ShaderLib.js 21 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[ "aomap" ],
  13. THREE.UniformsLib[ "fog" ],
  14. THREE.UniformsLib[ "shadowmap" ]
  15. ] ),
  16. vertexShader: [
  17. THREE.ShaderChunk[ "common" ],
  18. THREE.ShaderChunk[ "uv_pars_vertex" ],
  19. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  20. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  21. THREE.ShaderChunk[ "color_pars_vertex" ],
  22. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  23. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  24. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  25. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  26. "void main() {",
  27. THREE.ShaderChunk[ "uv_vertex" ],
  28. THREE.ShaderChunk[ "uv2_vertex" ],
  29. THREE.ShaderChunk[ "color_vertex" ],
  30. THREE.ShaderChunk[ "skinbase_vertex" ],
  31. " #ifdef USE_ENVMAP",
  32. THREE.ShaderChunk[ "beginnormal_vertex" ],
  33. THREE.ShaderChunk[ "morphnormal_vertex" ],
  34. THREE.ShaderChunk[ "skinnormal_vertex" ],
  35. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  36. " #endif",
  37. THREE.ShaderChunk[ "begin_vertex" ],
  38. THREE.ShaderChunk[ "morphtarget_vertex" ],
  39. THREE.ShaderChunk[ "skinning_vertex" ],
  40. THREE.ShaderChunk[ "project_vertex" ],
  41. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  42. THREE.ShaderChunk[ "worldpos_vertex" ],
  43. THREE.ShaderChunk[ "envmap_vertex" ],
  44. THREE.ShaderChunk[ "shadowmap_vertex" ],
  45. "}"
  46. ].join( "\n" ),
  47. fragmentShader: [
  48. "uniform vec3 diffuse;",
  49. "uniform float opacity;",
  50. THREE.ShaderChunk[ "common" ],
  51. THREE.ShaderChunk[ "color_pars_fragment" ],
  52. THREE.ShaderChunk[ "uv_pars_fragment" ],
  53. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  54. THREE.ShaderChunk[ "map_pars_fragment" ],
  55. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  56. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  57. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  58. THREE.ShaderChunk[ "fog_pars_fragment" ],
  59. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  60. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  61. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  62. "void main() {",
  63. " vec3 outgoingLight = vec3( 0.0 );",
  64. " vec4 diffuseColor = vec4( diffuse, opacity );",
  65. " vec3 totalAmbientLight = vec3( 1.0 );", // hardwired
  66. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  67. THREE.ShaderChunk[ "map_fragment" ],
  68. THREE.ShaderChunk[ "color_fragment" ],
  69. THREE.ShaderChunk[ "alphamap_fragment" ],
  70. THREE.ShaderChunk[ "alphatest_fragment" ],
  71. THREE.ShaderChunk[ "specularmap_fragment" ],
  72. THREE.ShaderChunk[ "aomap_fragment" ],
  73. " outgoingLight = diffuseColor.rgb * totalAmbientLight;", // simple shader
  74. THREE.ShaderChunk[ "envmap_fragment" ],
  75. THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
  76. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  77. THREE.ShaderChunk[ "fog_fragment" ],
  78. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  79. "}"
  80. ].join( "\n" )
  81. },
  82. 'lambert': {
  83. uniforms: THREE.UniformsUtils.merge( [
  84. THREE.UniformsLib[ "common" ],
  85. THREE.UniformsLib[ "fog" ],
  86. THREE.UniformsLib[ "lights" ],
  87. THREE.UniformsLib[ "shadowmap" ],
  88. {
  89. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }
  90. }
  91. ] ),
  92. vertexShader: [
  93. "#define LAMBERT",
  94. "varying vec3 vLightFront;",
  95. "#ifdef DOUBLE_SIDED",
  96. " varying vec3 vLightBack;",
  97. "#endif",
  98. THREE.ShaderChunk[ "common" ],
  99. THREE.ShaderChunk[ "uv_pars_vertex" ],
  100. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  101. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  102. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  103. THREE.ShaderChunk[ "bsdfs" ],
  104. THREE.ShaderChunk[ "lights" ],
  105. THREE.ShaderChunk[ "color_pars_vertex" ],
  106. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  107. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  108. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  109. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  110. "void main() {",
  111. THREE.ShaderChunk[ "uv_vertex" ],
  112. THREE.ShaderChunk[ "uv2_vertex" ],
  113. THREE.ShaderChunk[ "color_vertex" ],
  114. THREE.ShaderChunk[ "beginnormal_vertex" ],
  115. THREE.ShaderChunk[ "morphnormal_vertex" ],
  116. THREE.ShaderChunk[ "skinbase_vertex" ],
  117. THREE.ShaderChunk[ "skinnormal_vertex" ],
  118. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  119. THREE.ShaderChunk[ "begin_vertex" ],
  120. THREE.ShaderChunk[ "morphtarget_vertex" ],
  121. THREE.ShaderChunk[ "skinning_vertex" ],
  122. THREE.ShaderChunk[ "project_vertex" ],
  123. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  124. THREE.ShaderChunk[ "worldpos_vertex" ],
  125. THREE.ShaderChunk[ "envmap_vertex" ],
  126. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  127. THREE.ShaderChunk[ "shadowmap_vertex" ],
  128. "}"
  129. ].join( "\n" ),
  130. fragmentShader: [
  131. "uniform vec3 diffuse;",
  132. "uniform vec3 emissive;",
  133. "uniform float opacity;",
  134. "varying vec3 vLightFront;",
  135. "#ifdef DOUBLE_SIDED",
  136. " varying vec3 vLightBack;",
  137. "#endif",
  138. THREE.ShaderChunk[ "common" ],
  139. THREE.ShaderChunk[ "color_pars_fragment" ],
  140. THREE.ShaderChunk[ "uv_pars_fragment" ],
  141. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  142. THREE.ShaderChunk[ "map_pars_fragment" ],
  143. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  144. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  145. THREE.ShaderChunk[ "fog_pars_fragment" ],
  146. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  147. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  148. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  149. "void main() {",
  150. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  151. " vec4 diffuseColor = vec4( diffuse, opacity );",
  152. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  153. THREE.ShaderChunk[ "map_fragment" ],
  154. THREE.ShaderChunk[ "color_fragment" ],
  155. THREE.ShaderChunk[ "alphamap_fragment" ],
  156. THREE.ShaderChunk[ "alphatest_fragment" ],
  157. THREE.ShaderChunk[ "specularmap_fragment" ],
  158. " #ifdef DOUBLE_SIDED",
  159. " if ( gl_FrontFacing )",
  160. " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
  161. " else",
  162. " outgoingLight += diffuseColor.rgb * vLightBack + emissive;",
  163. " #else",
  164. " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
  165. " #endif",
  166. THREE.ShaderChunk[ "envmap_fragment" ],
  167. THREE.ShaderChunk[ "shadowmap_fragment" ],
  168. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  169. THREE.ShaderChunk[ "fog_fragment" ],
  170. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  171. "}"
  172. ].join( "\n" )
  173. },
  174. 'phong': {
  175. uniforms: THREE.UniformsUtils.merge( [
  176. THREE.UniformsLib[ "common" ],
  177. THREE.UniformsLib[ "aomap" ],
  178. THREE.UniformsLib[ "lightmap" ],
  179. THREE.UniformsLib[ "emissivemap" ],
  180. THREE.UniformsLib[ "bumpmap" ],
  181. THREE.UniformsLib[ "normalmap" ],
  182. THREE.UniformsLib[ "displacementmap" ],
  183. THREE.UniformsLib[ "fog" ],
  184. THREE.UniformsLib[ "lights" ],
  185. THREE.UniformsLib[ "shadowmap" ],
  186. {
  187. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  188. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  189. "shininess": { type: "f", value: 30 }
  190. }
  191. ] ),
  192. vertexShader: [
  193. "#define PHONG",
  194. "varying vec3 vViewPosition;",
  195. "#ifndef FLAT_SHADED",
  196. " varying vec3 vNormal;",
  197. "#endif",
  198. THREE.ShaderChunk[ "common" ],
  199. THREE.ShaderChunk[ "uv_pars_vertex" ],
  200. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  201. THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
  202. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  203. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  204. THREE.ShaderChunk[ "color_pars_vertex" ],
  205. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  206. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  207. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  208. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  209. "void main() {",
  210. THREE.ShaderChunk[ "uv_vertex" ],
  211. THREE.ShaderChunk[ "uv2_vertex" ],
  212. THREE.ShaderChunk[ "color_vertex" ],
  213. THREE.ShaderChunk[ "beginnormal_vertex" ],
  214. THREE.ShaderChunk[ "morphnormal_vertex" ],
  215. THREE.ShaderChunk[ "skinbase_vertex" ],
  216. THREE.ShaderChunk[ "skinnormal_vertex" ],
  217. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  218. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  219. " vNormal = normalize( transformedNormal );",
  220. "#endif",
  221. THREE.ShaderChunk[ "begin_vertex" ],
  222. THREE.ShaderChunk[ "displacementmap_vertex" ],
  223. THREE.ShaderChunk[ "morphtarget_vertex" ],
  224. THREE.ShaderChunk[ "skinning_vertex" ],
  225. THREE.ShaderChunk[ "project_vertex" ],
  226. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  227. " vViewPosition = - mvPosition.xyz;",
  228. THREE.ShaderChunk[ "worldpos_vertex" ],
  229. THREE.ShaderChunk[ "envmap_vertex" ],
  230. THREE.ShaderChunk[ "lights_phong_vertex" ],
  231. THREE.ShaderChunk[ "shadowmap_vertex" ],
  232. "}"
  233. ].join( "\n" ),
  234. fragmentShader: [
  235. "#define PHONG",
  236. "uniform vec3 diffuse;",
  237. "uniform vec3 emissive;",
  238. "uniform vec3 specular;",
  239. "uniform float shininess;",
  240. "uniform float opacity;",
  241. THREE.ShaderChunk[ "common" ],
  242. THREE.ShaderChunk[ "color_pars_fragment" ],
  243. THREE.ShaderChunk[ "uv_pars_fragment" ],
  244. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  245. THREE.ShaderChunk[ "map_pars_fragment" ],
  246. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  247. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  248. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  249. THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
  250. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  251. THREE.ShaderChunk[ "fog_pars_fragment" ],
  252. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  253. THREE.ShaderChunk[ "bsdfs" ],
  254. THREE.ShaderChunk[ "lights" ],
  255. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  256. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  257. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  258. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  259. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  260. "void main() {",
  261. " vec3 outgoingLight = vec3( 0.0 );",
  262. " vec4 diffuseColor = vec4( diffuse, opacity );",
  263. " vec3 totalAmbientLight = ambientLightColor;",
  264. " vec3 totalEmissiveLight = emissive;",
  265. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  266. THREE.ShaderChunk[ "map_fragment" ],
  267. THREE.ShaderChunk[ "color_fragment" ],
  268. THREE.ShaderChunk[ "alphamap_fragment" ],
  269. THREE.ShaderChunk[ "alphatest_fragment" ],
  270. THREE.ShaderChunk[ "specularmap_fragment" ],
  271. THREE.ShaderChunk[ "normal_phong_fragment" ],
  272. THREE.ShaderChunk[ "lightmap_fragment" ],
  273. THREE.ShaderChunk[ "hemilight_fragment" ],
  274. THREE.ShaderChunk[ "aomap_fragment" ],
  275. THREE.ShaderChunk[ "emissivemap_fragment" ],
  276. THREE.ShaderChunk[ "lights_phong_fragment" ],
  277. THREE.ShaderChunk[ "envmap_fragment" ],
  278. THREE.ShaderChunk[ "shadowmap_fragment" ],
  279. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  280. THREE.ShaderChunk[ "fog_fragment" ],
  281. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  282. "}"
  283. ].join( "\n" )
  284. },
  285. 'points': {
  286. uniforms: THREE.UniformsUtils.merge( [
  287. THREE.UniformsLib[ "points" ],
  288. THREE.UniformsLib[ "shadowmap" ]
  289. ] ),
  290. vertexShader: [
  291. "uniform float size;",
  292. "uniform float scale;",
  293. THREE.ShaderChunk[ "common" ],
  294. THREE.ShaderChunk[ "color_pars_vertex" ],
  295. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  296. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  297. "void main() {",
  298. THREE.ShaderChunk[ "color_vertex" ],
  299. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  300. " #ifdef USE_SIZEATTENUATION",
  301. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  302. " #else",
  303. " gl_PointSize = size;",
  304. " #endif",
  305. " gl_Position = projectionMatrix * mvPosition;",
  306. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  307. THREE.ShaderChunk[ "worldpos_vertex" ],
  308. THREE.ShaderChunk[ "shadowmap_vertex" ],
  309. "}"
  310. ].join( "\n" ),
  311. fragmentShader: [
  312. "uniform vec3 psColor;",
  313. "uniform float opacity;",
  314. THREE.ShaderChunk[ "common" ],
  315. THREE.ShaderChunk[ "color_pars_fragment" ],
  316. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  317. THREE.ShaderChunk[ "fog_pars_fragment" ],
  318. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  319. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  320. "void main() {",
  321. " vec3 outgoingLight = vec3( 0.0 );",
  322. " vec4 diffuseColor = vec4( psColor, opacity );",
  323. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  324. THREE.ShaderChunk[ "map_particle_fragment" ],
  325. THREE.ShaderChunk[ "color_fragment" ],
  326. THREE.ShaderChunk[ "alphatest_fragment" ],
  327. " outgoingLight = diffuseColor.rgb;", // simple shader
  328. THREE.ShaderChunk[ "shadowmap_fragment" ],
  329. THREE.ShaderChunk[ "fog_fragment" ],
  330. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  331. "}"
  332. ].join( "\n" )
  333. },
  334. 'dashed': {
  335. uniforms: THREE.UniformsUtils.merge( [
  336. THREE.UniformsLib[ "common" ],
  337. THREE.UniformsLib[ "fog" ],
  338. {
  339. "scale" : { type: "f", value: 1 },
  340. "dashSize" : { type: "f", value: 1 },
  341. "totalSize": { type: "f", value: 2 }
  342. }
  343. ] ),
  344. vertexShader: [
  345. "uniform float scale;",
  346. "attribute float lineDistance;",
  347. "varying float vLineDistance;",
  348. THREE.ShaderChunk[ "common" ],
  349. THREE.ShaderChunk[ "color_pars_vertex" ],
  350. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  351. "void main() {",
  352. THREE.ShaderChunk[ "color_vertex" ],
  353. " vLineDistance = scale * lineDistance;",
  354. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  355. " gl_Position = projectionMatrix * mvPosition;",
  356. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  357. "}"
  358. ].join( "\n" ),
  359. fragmentShader: [
  360. "uniform vec3 diffuse;",
  361. "uniform float opacity;",
  362. "uniform float dashSize;",
  363. "uniform float totalSize;",
  364. "varying float vLineDistance;",
  365. THREE.ShaderChunk[ "common" ],
  366. THREE.ShaderChunk[ "color_pars_fragment" ],
  367. THREE.ShaderChunk[ "fog_pars_fragment" ],
  368. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  369. "void main() {",
  370. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  371. " discard;",
  372. " }",
  373. " vec3 outgoingLight = vec3( 0.0 );",
  374. " vec4 diffuseColor = vec4( diffuse, opacity );",
  375. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  376. THREE.ShaderChunk[ "color_fragment" ],
  377. " outgoingLight = diffuseColor.rgb;", // simple shader
  378. THREE.ShaderChunk[ "fog_fragment" ],
  379. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  380. "}"
  381. ].join( "\n" )
  382. },
  383. 'depth': {
  384. uniforms: {
  385. "mNear": { type: "f", value: 1.0 },
  386. "mFar" : { type: "f", value: 2000.0 },
  387. "opacity" : { type: "f", value: 1.0 }
  388. },
  389. vertexShader: [
  390. THREE.ShaderChunk[ "common" ],
  391. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  392. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  393. "void main() {",
  394. THREE.ShaderChunk[ "begin_vertex" ],
  395. THREE.ShaderChunk[ "morphtarget_vertex" ],
  396. THREE.ShaderChunk[ "project_vertex" ],
  397. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  398. "}"
  399. ].join( "\n" ),
  400. fragmentShader: [
  401. "uniform float mNear;",
  402. "uniform float mFar;",
  403. "uniform float opacity;",
  404. THREE.ShaderChunk[ "common" ],
  405. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  406. "void main() {",
  407. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  408. " #ifdef USE_LOGDEPTHBUF_EXT",
  409. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  410. " #else",
  411. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  412. " #endif",
  413. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  414. " gl_FragColor = vec4( vec3( color ), opacity );",
  415. "}"
  416. ].join( "\n" )
  417. },
  418. 'normal': {
  419. uniforms: {
  420. "opacity" : { type: "f", value: 1.0 }
  421. },
  422. vertexShader: [
  423. "varying vec3 vNormal;",
  424. THREE.ShaderChunk[ "common" ],
  425. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  426. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  427. "void main() {",
  428. " vNormal = normalize( normalMatrix * normal );",
  429. THREE.ShaderChunk[ "begin_vertex" ],
  430. THREE.ShaderChunk[ "morphtarget_vertex" ],
  431. THREE.ShaderChunk[ "project_vertex" ],
  432. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  433. "}"
  434. ].join( "\n" ),
  435. fragmentShader: [
  436. "uniform float opacity;",
  437. "varying vec3 vNormal;",
  438. THREE.ShaderChunk[ "common" ],
  439. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  440. "void main() {",
  441. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  442. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  443. "}"
  444. ].join( "\n" )
  445. },
  446. /* -------------------------------------------------------------------------
  447. // Cube map shader
  448. ------------------------------------------------------------------------- */
  449. 'cube': {
  450. uniforms: { "tCube": { type: "t", value: null },
  451. "tFlip": { type: "f", value: - 1 } },
  452. vertexShader: [
  453. "varying vec3 vWorldPosition;",
  454. THREE.ShaderChunk[ "common" ],
  455. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  456. "void main() {",
  457. " vWorldPosition = transformDirection( position, modelMatrix );",
  458. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  459. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  460. "}"
  461. ].join( "\n" ),
  462. fragmentShader: [
  463. "uniform samplerCube tCube;",
  464. "uniform float tFlip;",
  465. "varying vec3 vWorldPosition;",
  466. THREE.ShaderChunk[ "common" ],
  467. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  468. "void main() {",
  469. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  470. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  471. "}"
  472. ].join( "\n" )
  473. },
  474. /* -------------------------------------------------------------------------
  475. // Cube map shader
  476. ------------------------------------------------------------------------- */
  477. 'equirect': {
  478. uniforms: { "tEquirect": { type: "t", value: null },
  479. "tFlip": { type: "f", value: - 1 } },
  480. vertexShader: [
  481. "varying vec3 vWorldPosition;",
  482. THREE.ShaderChunk[ "common" ],
  483. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  484. "void main() {",
  485. " vWorldPosition = transformDirection( position, modelMatrix );",
  486. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  487. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  488. "}"
  489. ].join( "\n" ),
  490. fragmentShader: [
  491. "uniform sampler2D tEquirect;",
  492. "uniform float tFlip;",
  493. "varying vec3 vWorldPosition;",
  494. THREE.ShaderChunk[ "common" ],
  495. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  496. "void main() {",
  497. // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  498. "vec3 direction = normalize( vWorldPosition );",
  499. "vec2 sampleUV;",
  500. "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
  501. "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  502. "gl_FragColor = texture2D( tEquirect, sampleUV );",
  503. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  504. "}"
  505. ].join( "\n" )
  506. },
  507. /* Depth encoding into RGBA texture
  508. *
  509. * based on SpiderGL shadow map example
  510. * http://spidergl.org/example.php?id=6
  511. *
  512. * originally from
  513. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  514. *
  515. * see also
  516. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  517. */
  518. 'depthRGBA': {
  519. uniforms: {},
  520. vertexShader: [
  521. THREE.ShaderChunk[ "common" ],
  522. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  523. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  524. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  525. "void main() {",
  526. THREE.ShaderChunk[ "skinbase_vertex" ],
  527. THREE.ShaderChunk[ "begin_vertex" ],
  528. THREE.ShaderChunk[ "morphtarget_vertex" ],
  529. THREE.ShaderChunk[ "skinning_vertex" ],
  530. THREE.ShaderChunk[ "project_vertex" ],
  531. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  532. "}"
  533. ].join( "\n" ),
  534. fragmentShader: [
  535. THREE.ShaderChunk[ "common" ],
  536. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  537. "vec4 pack_depth( const in float depth ) {",
  538. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  539. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  540. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  541. " res -= res.xxyz * bit_mask;",
  542. " return res;",
  543. "}",
  544. "void main() {",
  545. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  546. " #ifdef USE_LOGDEPTHBUF_EXT",
  547. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  548. " #else",
  549. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  550. " #endif",
  551. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  552. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  553. //"gl_FragData[ 0 ] = pack_depth( z );",
  554. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  555. "}"
  556. ].join( "\n" )
  557. }
  558. };
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