointLight[ i ] = vec4( lVector, lDistance );",
  166. "#endif",
  167. "}",
  168. "#endif",
  169. "}"
  170. ].join("\n"),
  171. lights_pars_fragment: [
  172. "#if MAX_DIR_LIGHTS > 0",
  173. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  174. "#endif",
  175. "#if MAX_POINT_LIGHTS > 0",
  176. "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
  177. "#endif",
  178. "varying vec3 vViewPosition;",
  179. "varying vec3 vNormal;"
  180. ].join("\n"),
  181. lights_fragment: [
  182. "vec3 normal = normalize( vNormal );",
  183. "vec3 viewPosition = normalize( vViewPosition );",
  184. "vec4 mColor = vec4( diffuse, opacity );",
  185. "vec4 mSpecular = vec4( specular, opacity );",
  186. "#if MAX_POINT_LIGHTS > 0",
  187. "vec4 pointDiffuse = vec4( vec3( 0.0 ), 1.0 );",
  188. "vec4 pointSpecular = vec4( vec3( 0.0 ), 1.0 );",
  189. "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  190. "vec3 pointVector = normalize( vPointLight[ i ].xyz );",
  191. "vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );",
  192. "float pointDistance = vPointLight[ i ].w;",
  193. "float pointDotNormalHalf = dot( normal, pointHalfVector );",
  194. "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  195. "float pointSpecularWeight = 0.0;",
  196. "if ( pointDotNormalHalf >= 0.0 )",
  197. "pointSpecularWeight = pow( pointDotNormalHalf, shininess );",
  198. "pointDiffuse += mColor * pointDiffuseWeight * pointDistance;",
  199. "pointSpecular += mSpecular * pointSpecularWeight * pointDistance;",
  200. "}",
  201. "#endif",
  202. "#if MAX_DIR_LIGHTS > 0",
  203. "vec4 dirDiffuse = vec4( vec3( 0.0 ), 1.0 );",
  204. "vec4 dirSpecular = vec4( vec3( 0.0 ), 1.0 );" ,
  205. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  206. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  207. "vec3 dirVector = normalize( lDirection.xyz );",
  208. "vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );",
  209. "float dirDotNormalHalf = dot( normal, dirHalfVector );",
  210. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  211. "float dirSpecularWeight = 0.0;",
  212. "if ( dirDotNormalHalf >= 0.0 )",
  213. "dirSpecularWeight = pow( dirDotNormalHalf, shininess );",
  214. "dirDiffuse += mColor * dirDiffuseWeight;",
  215. "dirSpecular += mSpecular * dirSpecularWeight;",
  216. "}",
  217. "#endif",
  218. "vec4 totalDiffuse = vec4( vec3( 0.0 ), opacity );",
  219. "vec4 totalSpecular = vec4( ambient, opacity );",
  220. "#if MAX_DIR_LIGHTS > 0",
  221. "totalDiffuse += dirDiffuse;",
  222. "totalSpecular += dirSpecular;",
  223. "#endif",
  224. "#if MAX_POINT_LIGHTS > 0",
  225. "totalDiffuse += pointDiffuse;",
  226. "totalSpecular += pointSpecular;",
  227. "#endif",
  228. "gl_FragColor.xyz = gl_FragColor.xyz * totalDiffuse.xyz + totalSpecular.xyz;"
  229. ].join("\n"),
  230. // VERTEX COLORS
  231. color_pars_fragment: [
  232. "#ifdef USE_COLOR",
  233. "varying vec3 vColor;",
  234. "#endif"
  235. ].join("\n"),
  236. color_fragment: [
  237. "#ifdef USE_COLOR",
  238. "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
  239. "#endif"
  240. ].join("\n"),
  241. color_pars_vertex: [
  242. "#ifdef USE_COLOR",
  243. "varying vec3 vColor;",
  244. "#endif"
  245. ].join("\n"),
  246. color_vertex: [
  247. "#ifdef USE_COLOR",
  248. "vColor = color;",
  249. "#endif"
  250. ].join("\n"),
  251. // SKINNING
  252. skinning_pars_vertex: [
  253. "#ifdef USE_SKINNING",
  254. "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
  255. "#endif"
  256. ].join("\n"),
  257. skinning_vertex: [
  258. "#ifdef USE_SKINNING",
  259. "gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
  260. "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
  261. // this doesn't work, no idea why
  262. //"gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
  263. "gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
  264. "#endif"
  265. ].join("\n"),
  266. // MORPHING
  267. morphtarget_pars_vertex: [
  268. "#ifdef USE_MORPHTARGETS",
  269. "uniform float morphTargetInfluences[ 8 ];",
  270. "#endif"
  271. ].join("\n"),
  272. morphtarget_vertex: [
  273. "#ifdef USE_MORPHTARGETS",
  274. "vec3 morphed = vec3( 0.0, 0.0, 0.0 );",
  275. "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
  276. "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
  277. "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
  278. "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
  279. "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
  280. "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
  281. "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
  282. "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
  283. "morphed += position;",
  284. "gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );",
  285. "#endif"
  286. ].join("\n"),
  287. default_vertex : [
  288. "#ifndef USE_MORPHTARGETS",
  289. "#ifndef USE_SKINNING",
  290. "gl_Position = projectionMatrix * mvPosition;",
  291. "#endif",
  292. "#endif"
  293. ].join("\n"),
  294. // SHADOW MAP
  295. // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
  296. // http://spidergl.org/example.php?id=6
  297. // http://fabiensanglard.net/shadowmapping
  298. shadowmap_pars_fragment: [
  299. "#ifdef USE_SHADOWMAP",
  300. "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
  301. "uniform float shadowDarkness;",
  302. "uniform float shadowBias;",
  303. "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  304. "float unpackDepth( const in vec4 rgba_depth ) {",
  305. "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
  306. "float depth = dot( rgba_depth, bit_shift );",
  307. "return depth;",
  308. "}",
  309. "#endif"
  310. ].join("\n"),
  311. shadowmap_fragment: [
  312. "#ifdef USE_SHADOWMAP",
  313. "#ifdef SHADOWMAP_SOFT",
  314. "const float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;",
  315. "const float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;",
  316. "#endif",
  317. "vec4 shadowColor = vec4( 1.0 );",
  318. "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  319. "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
  320. "shadowCoord.z += shadowBias;",
  321. "if ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {",
  322. "#ifdef SHADOWMAP_SOFT",
  323. // Percentage-close filtering
  324. // (9 pixel kernel)
  325. // http://fabiensanglard.net/shadowmappingPCF/
  326. "float shadow = 0.0;",
  327. "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
  328. "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
  329. "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
  330. // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
  331. //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
  332. "float fDepth = unpackDepth( rgbaDepth );",
  333. "if ( fDepth < shadowCoord.z )",
  334. "shadow += 1.0;",
  335. "}",
  336. "shadow /= 9.0;",
  337. "shadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );",
  338. "#else",
  339. "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
  340. "float fDepth = unpackDepth( rgbaDepth );",
  341. "if ( fDepth < shadowCoord.z )",
  342. // spot with multiple shadows is darker
  343. "shadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );",
  344. // spot with multiple shadows has the same color as single shadow spot
  345. //"shadowColor = min( shadowColor, vec4( vec3( shadowDarkness ), 1.0 ) );",
  346. "#endif",
  347. "}",
  348. // uncomment to see light frustum boundaries
  349. //"if ( !( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) )",
  350. // "gl_FragColor = gl_FragColor * vec4( 1.0, 0.0, 0.0, 1.0 );",
  351. "}",
  352. "gl_FragColor = gl_FragColor * shadowColor;",
  353. "#endif"
  354. ].join("\n"),
  355. shadowmap_pars_vertex: [
  356. "#ifdef USE_SHADOWMAP",
  357. "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  358. "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
  359. "#endif"
  360. ].join("\n"),
  361. shadowmap_vertex: [
  362. "#ifdef USE_SHADOWMAP",
  363. "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  364. "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );",
  365. "}",
  366. "#endif"
  367. ].join("\n"),
  368. // ALPHATEST
  369. alphatest_fragment: [
  370. "#ifdef ALPHATEST",
  371. "if ( gl_FragColor.a < ALPHATEST ) discard;",
  372. "#endif"
  373. ].join("\n")
  374. };
  375. THREE.UniformsUtils = {
  376. merge: function ( uniforms ) {
  377. var u, p, tmp, merged = {};
  378. for ( u = 0; u < uniforms.length; u++ ) {
  379. tmp = this.clone( uniforms[ u ] );
  380. for ( p in tmp ) {
  381. merged[ p ] = tmp[ p ];
  382. }
  383. }
  384. return merged;
  385. },
  386. clone: function ( uniforms_src ) {
  387. var u, p, parameter, parameter_src, uniforms_dst = {};
  388. for ( u in uniforms_src ) {
  389. uniforms_dst[ u ] = {};
  390. for ( p in uniforms_src[ u ] ) {
  391. parameter_src = uniforms_src[ u ][ p ];
  392. if ( parameter_src instanceof THREE.Color ||
  393. parameter_src instanceof THREE.Vector2 ||
  394. parameter_src instanceof THREE.Vector3 ||
  395. parameter_src instanceof THREE.Vector4 ||
  396. parameter_src instanceof THREE.Matrix4 ||
  397. parameter_src instanceof THREE.Texture ) {
  398. uniforms_dst[ u ][ p ] = parameter_src.clone();
  399. } else if ( parameter_src instanceof Array ) {
  400. uniforms_dst[ u ][ p ] = parameter_src.slice();
  401. } else {
  402. uniforms_dst[ u ][ p ] = parameter_src;
  403. }
  404. }
  405. }
  406. return uniforms_dst;
  407. }
  408. };
  409. THREE.UniformsLib = {
  410. common: {
  411. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  412. "opacity" : { type: "f", value: 1.0 },
  413. "map" : { type: "t", value: 0, texture: null },
  414. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  415. "lightMap" : { type: "t", value: 2, texture: null },
  416. "envMap" : { type: "t", value: 1, texture: null },
  417. "useRefract" : { type: "i", value: 0 },
  418. "reflectivity" : { type: "f", value: 1.0 },
  419. "refractionRatio" : { type: "f", value: 0.98 },
  420. "combine" : { type: "i", value: 0 },
  421. "morphTargetInfluences" : { type: "f", value: 0 }
  422. },
  423. fog : {
  424. "fogDensity" : { type: "f", value: 0.00025 },
  425. "fogNear" : { type: "f", value: 1 },
  426. "fogFar" : { type: "f", value: 2000 },
  427. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  428. },
  429. lights: {
  430. "enableLighting" : { type: "i", value: 1 },
  431. "ambientLightColor" : { type: "fv", value: [] },
  432. "directionalLightDirection" : { type: "fv", value: [] },
  433. "directionalLightColor" : { type: "fv", value: [] },
  434. "pointLightColor" : { type: "fv", value: [] },
  435. "pointLightPosition" : { type: "fv", value: [] },
  436. "pointLightDistance" : { type: "fv1", value: [] }
  437. },
  438. particle: {
  439. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  440. "opacity" : { type: "f", value: 1.0 },
  441. "size" : { type: "f", value: 1.0 },
  442. "scale" : { type: "f", value: 1.0 },
  443. "map" : { type: "t", value: 0, texture: null },
  444. "fogDensity" : { type: "f", value: 0.00025 },
  445. "fogNear" : { type: "f", value: 1 },
  446. "fogFar" : { type: "f", value: 2000 },
  447. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  448. },
  449. shadowmap: {
  450. "shadowMap": { type: "tv", value: 3, texture: [] },
  451. "shadowMatrix" : { type: "m4v", value: [] },
  452. "shadowBias" : { type: "f", value: 0.0039 },
  453. "shadowDarkness": { type: "f", value: 0.2 }
  454. }
  455. };
  456. THREE.ShaderLib = {
  457. 'sprite': {
  458. vertexShader: [
  459. "uniform int useScreenCoordinates;",
  460. "uniform int affectedByDistance;",
  461. "uniform vec3 screenPosition;",
  462. "uniform mat4 modelViewMatrix;",
  463. "uniform mat4 projectionMatrix;",
  464. "uniform float rotation;",
  465. "uniform vec2 scale;",
  466. "uniform vec2 alignment;",
  467. "uniform vec2 uvOffset;",
  468. "uniform vec2 uvScale;",
  469. "attribute vec2 position;",
  470. "attribute vec2 uv;",
  471. "varying vec2 vUV;",
  472. "void main() {",
  473. "vUV = uvOffset + uv * uvScale;",
  474. "vec2 alignedPosition = position + alignment;",
  475. "vec2 rotatedPosition;",
  476. "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
  477. "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
  478. "vec4 finalPosition;",
  479. "if( useScreenCoordinates != 0 ) {",
  480. "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
  481. "} else {",
  482. "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
  483. "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",
  484. "}",
  485. "gl_Position = finalPosition;",
  486. "}"
  487. ].join( "\n" ),
  488. fragmentShader: [
  489. "#ifdef GL_ES",
  490. "precision highp float;",
  491. "#endif",
  492. "uniform vec3 color;",
  493. "uniform sampler2D map;",
  494. "uniform float opacity;",
  495. "varying vec2 vUV;",
  496. "void main() {",
  497. "vec4 texture = texture2D( map, vUV );",
  498. "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
  499. "}"
  500. ].join( "\n" )
  501. },
  502. 'depth': {
  503. uniforms: { "mNear": { type: "f", value: 1.0 },
  504. "mFar" : { type: "f", value: 2000.0 },
  505. "opacity" : { type: "f", value: 1.0 }
  506. },
  507. fragmentShader: [
  508. "uniform float mNear;",
  509. "uniform float mFar;",
  510. "uniform float opacity;",
  511. "void main() {",
  512. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  513. "float color = 1.0 - smoothstep( mNear, mFar, depth );",
  514. "gl_FragColor = vec4( vec3( color ), opacity );",
  515. "}"
  516. ].join("\n"),
  517. vertexShader: [
  518. "void main() {",
  519. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  520. "}"
  521. ].join("\n")
  522. },
  523. 'normal': {
  524. uniforms: { "opacity" : { type: "f", value: 1.0 } },
  525. fragmentShader: [
  526. "uniform float opacity;",
  527. "varying vec3 vNormal;",
  528. "void main() {",
  529. "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  530. "}"
  531. ].join("\n"),
  532. vertexShader: [
  533. "varying vec3 vNormal;",
  534. "void main() {",
  535. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  536. "vNormal = normalize( normalMatrix * normal );",
  537. "gl_Position = projectionMatrix * mvPosition;",
  538. "}"
  539. ].join("\n")
  540. },
  541. 'basic': {
  542. uniforms: THREE.UniformsUtils.merge( [
  543. THREE.UniformsLib[ "common" ],
  544. THREE.UniformsLib[ "fog" ],
  545. THREE.UniformsLib[ "shadowmap" ]
  546. ] ),
  547. fragmentShader: [
  548. "uniform vec3 diffuse;",
  549. "uniform float opacity;",
  550. THREE.ShaderChunk[ "color_pars_fragment" ],
  551. THREE.ShaderChunk[ "map_pars_fragment" ],
  552. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  553. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  554. THREE.ShaderChunk[ "fog_pars_fragment" ],
  555. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  556. "void main() {",
  557. "gl_FragColor = vec4( diffuse, opacity );",
  558. THREE.ShaderChunk[ "map_fragment" ],
  559. THREE.ShaderChunk[ "alphatest_fragment" ],
  560. THREE.ShaderChunk[ "lightmap_fragment" ],
  561. THREE.ShaderChunk[ "color_fragment" ],
  562. THREE.ShaderChunk[ "envmap_fragment" ],
  563. THREE.ShaderChunk[ "shadowmap_fragment" ],
  564. THREE.ShaderChunk[ "fog_fragment" ],
  565. "}"
  566. ].join("\n"),
  567. vertexShader: [
  568. THREE.ShaderChunk[ "map_pars_vertex" ],
  569. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  570. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  571. THREE.ShaderChunk[ "color_pars_vertex" ],
  572. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  573. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  574. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  575. "void main() {",
  576. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  577. THREE.ShaderChunk[ "map_vertex" ],
  578. THREE.ShaderChunk[ "lightmap_vertex" ],
  579. THREE.ShaderChunk[ "envmap_vertex" ],
  580. THREE.ShaderChunk[ "color_vertex" ],
  581. THREE.ShaderChunk[ "skinning_vertex" ],
  582. THREE.ShaderChunk[ "morphtarget_vertex" ],
  583. THREE.ShaderChunk[ "default_vertex" ],
  584. THREE.ShaderChunk[ "shadowmap_vertex" ],
  585. "}"
  586. ].join("\n")
  587. },
  588. 'lambert': {
  589. uniforms: THREE.UniformsUtils.merge( [
  590. THREE.UniformsLib[ "common" ],
  591. THREE.UniformsLib[ "fog" ],
  592. THREE.UniformsLib[ "lights" ],
  593. THREE.UniformsLib[ "shadowmap" ]
  594. ] ),
  595. fragmentShader: [
  596. "uniform vec3 diffuse;",
  597. "uniform float opacity;",
  598. "varying vec3 vLightWeighting;",
  599. THREE.ShaderChunk[ "color_pars_fragment" ],
  600. THREE.ShaderChunk[ "map_pars_fragment" ],
  601. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  602. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  603. THREE.ShaderChunk[ "fog_pars_fragment" ],
  604. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  605. "void main() {",
  606. "gl_FragColor = vec4( diffuse, opacity );",
  607. THREE.ShaderChunk[ "map_fragment" ],
  608. THREE.ShaderChunk[ "alphatest_fragment" ],
  609. "gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
  610. THREE.ShaderChunk[ "lightmap_fragment" ],
  611. THREE.ShaderChunk[ "color_fragment" ],
  612. THREE.ShaderChunk[ "envmap_fragment" ],
  613. THREE.ShaderChunk[ "shadowmap_fragment" ],
  614. THREE.ShaderChunk[ "fog_fragment" ],
  615. "}"
  616. ].join("\n"),
  617. vertexShader: [
  618. "varying vec3 vLightWeighting;",
  619. THREE.ShaderChunk[ "map_pars_vertex" ],
  620. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  621. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  622. THREE.ShaderChunk[ "lights_pars_vertex" ],
  623. THREE.ShaderChunk[ "color_pars_vertex" ],
  624. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  625. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  626. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  627. "void main() {",
  628. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  629. THREE.ShaderChunk[ "map_vertex" ],
  630. THREE.ShaderChunk[ "lightmap_vertex" ],
  631. THREE.ShaderChunk[ "envmap_vertex" ],
  632. THREE.ShaderChunk[ "color_vertex" ],
  633. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  634. THREE.ShaderChunk[ "lights_vertex" ],
  635. THREE.ShaderChunk[ "skinning_vertex" ],
  636. THREE.ShaderChunk[ "morphtarget_vertex" ],
  637. THREE.ShaderChunk[ "default_vertex" ],
  638. THREE.ShaderChunk[ "shadowmap_vertex" ],
  639. "}"
  640. ].join("\n")
  641. },
  642. 'phong': {
  643. uniforms: THREE.UniformsUtils.merge( [
  644. THREE.UniformsLib[ "common" ],
  645. THREE.UniformsLib[ "fog" ],
  646. THREE.UniformsLib[ "lights" ],
  647. THREE.UniformsLib[ "shadowmap" ],
  648. {
  649. "ambient" : { type: "c", value: new THREE.Color( 0x050505 ) },
  650. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  651. "shininess": { type: "f", value: 30 }
  652. }
  653. ] ),
  654. fragmentShader: [
  655. "uniform vec3 diffuse;",
  656. "uniform float opacity;",
  657. "uniform vec3 ambient;",
  658. "uniform vec3 specular;",
  659. "uniform float shininess;",
  660. "varying vec3 vLightWeighting;",
  661. THREE.ShaderChunk[ "color_pars_fragment" ],
  662. THREE.ShaderChunk[ "map_pars_fragment" ],
  663. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  664. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  665. THREE.ShaderChunk[ "fog_pars_fragment" ],
  666. THREE.ShaderChunk[ "lights_pars_fragment" ],
  667. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  668. "void main() {",
  669. "gl_FragColor = vec4( vLightWeighting, opacity );",
  670. THREE.ShaderChunk[ "map_fragment" ],
  671. THREE.ShaderChunk[ "alphatest_fragment" ],
  672. THREE.ShaderChunk[ "lights_fragment" ],
  673. THREE.ShaderChunk[ "lightmap_fragment" ],
  674. THREE.ShaderChunk[ "color_fragment" ],
  675. THREE.ShaderChunk[ "envmap_fragment" ],
  676. THREE.ShaderChunk[ "shadowmap_fragment" ],
  677. THREE.ShaderChunk[ "fog_fragment" ],
  678. "}"
  679. ].join("\n"),
  680. vertexShader: [
  681. "#define PHONG",
  682. "varying vec3 vLightWeighting;",
  683. "varying vec3 vViewPosition;",
  684. "varying vec3 vNormal;",
  685. THREE.ShaderChunk[ "map_pars_vertex" ],
  686. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  687. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  688. THREE.ShaderChunk[ "lights_pars_vertex" ],
  689. THREE.ShaderChunk[ "color_pars_vertex" ],
  690. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  691. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  692. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  693. "void main() {",
  694. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  695. THREE.ShaderChunk[ "map_vertex" ],
  696. THREE.ShaderChunk[ "lightmap_vertex" ],
  697. THREE.ShaderChunk[ "envmap_vertex" ],
  698. THREE.ShaderChunk[ "color_vertex" ],
  699. "#ifndef USE_ENVMAP",
  700. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  701. "#endif",
  702. "vViewPosition = -mvPosition.xyz;",
  703. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  704. "vNormal = transformedNormal;",
  705. THREE.ShaderChunk[ "lights_vertex" ],
  706. THREE.ShaderChunk[ "skinning_vertex" ],
  707. THREE.ShaderChunk[ "morphtarget_vertex" ],
  708. THREE.ShaderChunk[ "default_vertex" ],
  709. THREE.ShaderChunk[ "shadowmap_vertex" ],
  710. "}"
  711. ].join("\n")
  712. },
  713. 'particle_basic': {
  714. uniforms: THREE.UniformsUtils.merge( [
  715. THREE.UniformsLib[ "particle" ],
  716. THREE.UniformsLib[ "shadowmap" ]
  717. ] ),
  718. fragmentShader: [
  719. "uniform vec3 psColor;",
  720. "uniform float opacity;",
  721. THREE.ShaderChunk[ "color_pars_fragment" ],
  722. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  723. THREE.ShaderChunk[ "fog_pars_fragment" ],
  724. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  725. "void main() {",
  726. "gl_FragColor = vec4( psColor, opacity );",
  727. THREE.ShaderChunk[ "map_particle_fragment" ],
  728. THREE.ShaderChunk[ "alphatest_fragment" ],
  729. THREE.ShaderChunk[ "color_fragment" ],
  730. THREE.ShaderChunk[ "shadowmap_fragment" ],
  731. THREE.ShaderChunk[ "fog_fragment" ],
  732. "}"
  733. ].join("\n"),
  734. vertexShader: [
  735. "uniform float size;",
  736. "uniform float scale;",
  737. THREE.ShaderChunk[ "color_pars_vertex" ],
  738. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  739. "void main() {",
  740. THREE.ShaderChunk[ "color_vertex" ],
  741. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  742. "#ifdef USE_SIZEATTENUATION",
  743. "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  744. "#else",
  745. "gl_PointSize = size;",
  746. "#endif",
  747. "gl_Position = projectionMatrix * mvPosition;",
  748. THREE.ShaderChunk[ "shadowmap_vertex" ],
  749. "}"
  750. ].join("\n")
  751. },
  752. // Depth encoding into RGBA texture
  753. // based on SpiderGL shadow map example
  754. // http://spidergl.org/example.php?id=6
  755. // originally from
  756. // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  757. // see also here:
  758. // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  759. 'depthRGBA': {
  760. uniforms: {},
  761. fragmentShader: [
  762. "vec4 pack_depth( const in float depth ) {",
  763. "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  764. "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  765. "vec4 res = fract( depth * bit_shift );",
  766. "res -= res.xxyz * bit_mask;",
  767. "return res;",
  768. "}",
  769. "void main() {",
  770. "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  771. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  772. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  773. //"gl_FragData[ 0 ] = pack_depth( z );",
  774. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  775. "}"
  776. ].join("\n"),
  777. vertexShader: [
  778. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  779. "void main() {",
  780. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  781. THREE.ShaderChunk[ "morphtarget_vertex" ],
  782. THREE.ShaderChunk[ "default_vertex" ],
  783. "}"
  784. ].join("\n")
  785. }
  786. };
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