WebGLShaders.js 31 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( 0.0 );",
  188. "vec4 pointSpecular = vec4( 0.0 );",
  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( 0.0 );",
  204. "vec4 dirSpecular = vec4( 0.0 );" ,
  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 totalLight = vec4( ambient, opacity );",
  219. "#if MAX_DIR_LIGHTS > 0",
  220. "totalLight += dirDiffuse + dirSpecular;",
  221. "#endif",
  222. "#if MAX_POINT_LIGHTS > 0",
  223. "totalLight += pointDiffuse + pointSpecular;",
  224. "#endif",
  225. "gl_FragColor = gl_FragColor * totalLight;"
  226. ].join("\n"),
  227. // VERTEX COLORS
  228. color_pars_fragment: [
  229. "#ifdef USE_COLOR",
  230. "varying vec3 vColor;",
  231. "#endif"
  232. ].join("\n"),
  233. color_fragment: [
  234. "#ifdef USE_COLOR",
  235. "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
  236. "#endif"
  237. ].join("\n"),
  238. color_pars_vertex: [
  239. "#ifdef USE_COLOR",
  240. "varying vec3 vColor;",
  241. "#endif"
  242. ].join("\n"),
  243. color_vertex: [
  244. "#ifdef USE_COLOR",
  245. "vColor = color;",
  246. "#endif"
  247. ].join("\n"),
  248. // SKINNING
  249. skinning_pars_vertex: [
  250. "#ifdef USE_SKINNING",
  251. "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
  252. "#endif"
  253. ].join("\n"),
  254. skinning_vertex: [
  255. "#ifdef USE_SKINNING",
  256. "gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
  257. "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
  258. // this doesn't work, no idea why
  259. //"gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
  260. "gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
  261. "#endif"
  262. ].join("\n"),
  263. // MORPHING
  264. morphtarget_pars_vertex: [
  265. "#ifdef USE_MORPHTARGETS",
  266. "uniform float morphTargetInfluences[ 8 ];",
  267. "#endif"
  268. ].join("\n"),
  269. morphtarget_vertex: [
  270. "#ifdef USE_MORPHTARGETS",
  271. "vec3 morphed = vec3( 0.0, 0.0, 0.0 );",
  272. "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
  273. "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
  274. "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
  275. "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
  276. "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
  277. "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
  278. "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
  279. "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
  280. "morphed += position;",
  281. "gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );",
  282. "#endif"
  283. ].join("\n"),
  284. default_vertex : [
  285. "#ifndef USE_MORPHTARGETS",
  286. "#ifndef USE_SKINNING",
  287. "gl_Position = projectionMatrix * mvPosition;",
  288. "#endif",
  289. "#endif"
  290. ].join("\n"),
  291. // SHADOW MAP
  292. // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
  293. // http://spidergl.org/example.php?id=6
  294. // http://fabiensanglard.net/shadowmapping
  295. shadowmap_pars_fragment: [
  296. "#ifdef USE_SHADOWMAP",
  297. "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
  298. "uniform float shadowDarkness;",
  299. "uniform float shadowBias;",
  300. "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  301. "float unpackDepth( const in vec4 rgba_depth ) {",
  302. "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 );",
  303. "float depth = dot( rgba_depth, bit_shift );",
  304. "return depth;",
  305. "}",
  306. "#endif"
  307. ].join("\n"),
  308. shadowmap_fragment: [
  309. "#ifdef USE_SHADOWMAP",
  310. "#ifdef SHADOWMAP_SOFT",
  311. "const float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;",
  312. "const float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;",
  313. "#endif",
  314. "vec4 shadowColor = vec4( 1.0 );",
  315. "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  316. "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
  317. "if ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {",
  318. "#ifdef SHADOWMAP_SOFT",
  319. // Percentage-close filtering
  320. // (9 pixel kernel)
  321. // http://fabiensanglard.net/shadowmappingPCF/
  322. "float shadow = 0.0;",
  323. "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
  324. "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
  325. "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
  326. "float fDepth = unpackDepth( rgbaDepth );",
  327. "if ( fDepth < ( shadowCoord.z + shadowBias ) )",
  328. "shadow += 1.0;",
  329. "}",
  330. "shadow /= 9.0;",
  331. "shadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );",
  332. "#else",
  333. "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
  334. "float fDepth = unpackDepth( rgbaDepth );",
  335. "if ( fDepth < ( shadowCoord.z + shadowBias ) )",
  336. // spot with multiple shadows is darker
  337. "shadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );",
  338. // spot with multiple shadows has the same color as single shadow spot
  339. //"shadowColor = min( shadowColor, vec4( vec3( shadowDarkness ), 1.0 ) );",
  340. "#endif",
  341. "}",
  342. // uncomment to see light frustum boundaries
  343. //"if ( !( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) )",
  344. // "gl_FragColor = gl_FragColor * vec4( 1.0, 0.0, 0.0, 1.0 );",
  345. "}",
  346. "gl_FragColor = gl_FragColor * shadowColor;",
  347. "#endif"
  348. ].join("\n"),
  349. shadowmap_pars_vertex: [
  350. "#ifdef USE_SHADOWMAP",
  351. "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  352. "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
  353. "#endif"
  354. ].join("\n"),
  355. shadowmap_vertex: [
  356. "#ifdef USE_SHADOWMAP",
  357. "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  358. "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );",
  359. "}",
  360. "#endif"
  361. ].join("\n"),
  362. };
  363. THREE.UniformsUtils = {
  364. merge: function ( uniforms ) {
  365. var u, p, tmp, merged = {};
  366. for ( u = 0; u < uniforms.length; u++ ) {
  367. tmp = this.clone( uniforms[ u ] );
  368. for ( p in tmp ) {
  369. merged[ p ] = tmp[ p ];
  370. }
  371. }
  372. return merged;
  373. },
  374. clone: function ( uniforms_src ) {
  375. var u, p, parameter, parameter_src, uniforms_dst = {};
  376. for ( u in uniforms_src ) {
  377. uniforms_dst[ u ] = {};
  378. for ( p in uniforms_src[ u ] ) {
  379. parameter_src = uniforms_src[ u ][ p ];
  380. if ( parameter_src instanceof THREE.Color ||
  381. parameter_src instanceof THREE.Vector2 ||
  382. parameter_src instanceof THREE.Vector3 ||
  383. parameter_src instanceof THREE.Vector4 ||
  384. parameter_src instanceof THREE.Matrix4 ||
  385. parameter_src instanceof THREE.Texture ) {
  386. uniforms_dst[ u ][ p ] = parameter_src.clone();
  387. } else if ( parameter_src instanceof Array ) {
  388. uniforms_dst[ u ][ p ] = parameter_src.slice();
  389. } else {
  390. uniforms_dst[ u ][ p ] = parameter_src;
  391. }
  392. }
  393. }
  394. return uniforms_dst;
  395. }
  396. };
  397. THREE.UniformsLib = {
  398. common: {
  399. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  400. "opacity" : { type: "f", value: 1.0 },
  401. "map" : { type: "t", value: 0, texture: null },
  402. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  403. "lightMap" : { type: "t", value: 2, texture: null },
  404. "envMap" : { type: "t", value: 1, texture: null },
  405. "useRefract" : { type: "i", value: 0 },
  406. "reflectivity" : { type: "f", value: 1.0 },
  407. "refractionRatio" : { type: "f", value: 0.98 },
  408. "combine" : { type: "i", value: 0 },
  409. "morphTargetInfluences" : { type: "f", value: 0 }
  410. },
  411. fog : {
  412. "fogDensity" : { type: "f", value: 0.00025 },
  413. "fogNear" : { type: "f", value: 1 },
  414. "fogFar" : { type: "f", value: 2000 },
  415. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  416. },
  417. lights: {
  418. "enableLighting" : { type: "i", value: 1 },
  419. "ambientLightColor" : { type: "fv", value: [] },
  420. "directionalLightDirection" : { type: "fv", value: [] },
  421. "directionalLightColor" : { type: "fv", value: [] },
  422. "pointLightColor" : { type: "fv", value: [] },
  423. "pointLightPosition" : { type: "fv", value: [] },
  424. "pointLightDistance" : { type: "fv1", value: [] }
  425. },
  426. particle: {
  427. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  428. "opacity" : { type: "f", value: 1.0 },
  429. "size" : { type: "f", value: 1.0 },
  430. "scale" : { type: "f", value: 1.0 },
  431. "map" : { type: "t", value: 0, texture: null },
  432. "fogDensity" : { type: "f", value: 0.00025 },
  433. "fogNear" : { type: "f", value: 1 },
  434. "fogFar" : { type: "f", value: 2000 },
  435. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  436. },
  437. shadowmap: {
  438. "shadowMap": { type: "tv", value: 3, texture: [] },
  439. "shadowMatrix" : { type: "m4v", value: [] },
  440. "shadowBias" : { type: "f", value: 0.0039 },
  441. "shadowDarkness": { type: "f", value: 0.2 }
  442. }
  443. };
  444. THREE.ShaderLib = {
  445. 'lensFlareVertexTexture': {
  446. vertexShader: [
  447. "uniform vec3 screenPosition;",
  448. "uniform vec2 scale;",
  449. "uniform float rotation;",
  450. "uniform int renderType;",
  451. "uniform sampler2D occlusionMap;",
  452. "attribute vec2 position;",
  453. "attribute vec2 UV;",
  454. "varying vec2 vUV;",
  455. "varying float vVisibility;",
  456. "void main() {",
  457. "vUV = UV;",
  458. "vec2 pos = position;",
  459. "if( renderType == 2 ) {",
  460. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
  461. "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
  462. "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
  463. "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
  464. "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
  465. "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
  466. "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
  467. "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
  468. "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  469. "vVisibility = ( visibility.r / 9.0 ) *",
  470. "( 1.0 - visibility.g / 9.0 ) *",
  471. "( visibility.b / 9.0 ) *",
  472. "( 1.0 - visibility.a / 9.0 );",
  473. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  474. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  475. "}",
  476. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  477. "}"
  478. ].join( "\n" ),
  479. fragmentShader: [
  480. "#ifdef GL_ES",
  481. "precision highp float;",
  482. "#endif",
  483. "uniform sampler2D map;",
  484. "uniform float opacity;",
  485. "uniform int renderType;",
  486. "varying vec2 vUV;",
  487. "varying float vVisibility;",
  488. "void main() {",
  489. // pink square
  490. "if( renderType == 0 ) {",
  491. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  492. // restore
  493. "} else if( renderType == 1 ) {",
  494. "gl_FragColor = texture2D( map, vUV );",
  495. // flare
  496. "} else {",
  497. "vec4 color = texture2D( map, vUV );",
  498. "color.a *= opacity * vVisibility;",
  499. "gl_FragColor = color;",
  500. "}",
  501. "}"
  502. ].join( "\n" )
  503. },
  504. 'lensFlare': {
  505. vertexShader: [
  506. "uniform vec3 screenPosition;",
  507. "uniform vec2 scale;",
  508. "uniform float rotation;",
  509. "uniform int renderType;",
  510. "attribute vec2 position;",
  511. "attribute vec2 UV;",
  512. "varying vec2 vUV;",
  513. "void main() {",
  514. "vUV = UV;",
  515. "vec2 pos = position;",
  516. "if( renderType == 2 ) {",
  517. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  518. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  519. "}",
  520. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  521. "}"
  522. ].join( "\n" ),
  523. fragmentShader: [
  524. "#ifdef GL_ES",
  525. "precision highp float;",
  526. "#endif",
  527. "uniform sampler2D map;",
  528. "uniform sampler2D occlusionMap;",
  529. "uniform float opacity;",
  530. "uniform int renderType;",
  531. "varying vec2 vUV;",
  532. "void main() {",
  533. // pink square
  534. "if( renderType == 0 ) {",
  535. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  536. // restore
  537. "} else if( renderType == 1 ) {",
  538. "gl_FragColor = texture2D( map, vUV );",
  539. // flare
  540. "} else {",
  541. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
  542. "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
  543. "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
  544. "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  545. "visibility = ( 1.0 - visibility / 4.0 );",
  546. "vec4 color = texture2D( map, vUV );",
  547. "color.a *= opacity * visibility;",
  548. "gl_FragColor = color;",
  549. "}",
  550. "}"
  551. ].join( "\n" )
  552. },
  553. 'sprite': {
  554. vertexShader: [
  555. "uniform int useScreenCoordinates;",
  556. "uniform int affectedByDistance;",
  557. "uniform vec3 screenPosition;",
  558. "uniform mat4 modelViewMatrix;",
  559. "uniform mat4 projectionMatrix;",
  560. "uniform float rotation;",
  561. "uniform vec2 scale;",
  562. "uniform vec2 alignment;",
  563. "uniform vec2 uvOffset;",
  564. "uniform vec2 uvScale;",
  565. "attribute vec2 position;",
  566. "attribute vec2 uv;",
  567. "varying vec2 vUV;",
  568. "void main() {",
  569. "vUV = uvOffset + uv * uvScale;",
  570. "vec2 alignedPosition = position + alignment;",
  571. "vec2 rotatedPosition;",
  572. "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
  573. "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
  574. "vec4 finalPosition;",
  575. "if( useScreenCoordinates != 0 ) {",
  576. "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
  577. "} else {",
  578. "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
  579. "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",
  580. "}",
  581. "gl_Position = finalPosition;",
  582. "}"
  583. ].join( "\n" ),
  584. fragmentShader: [
  585. "#ifdef GL_ES",
  586. "precision highp float;",
  587. "#endif",
  588. "uniform sampler2D map;",
  589. "uniform float opacity;",
  590. "varying vec2 vUV;",
  591. "void main() {",
  592. "vec4 color = texture2D( map, vUV );",
  593. "color.a *= opacity;",
  594. "gl_FragColor = color;",
  595. "}"
  596. ].join( "\n" )
  597. },
  598. 'shadowPost': {
  599. vertexShader: [
  600. "uniform mat4 projectionMatrix;",
  601. "attribute vec3 position;",
  602. "void main() {",
  603. "gl_Position = projectionMatrix * vec4( position, 1.0 );",
  604. "}"
  605. ].join( "\n" ),
  606. fragmentShader: [
  607. "#ifdef GL_ES",
  608. "precision highp float;",
  609. "#endif",
  610. "uniform float darkness;",
  611. "void main() {",
  612. "gl_FragColor = vec4( 0, 0, 0, darkness );",
  613. "}"
  614. ].join( "\n" )
  615. },
  616. 'shadowVolumeDynamic': {
  617. uniforms: { "directionalLightDirection": { type: "fv", value: [] }},
  618. vertexShader: [
  619. "uniform vec3 directionalLightDirection;",
  620. "void main() {",
  621. "vec4 pos = objectMatrix * vec4( position, 1.0 );",
  622. "vec3 norm = mat3( objectMatrix[ 0 ].xyz, objectMatrix[ 1 ].xyz, objectMatrix[ 2 ].xyz ) * normal;",
  623. "vec4 extruded = vec4( directionalLightDirection * 5000.0 * step( 0.0, dot( directionalLightDirection, norm ) ), 0.0 );",
  624. "gl_Position = projectionMatrix * viewMatrix * ( pos + extruded );",
  625. "}"
  626. ].join( "\n" ),
  627. fragmentShader: [
  628. "void main() {",
  629. "gl_FragColor = vec4( 1.0 );",
  630. "}"
  631. ].join( "\n" )
  632. },
  633. 'depth': {
  634. uniforms: { "mNear": { type: "f", value: 1.0 },
  635. "mFar" : { type: "f", value: 2000.0 },
  636. "opacity" : { type: "f", value: 1.0 }
  637. },
  638. fragmentShader: [
  639. "uniform float mNear;",
  640. "uniform float mFar;",
  641. "uniform float opacity;",
  642. "void main() {",
  643. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  644. "float color = 1.0 - smoothstep( mNear, mFar, depth );",
  645. "gl_FragColor = vec4( vec3( color ), opacity );",
  646. "}"
  647. ].join("\n"),
  648. vertexShader: [
  649. "void main() {",
  650. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  651. "}"
  652. ].join("\n")
  653. },
  654. 'normal': {
  655. uniforms: { "opacity" : { type: "f", value: 1.0 } },
  656. fragmentShader: [
  657. "uniform float opacity;",
  658. "varying vec3 vNormal;",
  659. "void main() {",
  660. "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  661. "}"
  662. ].join("\n"),
  663. vertexShader: [
  664. "varying vec3 vNormal;",
  665. "void main() {",
  666. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  667. "vNormal = normalize( normalMatrix * normal );",
  668. "gl_Position = projectionMatrix * mvPosition;",
  669. "}"
  670. ].join("\n")
  671. },
  672. 'basic': {
  673. uniforms: THREE.UniformsUtils.merge( [
  674. THREE.UniformsLib[ "common" ],
  675. THREE.UniformsLib[ "fog" ],
  676. THREE.UniformsLib[ "shadowmap" ]
  677. ] ),
  678. fragmentShader: [
  679. "uniform vec3 diffuse;",
  680. "uniform float opacity;",
  681. THREE.ShaderChunk[ "color_pars_fragment" ],
  682. THREE.ShaderChunk[ "map_pars_fragment" ],
  683. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  684. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  685. THREE.ShaderChunk[ "fog_pars_fragment" ],
  686. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  687. "void main() {",
  688. "gl_FragColor = vec4( diffuse, opacity );",
  689. THREE.ShaderChunk[ "map_fragment" ],
  690. THREE.ShaderChunk[ "lightmap_fragment" ],
  691. THREE.ShaderChunk[ "color_fragment" ],
  692. THREE.ShaderChunk[ "envmap_fragment" ],
  693. THREE.ShaderChunk[ "shadowmap_fragment" ],
  694. THREE.ShaderChunk[ "fog_fragment" ],
  695. "}"
  696. ].join("\n"),
  697. vertexShader: [
  698. THREE.ShaderChunk[ "map_pars_vertex" ],
  699. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  700. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  701. THREE.ShaderChunk[ "color_pars_vertex" ],
  702. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  703. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  704. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  705. "void main() {",
  706. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  707. THREE.ShaderChunk[ "map_vertex" ],
  708. THREE.ShaderChunk[ "lightmap_vertex" ],
  709. THREE.ShaderChunk[ "envmap_vertex" ],
  710. THREE.ShaderChunk[ "color_vertex" ],
  711. THREE.ShaderChunk[ "skinning_vertex" ],
  712. THREE.ShaderChunk[ "morphtarget_vertex" ],
  713. THREE.ShaderChunk[ "default_vertex" ],
  714. THREE.ShaderChunk[ "shadowmap_vertex" ],
  715. "}"
  716. ].join("\n")
  717. },
  718. 'lambert': {
  719. uniforms: THREE.UniformsUtils.merge( [
  720. THREE.UniformsLib[ "common" ],
  721. THREE.UniformsLib[ "fog" ],
  722. THREE.UniformsLib[ "lights" ],
  723. THREE.UniformsLib[ "shadowmap" ]
  724. ] ),
  725. fragmentShader: [
  726. "uniform vec3 diffuse;",
  727. "uniform float opacity;",
  728. "varying vec3 vLightWeighting;",
  729. THREE.ShaderChunk[ "color_pars_fragment" ],
  730. THREE.ShaderChunk[ "map_pars_fragment" ],
  731. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  732. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  733. THREE.ShaderChunk[ "fog_pars_fragment" ],
  734. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  735. "void main() {",
  736. "gl_FragColor = vec4( diffuse, opacity );",
  737. "gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
  738. THREE.ShaderChunk[ "map_fragment" ],
  739. THREE.ShaderChunk[ "lightmap_fragment" ],
  740. THREE.ShaderChunk[ "color_fragment" ],
  741. THREE.ShaderChunk[ "envmap_fragment" ],
  742. THREE.ShaderChunk[ "shadowmap_fragment" ],
  743. THREE.ShaderChunk[ "fog_fragment" ],
  744. "}"
  745. ].join("\n"),
  746. vertexShader: [
  747. "varying vec3 vLightWeighting;",
  748. THREE.ShaderChunk[ "map_pars_vertex" ],
  749. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  750. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  751. THREE.ShaderChunk[ "lights_pars_vertex" ],
  752. THREE.ShaderChunk[ "color_pars_vertex" ],
  753. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  754. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  755. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  756. "void main() {",
  757. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  758. THREE.ShaderChunk[ "map_vertex" ],
  759. THREE.ShaderChunk[ "lightmap_vertex" ],
  760. THREE.ShaderChunk[ "envmap_vertex" ],
  761. THREE.ShaderChunk[ "color_vertex" ],
  762. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  763. THREE.ShaderChunk[ "lights_vertex" ],
  764. THREE.ShaderChunk[ "skinning_vertex" ],
  765. THREE.ShaderChunk[ "morphtarget_vertex" ],
  766. THREE.ShaderChunk[ "default_vertex" ],
  767. THREE.ShaderChunk[ "shadowmap_vertex" ],
  768. "}"
  769. ].join("\n")
  770. },
  771. 'phong': {
  772. uniforms: THREE.UniformsUtils.merge( [
  773. THREE.UniformsLib[ "common" ],
  774. THREE.UniformsLib[ "fog" ],
  775. THREE.UniformsLib[ "lights" ],
  776. THREE.UniformsLib[ "shadowmap" ],
  777. {
  778. "ambient" : { type: "c", value: new THREE.Color( 0x050505 ) },
  779. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  780. "shininess": { type: "f", value: 30 }
  781. }
  782. ] ),
  783. fragmentShader: [
  784. "uniform vec3 diffuse;",
  785. "uniform float opacity;",
  786. "uniform vec3 ambient;",
  787. "uniform vec3 specular;",
  788. "uniform float shininess;",
  789. "varying vec3 vLightWeighting;",
  790. THREE.ShaderChunk[ "color_pars_fragment" ],
  791. THREE.ShaderChunk[ "map_pars_fragment" ],
  792. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  793. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  794. THREE.ShaderChunk[ "fog_pars_fragment" ],
  795. THREE.ShaderChunk[ "lights_pars_fragment" ],
  796. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  797. "void main() {",
  798. "gl_FragColor = vec4( vLightWeighting, 1.0 );",
  799. THREE.ShaderChunk[ "lights_fragment" ],
  800. THREE.ShaderChunk[ "map_fragment" ],
  801. THREE.ShaderChunk[ "lightmap_fragment" ],
  802. THREE.ShaderChunk[ "color_fragment" ],
  803. THREE.ShaderChunk[ "envmap_fragment" ],
  804. THREE.ShaderChunk[ "shadowmap_fragment" ],
  805. THREE.ShaderChunk[ "fog_fragment" ],
  806. "}"
  807. ].join("\n"),
  808. vertexShader: [
  809. "#define PHONG",
  810. "varying vec3 vLightWeighting;",
  811. "varying vec3 vViewPosition;",
  812. "varying vec3 vNormal;",
  813. THREE.ShaderChunk[ "map_pars_vertex" ],
  814. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  815. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  816. THREE.ShaderChunk[ "lights_pars_vertex" ],
  817. THREE.ShaderChunk[ "color_pars_vertex" ],
  818. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  819. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  820. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  821. "void main() {",
  822. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  823. THREE.ShaderChunk[ "map_vertex" ],
  824. THREE.ShaderChunk[ "lightmap_vertex" ],
  825. THREE.ShaderChunk[ "envmap_vertex" ],
  826. THREE.ShaderChunk[ "color_vertex" ],
  827. "#ifndef USE_ENVMAP",
  828. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  829. "#endif",
  830. "vViewPosition = cameraPosition - mPosition.xyz;",
  831. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  832. "vNormal = transformedNormal;",
  833. THREE.ShaderChunk[ "lights_vertex" ],
  834. THREE.ShaderChunk[ "skinning_vertex" ],
  835. THREE.ShaderChunk[ "morphtarget_vertex" ],
  836. THREE.ShaderChunk[ "default_vertex" ],
  837. THREE.ShaderChunk[ "shadowmap_vertex" ],
  838. "}"
  839. ].join("\n")
  840. },
  841. 'particle_basic': {
  842. uniforms: THREE.UniformsLib[ "particle" ],
  843. fragmentShader: [
  844. "uniform vec3 psColor;",
  845. "uniform float opacity;",
  846. THREE.ShaderChunk[ "color_pars_fragment" ],
  847. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  848. THREE.ShaderChunk[ "fog_pars_fragment" ],
  849. "void main() {",
  850. "gl_FragColor = vec4( psColor, opacity );",
  851. THREE.ShaderChunk[ "map_particle_fragment" ],
  852. THREE.ShaderChunk[ "color_fragment" ],
  853. THREE.ShaderChunk[ "fog_fragment" ],
  854. "}"
  855. ].join("\n"),
  856. vertexShader: [
  857. "uniform float size;",
  858. "uniform float scale;",
  859. THREE.ShaderChunk[ "color_pars_vertex" ],
  860. "void main() {",
  861. THREE.ShaderChunk[ "color_vertex" ],
  862. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  863. "#ifdef USE_SIZEATTENUATION",
  864. "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  865. "#else",
  866. "gl_PointSize = size;",
  867. "#endif",
  868. "gl_Position = projectionMatrix * mvPosition;",
  869. "}"
  870. ].join("\n")
  871. },
  872. // Depth encoding into RGBA texture
  873. // based on SpiderGL shadow map example
  874. // http://spidergl.org/example.php?id=6
  875. // originally from
  876. // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  877. // see also here:
  878. // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  879. 'depthRGBA': {
  880. uniforms: {},
  881. fragmentShader: [
  882. "vec4 pack_depth( const in float depth ) {",
  883. "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  884. "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  885. "vec4 res = fract( depth * bit_shift );",
  886. "res -= res.xxyz * bit_mask;",
  887. "return res;",
  888. "}",
  889. "void main() {",
  890. "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  891. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  892. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  893. //"gl_FragData[ 0 ] = pack_depth( z );",
  894. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  895. "}"
  896. ].join("\n"),
  897. vertexShader: [
  898. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  899. "void main() {",
  900. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  901. THREE.ShaderChunk[ "morphtarget_vertex" ],
  902. THREE.ShaderChunk[ "default_vertex" ],
  903. "}"
  904. ].join("\n")
  905. }
  906. };
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