WebGLShaders.js 29 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 LAMBERT
  126. lights_pars_vertex: [
  127. "uniform bool enableLighting;",
  128. "uniform vec3 ambientLightColor;",
  129. "#if MAX_DIR_LIGHTS > 0",
  130. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  131. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  132. "#endif",
  133. "#if MAX_POINT_LIGHTS > 0",
  134. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  135. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  136. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  137. "#endif"
  138. ].join("\n"),
  139. lights_vertex: [
  140. "if ( !enableLighting ) {",
  141. "vLightWeighting = vec3( 1.0 );",
  142. "} else {",
  143. "vLightWeighting = ambientLightColor;",
  144. "#if MAX_DIR_LIGHTS > 0",
  145. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  146. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  147. "float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
  148. "vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
  149. "}",
  150. "#endif",
  151. "#if MAX_POINT_LIGHTS > 0",
  152. "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  153. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  154. "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  155. "float lDistance = 1.0;",
  156. "if ( pointLightDistance[ i ] > 0.0 )",
  157. "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  158. "lVector = normalize( lVector );",
  159. "float pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );",
  160. "vLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;",
  161. "}",
  162. "#endif",
  163. "}"
  164. ].join("\n"),
  165. // LIGHTS PHONG
  166. lights_phong_pars_vertex: [
  167. "#if MAX_POINT_LIGHTS > 0",
  168. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  169. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  170. "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
  171. "#endif"
  172. ].join("\n"),
  173. lights_phong_vertex: [
  174. "#if MAX_POINT_LIGHTS > 0",
  175. "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  176. "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  177. "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  178. "float lDistance = 1.0;",
  179. "if ( pointLightDistance[ i ] > 0.0 )",
  180. "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  181. "lVector = normalize( lVector );",
  182. "vPointLight[ i ] = vec4( lVector, lDistance );",
  183. "}",
  184. "#endif",
  185. ].join("\n"),
  186. lights_pars_fragment: [
  187. "uniform vec3 ambientLightColor;",
  188. "#if MAX_DIR_LIGHTS > 0",
  189. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  190. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  191. "#endif",
  192. "#if MAX_POINT_LIGHTS > 0",
  193. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  194. "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
  195. "#endif",
  196. "varying vec3 vViewPosition;",
  197. "varying vec3 vNormal;"
  198. ].join("\n"),
  199. lights_fragment: [
  200. "vec3 normal = normalize( vNormal );",
  201. "vec3 viewPosition = normalize( vViewPosition );",
  202. "#if MAX_POINT_LIGHTS > 0",
  203. "vec3 pointDiffuse = vec3( 0.0 );",
  204. "vec3 pointSpecular = vec3( 0.0 );",
  205. "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  206. "vec3 pointVector = normalize( vPointLight[ i ].xyz );",
  207. "vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );",
  208. "float pointDistance = vPointLight[ i ].w;",
  209. "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  210. "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  211. "float pointSpecularWeight = pow( pointDotNormalHalf, shininess );",
  212. "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;",
  213. "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;",
  214. "}",
  215. "#endif",
  216. "#if MAX_DIR_LIGHTS > 0",
  217. "vec3 dirDiffuse = vec3( 0.0 );",
  218. "vec3 dirSpecular = vec3( 0.0 );" ,
  219. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  220. "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  221. "vec3 dirVector = normalize( lDirection.xyz );",
  222. "vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );",
  223. "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  224. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  225. "float dirSpecularWeight = pow( dirDotNormalHalf, shininess );",
  226. "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
  227. "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
  228. "}",
  229. "#endif",
  230. "vec3 totalDiffuse = vec3( 0.0 );",
  231. "vec3 totalSpecular = vec3( 0.0 );",
  232. "#if MAX_DIR_LIGHTS > 0",
  233. "totalDiffuse += dirDiffuse;",
  234. "totalSpecular += dirSpecular;",
  235. "#endif",
  236. "#if MAX_POINT_LIGHTS > 0",
  237. "totalDiffuse += pointDiffuse;",
  238. "totalSpecular += pointSpecular;",
  239. "#endif",
  240. "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;"
  241. ].join("\n"),
  242. // VERTEX COLORS
  243. color_pars_fragment: [
  244. "#ifdef USE_COLOR",
  245. "varying vec3 vColor;",
  246. "#endif"
  247. ].join("\n"),
  248. color_fragment: [
  249. "#ifdef USE_COLOR",
  250. "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
  251. "#endif"
  252. ].join("\n"),
  253. color_pars_vertex: [
  254. "#ifdef USE_COLOR",
  255. "varying vec3 vColor;",
  256. "#endif"
  257. ].join("\n"),
  258. color_vertex: [
  259. "#ifdef USE_COLOR",
  260. "vColor = color;",
  261. "#endif"
  262. ].join("\n"),
  263. // SKINNING
  264. skinning_pars_vertex: [
  265. "#ifdef USE_SKINNING",
  266. "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
  267. "#endif"
  268. ].join("\n"),
  269. skinning_vertex: [
  270. "#ifdef USE_SKINNING",
  271. "gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
  272. "gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
  273. // this doesn't work, no idea why
  274. //"gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
  275. "gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
  276. "#endif"
  277. ].join("\n"),
  278. // MORPHING
  279. morphtarget_pars_vertex: [
  280. "#ifdef USE_MORPHTARGETS",
  281. "uniform float morphTargetInfluences[ 8 ];",
  282. "#endif"
  283. ].join("\n"),
  284. morphtarget_vertex: [
  285. "#ifdef USE_MORPHTARGETS",
  286. "vec3 morphed = vec3( 0.0, 0.0, 0.0 );",
  287. "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
  288. "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
  289. "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
  290. "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
  291. "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
  292. "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
  293. "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
  294. "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
  295. "morphed += position;",
  296. "gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );",
  297. "#endif"
  298. ].join("\n"),
  299. default_vertex : [
  300. "#ifndef USE_MORPHTARGETS",
  301. "#ifndef USE_SKINNING",
  302. "gl_Position = projectionMatrix * mvPosition;",
  303. "#endif",
  304. "#endif"
  305. ].join("\n"),
  306. // SHADOW MAP
  307. // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
  308. // http://spidergl.org/example.php?id=6
  309. // http://fabiensanglard.net/shadowmapping
  310. shadowmap_pars_fragment: [
  311. "#ifdef USE_SHADOWMAP",
  312. "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
  313. "uniform float shadowDarkness;",
  314. "uniform float shadowBias;",
  315. "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  316. "float unpackDepth( const in vec4 rgba_depth ) {",
  317. "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 );",
  318. "float depth = dot( rgba_depth, bit_shift );",
  319. "return depth;",
  320. "}",
  321. "#endif"
  322. ].join("\n"),
  323. shadowmap_fragment: [
  324. "#ifdef USE_SHADOWMAP",
  325. "#ifdef SHADOWMAP_SOFT",
  326. "const float xPixelOffset = 1.0 / SHADOWMAP_WIDTH;",
  327. "const float yPixelOffset = 1.0 / SHADOWMAP_HEIGHT;",
  328. "#endif",
  329. "vec4 shadowColor = vec4( 1.0 );",
  330. "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  331. "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
  332. "shadowCoord.z += shadowBias;",
  333. "if ( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) {",
  334. "#ifdef SHADOWMAP_SOFT",
  335. // Percentage-close filtering
  336. // (9 pixel kernel)
  337. // http://fabiensanglard.net/shadowmappingPCF/
  338. "float shadow = 0.0;",
  339. "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
  340. "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
  341. "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
  342. // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
  343. //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
  344. "float fDepth = unpackDepth( rgbaDepth );",
  345. "if ( fDepth < shadowCoord.z )",
  346. "shadow += 1.0;",
  347. "}",
  348. "shadow /= 9.0;",
  349. "shadowColor = shadowColor * vec4( vec3( ( 1.0 - shadowDarkness * shadow ) ), 1.0 );",
  350. "#else",
  351. "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
  352. "float fDepth = unpackDepth( rgbaDepth );",
  353. "if ( fDepth < shadowCoord.z )",
  354. // spot with multiple shadows is darker
  355. "shadowColor = shadowColor * vec4( vec3( shadowDarkness ), 1.0 );",
  356. // spot with multiple shadows has the same color as single shadow spot
  357. //"shadowColor = min( shadowColor, vec4( vec3( shadowDarkness ), 1.0 ) );",
  358. "#endif",
  359. "}",
  360. // uncomment to see light frustum boundaries
  361. //"if ( !( shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 ) )",
  362. // "gl_FragColor = gl_FragColor * vec4( 1.0, 0.0, 0.0, 1.0 );",
  363. "}",
  364. "gl_FragColor = gl_FragColor * shadowColor;",
  365. "#endif"
  366. ].join("\n"),
  367. shadowmap_pars_vertex: [
  368. "#ifdef USE_SHADOWMAP",
  369. "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  370. "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
  371. "#endif"
  372. ].join("\n"),
  373. shadowmap_vertex: [
  374. "#ifdef USE_SHADOWMAP",
  375. "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  376. "vShadowCoord[ i ] = shadowMatrix[ i ] * objectMatrix * vec4( position, 1.0 );",
  377. "}",
  378. "#endif"
  379. ].join("\n"),
  380. // ALPHATEST
  381. alphatest_fragment: [
  382. "#ifdef ALPHATEST",
  383. "if ( gl_FragColor.a < ALPHATEST ) discard;",
  384. "#endif"
  385. ].join("\n")
  386. };
  387. THREE.UniformsUtils = {
  388. merge: function ( uniforms ) {
  389. var u, p, tmp, merged = {};
  390. for ( u = 0; u < uniforms.length; u++ ) {
  391. tmp = this.clone( uniforms[ u ] );
  392. for ( p in tmp ) {
  393. merged[ p ] = tmp[ p ];
  394. }
  395. }
  396. return merged;
  397. },
  398. clone: function ( uniforms_src ) {
  399. var u, p, parameter, parameter_src, uniforms_dst = {};
  400. for ( u in uniforms_src ) {
  401. uniforms_dst[ u ] = {};
  402. for ( p in uniforms_src[ u ] ) {
  403. parameter_src = uniforms_src[ u ][ p ];
  404. if ( parameter_src instanceof THREE.Color ||
  405. parameter_src instanceof THREE.Vector2 ||
  406. parameter_src instanceof THREE.Vector3 ||
  407. parameter_src instanceof THREE.Vector4 ||
  408. parameter_src instanceof THREE.Matrix4 ||
  409. parameter_src instanceof THREE.Texture ) {
  410. uniforms_dst[ u ][ p ] = parameter_src.clone();
  411. } else if ( parameter_src instanceof Array ) {
  412. uniforms_dst[ u ][ p ] = parameter_src.slice();
  413. } else {
  414. uniforms_dst[ u ][ p ] = parameter_src;
  415. }
  416. }
  417. }
  418. return uniforms_dst;
  419. }
  420. };
  421. THREE.UniformsLib = {
  422. common: {
  423. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  424. "opacity" : { type: "f", value: 1.0 },
  425. "map" : { type: "t", value: 0, texture: null },
  426. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  427. "lightMap" : { type: "t", value: 2, texture: null },
  428. "envMap" : { type: "t", value: 1, texture: null },
  429. "useRefract" : { type: "i", value: 0 },
  430. "reflectivity" : { type: "f", value: 1.0 },
  431. "refractionRatio" : { type: "f", value: 0.98 },
  432. "combine" : { type: "i", value: 0 },
  433. "morphTargetInfluences" : { type: "f", value: 0 }
  434. },
  435. fog : {
  436. "fogDensity" : { type: "f", value: 0.00025 },
  437. "fogNear" : { type: "f", value: 1 },
  438. "fogFar" : { type: "f", value: 2000 },
  439. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  440. },
  441. lights: {
  442. "enableLighting" : { type: "i", value: 1 },
  443. "ambientLightColor" : { type: "fv", value: [] },
  444. "directionalLightDirection" : { type: "fv", value: [] },
  445. "directionalLightColor" : { type: "fv", value: [] },
  446. "pointLightColor" : { type: "fv", value: [] },
  447. "pointLightPosition" : { type: "fv", value: [] },
  448. "pointLightDistance" : { type: "fv1", value: [] }
  449. },
  450. particle: {
  451. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  452. "opacity" : { type: "f", value: 1.0 },
  453. "size" : { type: "f", value: 1.0 },
  454. "scale" : { type: "f", value: 1.0 },
  455. "map" : { type: "t", value: 0, texture: null },
  456. "fogDensity" : { type: "f", value: 0.00025 },
  457. "fogNear" : { type: "f", value: 1 },
  458. "fogFar" : { type: "f", value: 2000 },
  459. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  460. },
  461. shadowmap: {
  462. "shadowMap": { type: "tv", value: 6, texture: [] },
  463. "shadowMatrix" : { type: "m4v", value: [] },
  464. "shadowBias" : { type: "f", value: 0.0039 },
  465. "shadowDarkness": { type: "f", value: 0.2 }
  466. }
  467. };
  468. THREE.ShaderLib = {
  469. 'sprite': {
  470. vertexShader: [
  471. "uniform int useScreenCoordinates;",
  472. "uniform int affectedByDistance;",
  473. "uniform vec3 screenPosition;",
  474. "uniform mat4 modelViewMatrix;",
  475. "uniform mat4 projectionMatrix;",
  476. "uniform float rotation;",
  477. "uniform vec2 scale;",
  478. "uniform vec2 alignment;",
  479. "uniform vec2 uvOffset;",
  480. "uniform vec2 uvScale;",
  481. "attribute vec2 position;",
  482. "attribute vec2 uv;",
  483. "varying vec2 vUV;",
  484. "void main() {",
  485. "vUV = uvOffset + uv * uvScale;",
  486. "vec2 alignedPosition = position + alignment;",
  487. "vec2 rotatedPosition;",
  488. "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
  489. "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
  490. "vec4 finalPosition;",
  491. "if( useScreenCoordinates != 0 ) {",
  492. "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
  493. "} else {",
  494. "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
  495. "finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",
  496. "}",
  497. "gl_Position = finalPosition;",
  498. "}"
  499. ].join( "\n" ),
  500. fragmentShader: [
  501. "#ifdef GL_ES",
  502. "precision highp float;",
  503. "#endif",
  504. "uniform vec3 color;",
  505. "uniform sampler2D map;",
  506. "uniform float opacity;",
  507. "varying vec2 vUV;",
  508. "void main() {",
  509. "vec4 texture = texture2D( map, vUV );",
  510. "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
  511. "}"
  512. ].join( "\n" )
  513. },
  514. 'depth': {
  515. uniforms: {
  516. "mNear": { type: "f", value: 1.0 },
  517. "mFar" : { type: "f", value: 2000.0 },
  518. "opacity" : { type: "f", value: 1.0 }
  519. },
  520. vertexShader: [
  521. "void main() {",
  522. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  523. "}"
  524. ].join("\n"),
  525. fragmentShader: [
  526. "uniform float mNear;",
  527. "uniform float mFar;",
  528. "uniform float opacity;",
  529. "void main() {",
  530. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  531. "float color = 1.0 - smoothstep( mNear, mFar, depth );",
  532. "gl_FragColor = vec4( vec3( color ), opacity );",
  533. "}"
  534. ].join("\n")
  535. },
  536. 'normal': {
  537. uniforms: {
  538. "opacity" : { type: "f", value: 1.0 }
  539. },
  540. vertexShader: [
  541. "varying vec3 vNormal;",
  542. "void main() {",
  543. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  544. "vNormal = normalize( normalMatrix * normal );",
  545. "gl_Position = projectionMatrix * mvPosition;",
  546. "}"
  547. ].join("\n"),
  548. fragmentShader: [
  549. "uniform float opacity;",
  550. "varying vec3 vNormal;",
  551. "void main() {",
  552. "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  553. "}"
  554. ].join("\n")
  555. },
  556. 'basic': {
  557. uniforms: THREE.UniformsUtils.merge( [
  558. THREE.UniformsLib[ "common" ],
  559. THREE.UniformsLib[ "fog" ],
  560. THREE.UniformsLib[ "shadowmap" ]
  561. ] ),
  562. vertexShader: [
  563. THREE.ShaderChunk[ "map_pars_vertex" ],
  564. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  565. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  566. THREE.ShaderChunk[ "color_pars_vertex" ],
  567. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  568. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  569. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  570. "void main() {",
  571. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  572. THREE.ShaderChunk[ "map_vertex" ],
  573. THREE.ShaderChunk[ "lightmap_vertex" ],
  574. THREE.ShaderChunk[ "envmap_vertex" ],
  575. THREE.ShaderChunk[ "color_vertex" ],
  576. THREE.ShaderChunk[ "skinning_vertex" ],
  577. THREE.ShaderChunk[ "morphtarget_vertex" ],
  578. THREE.ShaderChunk[ "default_vertex" ],
  579. THREE.ShaderChunk[ "shadowmap_vertex" ],
  580. "}"
  581. ].join("\n"),
  582. fragmentShader: [
  583. "uniform vec3 diffuse;",
  584. "uniform float opacity;",
  585. THREE.ShaderChunk[ "color_pars_fragment" ],
  586. THREE.ShaderChunk[ "map_pars_fragment" ],
  587. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  588. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  589. THREE.ShaderChunk[ "fog_pars_fragment" ],
  590. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  591. "void main() {",
  592. "gl_FragColor = vec4( diffuse, opacity );",
  593. THREE.ShaderChunk[ "map_fragment" ],
  594. THREE.ShaderChunk[ "alphatest_fragment" ],
  595. THREE.ShaderChunk[ "lightmap_fragment" ],
  596. THREE.ShaderChunk[ "color_fragment" ],
  597. THREE.ShaderChunk[ "envmap_fragment" ],
  598. THREE.ShaderChunk[ "shadowmap_fragment" ],
  599. THREE.ShaderChunk[ "fog_fragment" ],
  600. "}"
  601. ].join("\n")
  602. },
  603. 'lambert': {
  604. uniforms: THREE.UniformsUtils.merge( [
  605. THREE.UniformsLib[ "common" ],
  606. THREE.UniformsLib[ "fog" ],
  607. THREE.UniformsLib[ "lights" ],
  608. THREE.UniformsLib[ "shadowmap" ]
  609. ] ),
  610. vertexShader: [
  611. "varying vec3 vLightWeighting;",
  612. THREE.ShaderChunk[ "map_pars_vertex" ],
  613. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  614. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  615. THREE.ShaderChunk[ "lights_pars_vertex" ],
  616. THREE.ShaderChunk[ "color_pars_vertex" ],
  617. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  618. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  619. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  620. "void main() {",
  621. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  622. THREE.ShaderChunk[ "map_vertex" ],
  623. THREE.ShaderChunk[ "lightmap_vertex" ],
  624. THREE.ShaderChunk[ "envmap_vertex" ],
  625. THREE.ShaderChunk[ "color_vertex" ],
  626. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  627. THREE.ShaderChunk[ "lights_vertex" ],
  628. THREE.ShaderChunk[ "skinning_vertex" ],
  629. THREE.ShaderChunk[ "morphtarget_vertex" ],
  630. THREE.ShaderChunk[ "default_vertex" ],
  631. THREE.ShaderChunk[ "shadowmap_vertex" ],
  632. "}"
  633. ].join("\n"),
  634. fragmentShader: [
  635. "uniform vec3 diffuse;",
  636. "uniform float opacity;",
  637. "varying vec3 vLightWeighting;",
  638. THREE.ShaderChunk[ "color_pars_fragment" ],
  639. THREE.ShaderChunk[ "map_pars_fragment" ],
  640. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  641. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  642. THREE.ShaderChunk[ "fog_pars_fragment" ],
  643. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  644. "void main() {",
  645. "gl_FragColor = vec4( diffuse, opacity );",
  646. THREE.ShaderChunk[ "map_fragment" ],
  647. THREE.ShaderChunk[ "alphatest_fragment" ],
  648. "gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
  649. THREE.ShaderChunk[ "lightmap_fragment" ],
  650. THREE.ShaderChunk[ "color_fragment" ],
  651. THREE.ShaderChunk[ "envmap_fragment" ],
  652. THREE.ShaderChunk[ "shadowmap_fragment" ],
  653. THREE.ShaderChunk[ "fog_fragment" ],
  654. "}"
  655. ].join("\n")
  656. },
  657. 'phong': {
  658. uniforms: THREE.UniformsUtils.merge( [
  659. THREE.UniformsLib[ "common" ],
  660. THREE.UniformsLib[ "fog" ],
  661. THREE.UniformsLib[ "lights" ],
  662. THREE.UniformsLib[ "shadowmap" ],
  663. {
  664. "ambient" : { type: "c", value: new THREE.Color( 0x050505 ) },
  665. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  666. "shininess": { type: "f", value: 30 }
  667. }
  668. ] ),
  669. vertexShader: [
  670. "varying vec3 vViewPosition;",
  671. "varying vec3 vNormal;",
  672. THREE.ShaderChunk[ "map_pars_vertex" ],
  673. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  674. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  675. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  676. THREE.ShaderChunk[ "color_pars_vertex" ],
  677. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  678. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  679. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  680. "void main() {",
  681. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  682. THREE.ShaderChunk[ "map_vertex" ],
  683. THREE.ShaderChunk[ "lightmap_vertex" ],
  684. THREE.ShaderChunk[ "envmap_vertex" ],
  685. THREE.ShaderChunk[ "color_vertex" ],
  686. "#ifndef USE_ENVMAP",
  687. "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
  688. "#endif",
  689. "vViewPosition = -mvPosition.xyz;",
  690. "vec3 transformedNormal = normalize( normalMatrix * normal );",
  691. "vNormal = transformedNormal;",
  692. THREE.ShaderChunk[ "lights_phong_vertex" ],
  693. THREE.ShaderChunk[ "skinning_vertex" ],
  694. THREE.ShaderChunk[ "morphtarget_vertex" ],
  695. THREE.ShaderChunk[ "default_vertex" ],
  696. THREE.ShaderChunk[ "shadowmap_vertex" ],
  697. "}"
  698. ].join("\n"),
  699. fragmentShader: [
  700. "uniform vec3 diffuse;",
  701. "uniform float opacity;",
  702. "uniform vec3 ambient;",
  703. "uniform vec3 specular;",
  704. "uniform float shininess;",
  705. THREE.ShaderChunk[ "color_pars_fragment" ],
  706. THREE.ShaderChunk[ "map_pars_fragment" ],
  707. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  708. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  709. THREE.ShaderChunk[ "fog_pars_fragment" ],
  710. THREE.ShaderChunk[ "lights_pars_fragment" ],
  711. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  712. "void main() {",
  713. "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
  714. THREE.ShaderChunk[ "map_fragment" ],
  715. THREE.ShaderChunk[ "alphatest_fragment" ],
  716. THREE.ShaderChunk[ "lights_fragment" ],
  717. THREE.ShaderChunk[ "lightmap_fragment" ],
  718. THREE.ShaderChunk[ "color_fragment" ],
  719. THREE.ShaderChunk[ "envmap_fragment" ],
  720. THREE.ShaderChunk[ "shadowmap_fragment" ],
  721. THREE.ShaderChunk[ "fog_fragment" ],
  722. "}"
  723. ].join("\n")
  724. },
  725. 'particle_basic': {
  726. uniforms: THREE.UniformsUtils.merge( [
  727. THREE.UniformsLib[ "particle" ],
  728. THREE.UniformsLib[ "shadowmap" ]
  729. ] ),
  730. vertexShader: [
  731. "uniform float size;",
  732. "uniform float scale;",
  733. THREE.ShaderChunk[ "color_pars_vertex" ],
  734. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  735. "void main() {",
  736. THREE.ShaderChunk[ "color_vertex" ],
  737. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  738. "#ifdef USE_SIZEATTENUATION",
  739. "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  740. "#else",
  741. "gl_PointSize = size;",
  742. "#endif",
  743. "gl_Position = projectionMatrix * mvPosition;",
  744. THREE.ShaderChunk[ "shadowmap_vertex" ],
  745. "}"
  746. ].join("\n"),
  747. fragmentShader: [
  748. "uniform vec3 psColor;",
  749. "uniform float opacity;",
  750. THREE.ShaderChunk[ "color_pars_fragment" ],
  751. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  752. THREE.ShaderChunk[ "fog_pars_fragment" ],
  753. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  754. "void main() {",
  755. "gl_FragColor = vec4( psColor, opacity );",
  756. THREE.ShaderChunk[ "map_particle_fragment" ],
  757. THREE.ShaderChunk[ "alphatest_fragment" ],
  758. THREE.ShaderChunk[ "color_fragment" ],
  759. THREE.ShaderChunk[ "shadowmap_fragment" ],
  760. THREE.ShaderChunk[ "fog_fragment" ],
  761. "}"
  762. ].join("\n")
  763. },
  764. // Depth encoding into RGBA texture
  765. // based on SpiderGL shadow map example
  766. // http://spidergl.org/example.php?id=6
  767. // originally from
  768. // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  769. // see also here:
  770. // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  771. 'depthRGBA': {
  772. uniforms: {},
  773. vertexShader: [
  774. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  775. "void main() {",
  776. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  777. THREE.ShaderChunk[ "morphtarget_vertex" ],
  778. THREE.ShaderChunk[ "default_vertex" ],
  779. "}"
  780. ].join("\n"),
  781. fragmentShader: [
  782. "vec4 pack_depth( const in float depth ) {",
  783. "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  784. "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  785. "vec4 res = fract( depth * bit_shift );",
  786. "res -= res.xxyz * bit_mask;",
  787. "return res;",
  788. "}",
  789. "void main() {",
  790. "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  791. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  792. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  793. //"gl_FragData[ 0 ] = pack_depth( z );",
  794. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  795. "}"
  796. ].join("\n")
  797. }
  798. };
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