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