ShaderLib.js 18 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. "#define PHONG",
  208. "uniform vec3 diffuse;",
  209. "uniform float opacity;",
  210. "uniform vec3 ambient;",
  211. "uniform vec3 emissive;",
  212. "uniform vec3 specular;",
  213. "uniform float shininess;",
  214. THREE.ShaderChunk[ "color_pars_fragment" ],
  215. THREE.ShaderChunk[ "map_pars_fragment" ],
  216. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  217. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  218. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  219. THREE.ShaderChunk[ "fog_pars_fragment" ],
  220. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  221. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  222. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  223. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  224. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  225. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  226. "void main() {",
  227. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  228. " vec3 diffuseColor = diffuse;",
  229. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  230. THREE.ShaderChunk[ "map_fragment" ],
  231. THREE.ShaderChunk[ "alphamap_fragment" ],
  232. THREE.ShaderChunk[ "alphatest_fragment" ],
  233. THREE.ShaderChunk[ "specularmap_fragment" ],
  234. THREE.ShaderChunk[ "lights_phong_fragment" ],
  235. THREE.ShaderChunk[ "lightmap_fragment" ],
  236. THREE.ShaderChunk[ "color_fragment" ],
  237. THREE.ShaderChunk[ "envmap_fragment" ],
  238. THREE.ShaderChunk[ "shadowmap_fragment" ],
  239. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  240. THREE.ShaderChunk[ "fog_fragment" ],
  241. "}"
  242. ].join("\n")
  243. },
  244. 'particle_basic': {
  245. uniforms: THREE.UniformsUtils.merge( [
  246. THREE.UniformsLib[ "particle" ],
  247. THREE.UniformsLib[ "shadowmap" ]
  248. ] ),
  249. vertexShader: [
  250. "uniform float size;",
  251. "uniform float scale;",
  252. THREE.ShaderChunk[ "color_pars_vertex" ],
  253. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  254. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  255. "void main() {",
  256. THREE.ShaderChunk[ "color_vertex" ],
  257. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  258. " #ifdef USE_SIZEATTENUATION",
  259. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  260. " #else",
  261. " gl_PointSize = size;",
  262. " #endif",
  263. " gl_Position = projectionMatrix * mvPosition;",
  264. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  265. THREE.ShaderChunk[ "worldpos_vertex" ],
  266. THREE.ShaderChunk[ "shadowmap_vertex" ],
  267. "}"
  268. ].join("\n"),
  269. fragmentShader: [
  270. "uniform vec3 psColor;",
  271. "uniform float opacity;",
  272. THREE.ShaderChunk[ "color_pars_fragment" ],
  273. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  274. THREE.ShaderChunk[ "fog_pars_fragment" ],
  275. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  276. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  277. "void main() {",
  278. " gl_FragColor = vec4( psColor, opacity );",
  279. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  280. THREE.ShaderChunk[ "map_particle_fragment" ],
  281. THREE.ShaderChunk[ "alphatest_fragment" ],
  282. THREE.ShaderChunk[ "color_fragment" ],
  283. THREE.ShaderChunk[ "shadowmap_fragment" ],
  284. THREE.ShaderChunk[ "fog_fragment" ],
  285. "}"
  286. ].join("\n")
  287. },
  288. 'dashed': {
  289. uniforms: THREE.UniformsUtils.merge( [
  290. THREE.UniformsLib[ "common" ],
  291. THREE.UniformsLib[ "fog" ],
  292. {
  293. "scale" : { type: "f", value: 1 },
  294. "dashSize" : { type: "f", value: 1 },
  295. "totalSize": { type: "f", value: 2 }
  296. }
  297. ] ),
  298. vertexShader: [
  299. "uniform float scale;",
  300. "attribute float lineDistance;",
  301. "varying float vLineDistance;",
  302. THREE.ShaderChunk[ "color_pars_vertex" ],
  303. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  304. "void main() {",
  305. THREE.ShaderChunk[ "color_vertex" ],
  306. " vLineDistance = scale * lineDistance;",
  307. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  308. " gl_Position = projectionMatrix * mvPosition;",
  309. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  310. "}"
  311. ].join("\n"),
  312. fragmentShader: [
  313. "uniform vec3 diffuse;",
  314. "uniform float opacity;",
  315. "uniform float dashSize;",
  316. "uniform float totalSize;",
  317. "varying float vLineDistance;",
  318. THREE.ShaderChunk[ "color_pars_fragment" ],
  319. THREE.ShaderChunk[ "fog_pars_fragment" ],
  320. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  321. "void main() {",
  322. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  323. " discard;",
  324. " }",
  325. " gl_FragColor = vec4( diffuse, opacity );",
  326. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  327. THREE.ShaderChunk[ "color_fragment" ],
  328. THREE.ShaderChunk[ "fog_fragment" ],
  329. "}"
  330. ].join("\n")
  331. },
  332. 'depth': {
  333. uniforms: {
  334. "mNear": { type: "f", value: 1.0 },
  335. "mFar" : { type: "f", value: 2000.0 },
  336. "opacity" : { type: "f", value: 1.0 }
  337. },
  338. vertexShader: [
  339. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  340. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  341. "void main() {",
  342. THREE.ShaderChunk[ "morphtarget_vertex" ],
  343. THREE.ShaderChunk[ "default_vertex" ],
  344. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  345. "}"
  346. ].join("\n"),
  347. fragmentShader: [
  348. "uniform float mNear;",
  349. "uniform float mFar;",
  350. "uniform float opacity;",
  351. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  352. "void main() {",
  353. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  354. " #ifdef USE_LOGDEPTHBUF_EXT",
  355. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  356. " #else",
  357. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  358. " #endif",
  359. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  360. " gl_FragColor = vec4( vec3( color ), opacity );",
  361. "}"
  362. ].join("\n")
  363. },
  364. 'normal': {
  365. uniforms: {
  366. "opacity" : { type: "f", value: 1.0 }
  367. },
  368. vertexShader: [
  369. "varying vec3 vNormal;",
  370. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  371. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  372. "void main() {",
  373. " vNormal = normalize( normalMatrix * normal );",
  374. THREE.ShaderChunk[ "morphtarget_vertex" ],
  375. THREE.ShaderChunk[ "default_vertex" ],
  376. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  377. "}"
  378. ].join("\n"),
  379. fragmentShader: [
  380. "uniform float opacity;",
  381. "varying vec3 vNormal;",
  382. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  383. "void main() {",
  384. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  385. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  386. "}"
  387. ].join("\n")
  388. },
  389. /* -------------------------------------------------------------------------
  390. // Cube map shader
  391. ------------------------------------------------------------------------- */
  392. 'cube': {
  393. uniforms: { "tCube": { type: "t", value: null },
  394. "tFlip": { type: "f", value: - 1 } },
  395. vertexShader: [
  396. "varying vec3 vWorldPosition;",
  397. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  398. "void main() {",
  399. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  400. " vWorldPosition = worldPosition.xyz;",
  401. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  402. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  403. "}"
  404. ].join("\n"),
  405. fragmentShader: [
  406. "uniform samplerCube tCube;",
  407. "uniform float tFlip;",
  408. "varying vec3 vWorldPosition;",
  409. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  410. "void main() {",
  411. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  412. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  413. "}"
  414. ].join("\n")
  415. },
  416. /* -------------------------------------------------------------------------
  417. // Cube map shader
  418. ------------------------------------------------------------------------- */
  419. 'equirect': {
  420. uniforms: { "tEquirect": { type: "t", value: null },
  421. "tFlip": { type: "f", value: - 1 } },
  422. vertexShader: [
  423. "varying vec3 vWorldPosition;",
  424. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  425. "void main() {",
  426. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  427. " vWorldPosition = worldPosition.xyz;",
  428. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  429. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  430. "}"
  431. ].join("\n"),
  432. fragmentShader: [
  433. "uniform sampler2D tEquirect;",
  434. "uniform float tFlip;",
  435. "varying vec3 vWorldPosition;",
  436. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  437. "void main() {",
  438. // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  439. "vec3 direction = normalize( vWorldPosition );",
  440. "vec2 sampleUV;",
  441. "sampleUV.y = clamp( tFlip * direction.y * -0.5 + 0.5, 0.0, 1.0);",
  442. "sampleUV.x = atan( direction.z, direction.x ) * 0.15915494309189533576888376337251 + 0.5;", // reciprocal( 2 PI ) + 0.5
  443. "gl_FragColor = texture2D( tEquirect, sampleUV );",
  444. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  445. "}"
  446. ].join("\n")
  447. },
  448. /* Depth encoding into RGBA texture
  449. *
  450. * based on SpiderGL shadow map example
  451. * http://spidergl.org/example.php?id=6
  452. *
  453. * originally from
  454. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  455. *
  456. * see also
  457. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  458. */
  459. 'depthRGBA': {
  460. uniforms: {},
  461. vertexShader: [
  462. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  463. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  464. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  465. "void main() {",
  466. THREE.ShaderChunk[ "skinbase_vertex" ],
  467. THREE.ShaderChunk[ "morphtarget_vertex" ],
  468. THREE.ShaderChunk[ "skinning_vertex" ],
  469. THREE.ShaderChunk[ "default_vertex" ],
  470. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  471. "}"
  472. ].join("\n"),
  473. fragmentShader: [
  474. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  475. "vec4 pack_depth( const in float depth ) {",
  476. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  477. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  478. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  479. " res -= res.xxyz * bit_mask;",
  480. " return res;",
  481. "}",
  482. "void main() {",
  483. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  484. " #ifdef USE_LOGDEPTHBUF_EXT",
  485. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  486. " #else",
  487. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  488. " #endif",
  489. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  490. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  491. //"gl_FragData[ 0 ] = pack_depth( z );",
  492. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  493. "}"
  494. ].join("\n")
  495. }
  496. };
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