ShaderLib.js 34 KB

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  1. /**
  2. * Webgl Shader Library for three.js
  3. *
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author mrdoob / http://mrdoob.com/
  6. * @author mikael emtinger / http://gomo.se/
  7. */
  8. THREE.ShaderLib = {
  9. 'basic': {
  10. uniforms: THREE.UniformsUtils.merge( [
  11. THREE.UniformsLib[ "common" ],
  12. THREE.UniformsLib[ "fog" ],
  13. THREE.UniformsLib[ "shadowmap" ]
  14. ] ),
  15. vertexShader: [
  16. THREE.ShaderChunk[ "map_pars_vertex" ],
  17. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  18. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  19. THREE.ShaderChunk[ "color_pars_vertex" ],
  20. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  21. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  22. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  23. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  24. "void main() {",
  25. THREE.ShaderChunk[ "map_vertex" ],
  26. THREE.ShaderChunk[ "lightmap_vertex" ],
  27. THREE.ShaderChunk[ "color_vertex" ],
  28. THREE.ShaderChunk[ "skinbase_vertex" ],
  29. " #ifdef USE_ENVMAP",
  30. THREE.ShaderChunk[ "morphnormal_vertex" ],
  31. THREE.ShaderChunk[ "skinnormal_vertex" ],
  32. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  33. " #endif",
  34. THREE.ShaderChunk[ "morphtarget_vertex" ],
  35. THREE.ShaderChunk[ "skinning_vertex" ],
  36. THREE.ShaderChunk[ "default_vertex" ],
  37. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  38. THREE.ShaderChunk[ "worldpos_vertex" ],
  39. THREE.ShaderChunk[ "envmap_vertex" ],
  40. THREE.ShaderChunk[ "shadowmap_vertex" ],
  41. "}"
  42. ].join("\n"),
  43. fragmentShader: [
  44. "uniform vec3 diffuse;",
  45. "uniform float opacity;",
  46. THREE.ShaderChunk[ "color_pars_fragment" ],
  47. THREE.ShaderChunk[ "map_pars_fragment" ],
  48. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  49. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  50. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  51. THREE.ShaderChunk[ "fog_pars_fragment" ],
  52. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  53. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  54. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  55. "void main() {",
  56. " gl_FragColor = vec4( diffuse, opacity );",
  57. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  58. THREE.ShaderChunk[ "map_fragment" ],
  59. THREE.ShaderChunk[ "alphamap_fragment" ],
  60. THREE.ShaderChunk[ "alphatest_fragment" ],
  61. THREE.ShaderChunk[ "specularmap_fragment" ],
  62. THREE.ShaderChunk[ "lightmap_fragment" ],
  63. THREE.ShaderChunk[ "color_fragment" ],
  64. THREE.ShaderChunk[ "envmap_fragment" ],
  65. THREE.ShaderChunk[ "shadowmap_fragment" ],
  66. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  67. THREE.ShaderChunk[ "fog_fragment" ],
  68. "}"
  69. ].join("\n")
  70. },
  71. 'lambert': {
  72. uniforms: THREE.UniformsUtils.merge( [
  73. THREE.UniformsLib[ "common" ],
  74. THREE.UniformsLib[ "fog" ],
  75. THREE.UniformsLib[ "lights" ],
  76. THREE.UniformsLib[ "shadowmap" ],
  77. {
  78. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  79. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  80. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  81. }
  82. ] ),
  83. vertexShader: [
  84. "#define LAMBERT",
  85. "varying vec3 vLightFront;",
  86. "#ifdef DOUBLE_SIDED",
  87. " varying vec3 vLightBack;",
  88. "#endif",
  89. THREE.ShaderChunk[ "map_pars_vertex" ],
  90. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  91. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  92. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  93. THREE.ShaderChunk[ "color_pars_vertex" ],
  94. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  95. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  96. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  97. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  98. "void main() {",
  99. THREE.ShaderChunk[ "map_vertex" ],
  100. THREE.ShaderChunk[ "lightmap_vertex" ],
  101. THREE.ShaderChunk[ "color_vertex" ],
  102. THREE.ShaderChunk[ "morphnormal_vertex" ],
  103. THREE.ShaderChunk[ "skinbase_vertex" ],
  104. THREE.ShaderChunk[ "skinnormal_vertex" ],
  105. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  106. THREE.ShaderChunk[ "morphtarget_vertex" ],
  107. THREE.ShaderChunk[ "skinning_vertex" ],
  108. THREE.ShaderChunk[ "default_vertex" ],
  109. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  110. THREE.ShaderChunk[ "worldpos_vertex" ],
  111. THREE.ShaderChunk[ "envmap_vertex" ],
  112. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  113. THREE.ShaderChunk[ "shadowmap_vertex" ],
  114. "}"
  115. ].join("\n"),
  116. fragmentShader: [
  117. "uniform float opacity;",
  118. "varying vec3 vLightFront;",
  119. "#ifdef DOUBLE_SIDED",
  120. " varying vec3 vLightBack;",
  121. "#endif",
  122. THREE.ShaderChunk[ "color_pars_fragment" ],
  123. THREE.ShaderChunk[ "map_pars_fragment" ],
  124. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  125. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  126. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  127. THREE.ShaderChunk[ "fog_pars_fragment" ],
  128. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  129. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  130. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  131. "void main() {",
  132. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  133. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  134. THREE.ShaderChunk[ "map_fragment" ],
  135. THREE.ShaderChunk[ "alphamap_fragment" ],
  136. THREE.ShaderChunk[ "alphatest_fragment" ],
  137. THREE.ShaderChunk[ "specularmap_fragment" ],
  138. " #ifdef DOUBLE_SIDED",
  139. //"float isFront = float( gl_FrontFacing );",
  140. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  141. " if ( gl_FrontFacing )",
  142. " gl_FragColor.xyz *= vLightFront;",
  143. " else",
  144. " gl_FragColor.xyz *= vLightBack;",
  145. " #else",
  146. " gl_FragColor.xyz *= vLightFront;",
  147. " #endif",
  148. THREE.ShaderChunk[ "lightmap_fragment" ],
  149. THREE.ShaderChunk[ "color_fragment" ],
  150. THREE.ShaderChunk[ "envmap_fragment" ],
  151. THREE.ShaderChunk[ "shadowmap_fragment" ],
  152. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  153. THREE.ShaderChunk[ "fog_fragment" ],
  154. "}"
  155. ].join("\n")
  156. },
  157. 'phong': {
  158. uniforms: THREE.UniformsUtils.merge( [
  159. THREE.UniformsLib[ "common" ],
  160. THREE.UniformsLib[ "bump" ],
  161. THREE.UniformsLib[ "normalmap" ],
  162. THREE.UniformsLib[ "fog" ],
  163. THREE.UniformsLib[ "lights" ],
  164. THREE.UniformsLib[ "shadowmap" ],
  165. {
  166. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  167. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  168. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  169. "shininess": { type: "f", value: 30 },
  170. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  171. }
  172. ] ),
  173. vertexShader: [
  174. "#define PHONG",
  175. "varying vec3 vViewPosition;",
  176. "varying vec3 vNormal;",
  177. THREE.ShaderChunk[ "map_pars_vertex" ],
  178. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  179. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  180. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  181. THREE.ShaderChunk[ "color_pars_vertex" ],
  182. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  183. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  184. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  185. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  186. "void main() {",
  187. THREE.ShaderChunk[ "map_vertex" ],
  188. THREE.ShaderChunk[ "lightmap_vertex" ],
  189. THREE.ShaderChunk[ "color_vertex" ],
  190. THREE.ShaderChunk[ "morphnormal_vertex" ],
  191. THREE.ShaderChunk[ "skinbase_vertex" ],
  192. THREE.ShaderChunk[ "skinnormal_vertex" ],
  193. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  194. " vNormal = normalize( transformedNormal );",
  195. THREE.ShaderChunk[ "morphtarget_vertex" ],
  196. THREE.ShaderChunk[ "skinning_vertex" ],
  197. THREE.ShaderChunk[ "default_vertex" ],
  198. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  199. " vViewPosition = -mvPosition.xyz;",
  200. THREE.ShaderChunk[ "worldpos_vertex" ],
  201. THREE.ShaderChunk[ "envmap_vertex" ],
  202. THREE.ShaderChunk[ "lights_phong_vertex" ],
  203. THREE.ShaderChunk[ "shadowmap_vertex" ],
  204. "}"
  205. ].join("\n"),
  206. fragmentShader: [
  207. "uniform vec3 diffuse;",
  208. "uniform float opacity;",
  209. "uniform vec3 ambient;",
  210. "uniform vec3 emissive;",
  211. "uniform vec3 specular;",
  212. "uniform float shininess;",
  213. THREE.ShaderChunk[ "color_pars_fragment" ],
  214. THREE.ShaderChunk[ "map_pars_fragment" ],
  215. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  216. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  217. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  218. THREE.ShaderChunk[ "fog_pars_fragment" ],
  219. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  220. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  221. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  222. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  223. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  224. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  225. "void main() {",
  226. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  227. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  228. THREE.ShaderChunk[ "map_fragment" ],
  229. THREE.ShaderChunk[ "alphamap_fragment" ],
  230. THREE.ShaderChunk[ "alphatest_fragment" ],
  231. THREE.ShaderChunk[ "specularmap_fragment" ],
  232. THREE.ShaderChunk[ "lights_phong_fragment" ],
  233. THREE.ShaderChunk[ "lightmap_fragment" ],
  234. THREE.ShaderChunk[ "color_fragment" ],
  235. THREE.ShaderChunk[ "envmap_fragment" ],
  236. THREE.ShaderChunk[ "shadowmap_fragment" ],
  237. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  238. THREE.ShaderChunk[ "fog_fragment" ],
  239. "}"
  240. ].join("\n")
  241. },
  242. 'particle_basic': {
  243. uniforms: THREE.UniformsUtils.merge( [
  244. THREE.UniformsLib[ "particle" ],
  245. THREE.UniformsLib[ "shadowmap" ]
  246. ] ),
  247. vertexShader: [
  248. "uniform float size;",
  249. "uniform float scale;",
  250. THREE.ShaderChunk[ "color_pars_vertex" ],
  251. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  252. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  253. "void main() {",
  254. THREE.ShaderChunk[ "color_vertex" ],
  255. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  256. " #ifdef USE_SIZEATTENUATION",
  257. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  258. " #else",
  259. " gl_PointSize = size;",
  260. " #endif",
  261. " gl_Position = projectionMatrix * mvPosition;",
  262. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  263. THREE.ShaderChunk[ "worldpos_vertex" ],
  264. THREE.ShaderChunk[ "shadowmap_vertex" ],
  265. "}"
  266. ].join("\n"),
  267. fragmentShader: [
  268. "uniform vec3 psColor;",
  269. "uniform float opacity;",
  270. THREE.ShaderChunk[ "color_pars_fragment" ],
  271. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  272. THREE.ShaderChunk[ "fog_pars_fragment" ],
  273. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  274. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  275. "void main() {",
  276. " gl_FragColor = vec4( psColor, opacity );",
  277. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  278. THREE.ShaderChunk[ "map_particle_fragment" ],
  279. THREE.ShaderChunk[ "alphatest_fragment" ],
  280. THREE.ShaderChunk[ "color_fragment" ],
  281. THREE.ShaderChunk[ "shadowmap_fragment" ],
  282. THREE.ShaderChunk[ "fog_fragment" ],
  283. "}"
  284. ].join("\n")
  285. },
  286. 'dashed': {
  287. uniforms: THREE.UniformsUtils.merge( [
  288. THREE.UniformsLib[ "common" ],
  289. THREE.UniformsLib[ "fog" ],
  290. {
  291. "scale" : { type: "f", value: 1 },
  292. "dashSize" : { type: "f", value: 1 },
  293. "totalSize": { type: "f", value: 2 }
  294. }
  295. ] ),
  296. vertexShader: [
  297. "uniform float scale;",
  298. "attribute float lineDistance;",
  299. "varying float vLineDistance;",
  300. THREE.ShaderChunk[ "color_pars_vertex" ],
  301. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  302. "void main() {",
  303. THREE.ShaderChunk[ "color_vertex" ],
  304. " vLineDistance = scale * lineDistance;",
  305. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  306. " gl_Position = projectionMatrix * mvPosition;",
  307. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  308. "}"
  309. ].join("\n"),
  310. fragmentShader: [
  311. "uniform vec3 diffuse;",
  312. "uniform float opacity;",
  313. "uniform float dashSize;",
  314. "uniform float totalSize;",
  315. "varying float vLineDistance;",
  316. THREE.ShaderChunk[ "color_pars_fragment" ],
  317. THREE.ShaderChunk[ "fog_pars_fragment" ],
  318. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  319. "void main() {",
  320. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  321. " discard;",
  322. " }",
  323. " gl_FragColor = vec4( diffuse, opacity );",
  324. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  325. THREE.ShaderChunk[ "color_fragment" ],
  326. THREE.ShaderChunk[ "fog_fragment" ],
  327. "}"
  328. ].join("\n")
  329. },
  330. 'depth': {
  331. uniforms: {
  332. "mNear": { type: "f", value: 1.0 },
  333. "mFar" : { type: "f", value: 2000.0 },
  334. "opacity" : { type: "f", value: 1.0 }
  335. },
  336. vertexShader: [
  337. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  338. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  339. "void main() {",
  340. THREE.ShaderChunk[ "morphtarget_vertex" ],
  341. THREE.ShaderChunk[ "default_vertex" ],
  342. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  343. "}"
  344. ].join("\n"),
  345. fragmentShader: [
  346. "uniform float mNear;",
  347. "uniform float mFar;",
  348. "uniform float opacity;",
  349. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  350. "void main() {",
  351. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  352. " #ifdef USE_LOGDEPTHBUF_EXT",
  353. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  354. " #else",
  355. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  356. " #endif",
  357. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  358. " gl_FragColor = vec4( vec3( color ), opacity );",
  359. "}"
  360. ].join("\n")
  361. },
  362. 'normal': {
  363. uniforms: {
  364. "opacity" : { type: "f", value: 1.0 }
  365. },
  366. vertexShader: [
  367. "varying vec3 vNormal;",
  368. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  369. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  370. "void main() {",
  371. " vNormal = normalize( normalMatrix * normal );",
  372. THREE.ShaderChunk[ "morphtarget_vertex" ],
  373. THREE.ShaderChunk[ "default_vertex" ],
  374. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  375. "}"
  376. ].join("\n"),
  377. fragmentShader: [
  378. "uniform float opacity;",
  379. "varying vec3 vNormal;",
  380. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  381. "void main() {",
  382. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  383. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  384. "}"
  385. ].join("\n")
  386. },
  387. /* -------------------------------------------------------------------------
  388. // Normal map shader
  389. // - Blinn-Phong
  390. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  391. // - point and directional lights (use with "lights: true" material option)
  392. ------------------------------------------------------------------------- */
  393. 'normalmap' : {
  394. uniforms: THREE.UniformsUtils.merge( [
  395. THREE.UniformsLib[ "fog" ],
  396. THREE.UniformsLib[ "lights" ],
  397. THREE.UniformsLib[ "shadowmap" ],
  398. {
  399. "enableAO" : { type: "i", value: 0 },
  400. "enableDiffuse" : { type: "i", value: 0 },
  401. "enableSpecular" : { type: "i", value: 0 },
  402. "enableReflection" : { type: "i", value: 0 },
  403. "enableDisplacement": { type: "i", value: 0 },
  404. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  405. "tDiffuse" : { type: "t", value: null },
  406. "tCube" : { type: "t", value: null },
  407. "tNormal" : { type: "t", value: null },
  408. "tSpecular" : { type: "t", value: null },
  409. "tAO" : { type: "t", value: null },
  410. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  411. "uDisplacementBias": { type: "f", value: 0.0 },
  412. "uDisplacementScale": { type: "f", value: 1.0 },
  413. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  414. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  415. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  416. "shininess": { type: "f", value: 30 },
  417. "opacity": { type: "f", value: 1 },
  418. "useRefract": { type: "i", value: 0 },
  419. "refractionRatio": { type: "f", value: 0.98 },
  420. "reflectivity": { type: "f", value: 0.5 },
  421. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  422. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  423. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  424. }
  425. ] ),
  426. fragmentShader: [
  427. "uniform vec3 ambient;",
  428. "uniform vec3 diffuse;",
  429. "uniform vec3 specular;",
  430. "uniform float shininess;",
  431. "uniform float opacity;",
  432. "uniform bool enableDiffuse;",
  433. "uniform bool enableSpecular;",
  434. "uniform bool enableAO;",
  435. "uniform bool enableReflection;",
  436. "uniform sampler2D tDiffuse;",
  437. "uniform sampler2D tNormal;",
  438. "uniform sampler2D tSpecular;",
  439. "uniform sampler2D tAO;",
  440. "uniform samplerCube tCube;",
  441. "uniform vec2 uNormalScale;",
  442. "uniform bool useRefract;",
  443. "uniform float refractionRatio;",
  444. "uniform float reflectivity;",
  445. "varying vec3 vTangent;",
  446. "varying vec3 vBinormal;",
  447. "varying vec3 vNormal;",
  448. "varying vec2 vUv;",
  449. "uniform vec3 ambientLightColor;",
  450. "#if MAX_DIR_LIGHTS > 0",
  451. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  452. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  453. "#endif",
  454. "#if MAX_HEMI_LIGHTS > 0",
  455. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  456. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  457. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  458. "#endif",
  459. "#if MAX_POINT_LIGHTS > 0",
  460. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  461. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  462. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  463. "#endif",
  464. "#if MAX_SPOT_LIGHTS > 0",
  465. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  466. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  467. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  468. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  469. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  470. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  471. "#endif",
  472. "#ifdef WRAP_AROUND",
  473. " uniform vec3 wrapRGB;",
  474. "#endif",
  475. "varying vec3 vWorldPosition;",
  476. "varying vec3 vViewPosition;",
  477. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  478. THREE.ShaderChunk[ "fog_pars_fragment" ],
  479. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  480. "void main() {",
  481. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  482. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  483. " vec3 specularTex = vec3( 1.0 );",
  484. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  485. " normalTex.xy *= uNormalScale;",
  486. " normalTex = normalize( normalTex );",
  487. " if( enableDiffuse ) {",
  488. " #ifdef GAMMA_INPUT",
  489. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  490. " texelColor.xyz *= texelColor.xyz;",
  491. " gl_FragColor = gl_FragColor * texelColor;",
  492. " #else",
  493. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  494. " #endif",
  495. " }",
  496. " if( enableAO ) {",
  497. " #ifdef GAMMA_INPUT",
  498. " vec4 aoColor = texture2D( tAO, vUv );",
  499. " aoColor.xyz *= aoColor.xyz;",
  500. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  501. " #else",
  502. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  503. " #endif",
  504. " }",
  505. THREE.ShaderChunk[ "alphatest_fragment" ],
  506. " if( enableSpecular )",
  507. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  508. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  509. " vec3 finalNormal = tsb * normalTex;",
  510. " #ifdef FLIP_SIDED",
  511. " finalNormal = -finalNormal;",
  512. " #endif",
  513. " vec3 normal = normalize( finalNormal );",
  514. " vec3 viewPosition = normalize( vViewPosition );",
  515. // point lights
  516. " #if MAX_POINT_LIGHTS > 0",
  517. " vec3 pointDiffuse = vec3( 0.0 );",
  518. " vec3 pointSpecular = vec3( 0.0 );",
  519. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  520. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  521. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  522. " float pointDistance = 1.0;",
  523. " if ( pointLightDistance[ i ] > 0.0 )",
  524. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  525. " pointVector = normalize( pointVector );",
  526. // diffuse
  527. " #ifdef WRAP_AROUND",
  528. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  529. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  530. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  531. " #else",
  532. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  533. " #endif",
  534. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  535. // specular
  536. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  537. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  538. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  539. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  540. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  541. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  542. " }",
  543. " #endif",
  544. // spot lights
  545. " #if MAX_SPOT_LIGHTS > 0",
  546. " vec3 spotDiffuse = vec3( 0.0 );",
  547. " vec3 spotSpecular = vec3( 0.0 );",
  548. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  549. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  550. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  551. " float spotDistance = 1.0;",
  552. " if ( spotLightDistance[ i ] > 0.0 )",
  553. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  554. " spotVector = normalize( spotVector );",
  555. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  556. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  557. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  558. // diffuse
  559. " #ifdef WRAP_AROUND",
  560. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  561. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  562. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  563. " #else",
  564. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  565. " #endif",
  566. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  567. // specular
  568. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  569. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  570. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  571. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  572. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  573. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  574. " }",
  575. " }",
  576. " #endif",
  577. // directional lights
  578. " #if MAX_DIR_LIGHTS > 0",
  579. " vec3 dirDiffuse = vec3( 0.0 );",
  580. " vec3 dirSpecular = vec3( 0.0 );",
  581. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  582. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  583. " vec3 dirVector = normalize( lDirection.xyz );",
  584. // diffuse
  585. " #ifdef WRAP_AROUND",
  586. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  587. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  588. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  589. " #else",
  590. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  591. " #endif",
  592. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  593. // specular
  594. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  595. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  596. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  597. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  598. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  599. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  600. " }",
  601. " #endif",
  602. // hemisphere lights
  603. " #if MAX_HEMI_LIGHTS > 0",
  604. " vec3 hemiDiffuse = vec3( 0.0 );",
  605. " vec3 hemiSpecular = vec3( 0.0 );" ,
  606. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  607. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  608. " vec3 lVector = normalize( lDirection.xyz );",
  609. // diffuse
  610. " float dotProduct = dot( normal, lVector );",
  611. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  612. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  613. " hemiDiffuse += diffuse * hemiColor;",
  614. // specular (sky light)
  615. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  616. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  617. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  618. // specular (ground light)
  619. " vec3 lVectorGround = -lVector;",
  620. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  621. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  622. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  623. " float dotProductGround = dot( normal, lVectorGround );",
  624. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  625. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  626. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  627. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  628. " }",
  629. " #endif",
  630. // all lights contribution summation
  631. " vec3 totalDiffuse = vec3( 0.0 );",
  632. " vec3 totalSpecular = vec3( 0.0 );",
  633. " #if MAX_DIR_LIGHTS > 0",
  634. " totalDiffuse += dirDiffuse;",
  635. " totalSpecular += dirSpecular;",
  636. " #endif",
  637. " #if MAX_HEMI_LIGHTS > 0",
  638. " totalDiffuse += hemiDiffuse;",
  639. " totalSpecular += hemiSpecular;",
  640. " #endif",
  641. " #if MAX_POINT_LIGHTS > 0",
  642. " totalDiffuse += pointDiffuse;",
  643. " totalSpecular += pointSpecular;",
  644. " #endif",
  645. " #if MAX_SPOT_LIGHTS > 0",
  646. " totalDiffuse += spotDiffuse;",
  647. " totalSpecular += spotSpecular;",
  648. " #endif",
  649. " #ifdef METAL",
  650. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  651. " #else",
  652. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  653. " #endif",
  654. " if ( enableReflection ) {",
  655. " vec3 vReflect;",
  656. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  657. " if ( useRefract ) {",
  658. " vReflect = refract( cameraToVertex, normal, refractionRatio );",
  659. " } else {",
  660. " vReflect = reflect( cameraToVertex, normal );",
  661. " }",
  662. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  663. " #ifdef GAMMA_INPUT",
  664. " cubeColor.xyz *= cubeColor.xyz;",
  665. " #endif",
  666. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  667. " }",
  668. THREE.ShaderChunk[ "shadowmap_fragment" ],
  669. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  670. THREE.ShaderChunk[ "fog_fragment" ],
  671. "}"
  672. ].join("\n"),
  673. vertexShader: [
  674. "attribute vec4 tangent;",
  675. "uniform vec2 uOffset;",
  676. "uniform vec2 uRepeat;",
  677. "uniform bool enableDisplacement;",
  678. "#ifdef VERTEX_TEXTURES",
  679. " uniform sampler2D tDisplacement;",
  680. " uniform float uDisplacementScale;",
  681. " uniform float uDisplacementBias;",
  682. "#endif",
  683. "varying vec3 vTangent;",
  684. "varying vec3 vBinormal;",
  685. "varying vec3 vNormal;",
  686. "varying vec2 vUv;",
  687. "varying vec3 vWorldPosition;",
  688. "varying vec3 vViewPosition;",
  689. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  690. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  691. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  692. "void main() {",
  693. THREE.ShaderChunk[ "skinbase_vertex" ],
  694. THREE.ShaderChunk[ "skinnormal_vertex" ],
  695. // normal, tangent and binormal vectors
  696. " #ifdef USE_SKINNING",
  697. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  698. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  699. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  700. " #else",
  701. " vNormal = normalize( normalMatrix * normal );",
  702. " vTangent = normalize( normalMatrix * tangent.xyz );",
  703. " #endif",
  704. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  705. " vUv = uv * uRepeat + uOffset;",
  706. // displacement mapping
  707. " vec3 displacedPosition;",
  708. " #ifdef VERTEX_TEXTURES",
  709. " if ( enableDisplacement ) {",
  710. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  711. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  712. " displacedPosition = position + normalize( normal ) * df;",
  713. " } else {",
  714. " #ifdef USE_SKINNING",
  715. " vec4 skinVertex = vec4( position, 1.0 );",
  716. " vec4 skinned = vec4( 0.0 );",
  717. " skinned += boneMatX * skinVertex * skinWeight.x;",
  718. " skinned += boneMatY * skinVertex * skinWeight.y;",
  719. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  720. " skinned += boneMatW * skinVertex * skinWeight.w;",
  721. " displacedPosition = skinned.xyz;",
  722. " #else",
  723. " displacedPosition = position;",
  724. " #endif",
  725. " }",
  726. " #else",
  727. " #ifdef USE_SKINNING",
  728. " vec4 skinVertex = vec4( position, 1.0 );",
  729. " vec4 skinned = vec4( 0.0 );",
  730. " skinned += boneMatX * skinVertex * skinWeight.x;",
  731. " skinned += boneMatY * skinVertex * skinWeight.y;",
  732. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  733. " skinned += boneMatW * skinVertex * skinWeight.w;",
  734. " displacedPosition = skinned.xyz;",
  735. " #else",
  736. " displacedPosition = position;",
  737. " #endif",
  738. " #endif",
  739. //
  740. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  741. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  742. " gl_Position = projectionMatrix * mvPosition;",
  743. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  744. //
  745. " vWorldPosition = worldPosition.xyz;",
  746. " vViewPosition = -mvPosition.xyz;",
  747. // shadows
  748. " #ifdef USE_SHADOWMAP",
  749. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  750. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  751. " }",
  752. " #endif",
  753. "}"
  754. ].join("\n")
  755. },
  756. /* -------------------------------------------------------------------------
  757. // Cube map shader
  758. ------------------------------------------------------------------------- */
  759. 'cube': {
  760. uniforms: { "tCube": { type: "t", value: null },
  761. "tFlip": { type: "f", value: - 1 } },
  762. vertexShader: [
  763. "varying vec3 vWorldPosition;",
  764. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  765. "void main() {",
  766. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  767. " vWorldPosition = worldPosition.xyz;",
  768. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  769. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  770. "}"
  771. ].join("\n"),
  772. fragmentShader: [
  773. "uniform samplerCube tCube;",
  774. "uniform float tFlip;",
  775. "varying vec3 vWorldPosition;",
  776. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  777. "void main() {",
  778. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  779. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  780. "}"
  781. ].join("\n")
  782. },
  783. /* Depth encoding into RGBA texture
  784. *
  785. * based on SpiderGL shadow map example
  786. * http://spidergl.org/example.php?id=6
  787. *
  788. * originally from
  789. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  790. *
  791. * see also
  792. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  793. */
  794. 'depthRGBA': {
  795. uniforms: {},
  796. vertexShader: [
  797. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  798. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  799. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  800. "void main() {",
  801. THREE.ShaderChunk[ "skinbase_vertex" ],
  802. THREE.ShaderChunk[ "morphtarget_vertex" ],
  803. THREE.ShaderChunk[ "skinning_vertex" ],
  804. THREE.ShaderChunk[ "default_vertex" ],
  805. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  806. "}"
  807. ].join("\n"),
  808. fragmentShader: [
  809. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  810. "vec4 pack_depth( const in float depth ) {",
  811. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  812. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  813. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  814. " res -= res.xxyz * bit_mask;",
  815. " return res;",
  816. "}",
  817. "void main() {",
  818. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  819. " #ifdef USE_LOGDEPTHBUF_EXT",
  820. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  821. " #else",
  822. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  823. " #endif",
  824. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  825. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  826. //"gl_FragData[ 0 ] = pack_depth( z );",
  827. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  828. "}"
  829. ].join("\n")
  830. }
  831. };
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