phong-lighting-model-fsh.glsl 3.9 KB

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  1. #define PHONG
  2. uniform vec3 diffuse;
  3. uniform vec3 emissive;
  4. uniform vec3 specular;
  5. uniform float shininess;
  6. uniform float opacity;
  7. #include <common>
  8. #include <packing>
  9. #include <dithering_pars_fragment>
  10. #include <color_pars_fragment>
  11. #include <uv_pars_fragment>
  12. #include <map_pars_fragment>
  13. #include <alphamap_pars_fragment>
  14. #include <alphatest_pars_fragment>
  15. #include <alphahash_pars_fragment>
  16. #include <aomap_pars_fragment>
  17. #include <lightmap_pars_fragment>
  18. #include <emissivemap_pars_fragment>
  19. #include <envmap_common_pars_fragment>
  20. #include <envmap_pars_fragment>
  21. #include <fog_pars_fragment>
  22. #include <bsdfs>
  23. #include <lights_pars_begin>
  24. #include <normal_pars_fragment>
  25. varying vec3 vViewPosition;
  26. struct BlinnPhongMaterial {
  27. vec3 diffuseColor;
  28. vec3 specularColor;
  29. float specularShininess;
  30. float specularStrength;
  31. };
  32. void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
  33. float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
  34. vec3 irradiance = dotNL * directLight.color;
  35. reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
  36. reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;
  37. // Backscatter
  38. float backLight = saturate(dot(geometry.viewDir, -directLight.direction));
  39. float falloff = pow(1.0 - saturate(dot(geometry.viewDir, geometry.normal)), 2.0);
  40. vec3 scatter = directLight.color * pow(backLight, 4.0) * falloff * BRDF_Lambert(material.diffuseColor);
  41. // reflectedLight.indirectDiffuse += scatter * 2.0;
  42. }
  43. void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
  44. reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
  45. }
  46. #define RE_Direct RE_Direct_BlinnPhong
  47. #define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong
  48. #include <shadowmap_pars_fragment>
  49. #include <bumpmap_pars_fragment>
  50. #include <normalmap_pars_fragment>
  51. #include <specularmap_pars_fragment>
  52. #include <logdepthbuf_pars_fragment>
  53. #include <clipping_planes_pars_fragment>
  54. varying vec3 vWorldNormal;
  55. varying vec3 vWorldPosition;
  56. void main() {
  57. #include <clipping_planes_fragment>
  58. vec3 viewDir = normalize(cameraPosition - vWorldPosition);
  59. vec4 diffuseColor = vec4( diffuse, opacity );
  60. ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
  61. vec3 totalEmissiveRadiance = emissive;
  62. #include <logdepthbuf_fragment>
  63. #include <map_fragment>
  64. #include <color_fragment>
  65. #include <alphamap_fragment>
  66. #include <alphatest_fragment>
  67. #include <alphahash_fragment>
  68. #include <specularmap_fragment>
  69. #include <normal_fragment_begin>
  70. #include <normal_fragment_maps>
  71. #include <emissivemap_fragment>
  72. // #include <lights_phong_fragment>
  73. BlinnPhongMaterial material;
  74. material.diffuseColor = diffuseColor.rgb;
  75. material.specularColor = specular;
  76. material.specularShininess = shininess;
  77. material.specularStrength = specularStrength;
  78. #include <lights_fragment_begin>
  79. #include <lights_fragment_maps>
  80. #include <lights_fragment_end>
  81. #include <aomap_fragment>
  82. vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
  83. // outgoingLight = normalize(vWorldNormal);
  84. // outgoingLight = reflectedLight.directSpecular;
  85. #include <envmap_fragment>
  86. #include <opaque_fragment>
  87. #include <tonemapping_fragment>
  88. #include <colorspace_fragment>
  89. // #include <fog_fragment>
  90. gl_FragColor.xyz = CalculateFog(gl_FragColor.xyz, viewDir, vFogDepth);
  91. #include <premultiplied_alpha_fragment>
  92. #include <dithering_fragment>
  93. }