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@@ -6,6 +6,249 @@
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THREE.ShaderSkin = {
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+ /* ------------------------------------------------------------------------------------------
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+ // Simple skin shader
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+ // - per-pixel Blinn-Phong diffuse term mixed with half-Lambert wrap-around term (per color component)
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+ // - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
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+ //
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+ // - diffuse map
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+ // - point and directional lights (use with "lights: true" material option)
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+ // - fog (use with "fog: true" material option)
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+ // - shadow maps
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+ //
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+ // ------------------------------------------------------------------------------------------ */
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+
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+ 'skinSimple' : {
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+
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+ uniforms: THREE.UniformsUtils.merge( [
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+
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+ THREE.UniformsLib[ "fog" ],
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+ THREE.UniformsLib[ "lights" ],
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+ THREE.UniformsLib[ "shadowmap" ],
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+
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+ {
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+
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+ "tDiffuse" : { type: "t", value: 0, texture: null },
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+ "tBeckmann" : { type: "t", value: 1, texture: null },
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+
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+ "uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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+ "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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+ "uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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+ "uOpacity": { type: "f", value: 1 },
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+
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+ "uRoughness": { type: "f", value: 0.15 },
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+ "uSpecularBrightness": { type: "f", value: 0.75 },
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+
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+ "uWrapRGB": { type: "v3", value: new THREE.Vector3( 0.75, 0.375, 0.1875 ) }
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+
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+ }
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+
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+ ] ),
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+
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+ fragmentShader: [
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+
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+ "uniform vec3 uAmbientColor;",
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+ "uniform vec3 uDiffuseColor;",
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+ "uniform vec3 uSpecularColor;",
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+ "uniform float uOpacity;",
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+
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+ "uniform float uRoughness;",
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+ "uniform float uSpecularBrightness;",
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+
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+ "uniform vec3 uWrapRGB;",
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+
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+ "uniform sampler2D tDiffuse;",
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+ "uniform sampler2D tBeckmann;",
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+
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+ "varying vec3 vNormal;",
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+ "varying vec2 vUv;",
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+
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+ "uniform vec3 ambientLightColor;",
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+
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+ "#if MAX_DIR_LIGHTS > 0",
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+
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+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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+
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+ "#endif",
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+
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+ "#if MAX_POINT_LIGHTS > 0",
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+
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+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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+
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+ "#endif",
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+
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+ "varying vec3 vViewPosition;",
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+
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+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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+ THREE.ShaderChunk[ "fog_pars_fragment" ],
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+
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+ // Fresnel term
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+
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+ "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
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+
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+ "float base = 1.0 - dot( V, H );",
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+ "float exponential = pow( base, 5.0 );",
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+
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+ "return exponential + F0 * ( 1.0 - exponential );",
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+
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+ "}",
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+
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+ // Kelemen/Szirmay-Kalos specular BRDF
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+
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+ "float KS_Skin_Specular( vec3 N,", // Bumped surface normal
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+ "vec3 L,", // Points to light
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+ "vec3 V,", // Points to eye
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+ "float m,", // Roughness
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+ "float rho_s", // Specular brightness
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+ ") {",
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+
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+ "float result = 0.0;",
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+ "float ndotl = dot( N, L );",
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+
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+ "if( ndotl > 0.0 ) {",
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+
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+ "vec3 h = L + V;", // Unnormalized half-way vector
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+ "vec3 H = normalize( h );",
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+
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+ "float ndoth = dot( N, H );",
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+
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+ "float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
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+
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+ "float F = fresnelReflectance( H, V, 0.028 );",
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+ "float frSpec = max( PH * F / dot( h, h ), 0.0 );",
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+
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+ "result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
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+
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+ "}",
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+
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+ "return result;",
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+
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+ "}",
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+
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+ "void main() {",
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+
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+ "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
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+
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+ "vec4 colDiffuse = texture2D( tDiffuse, vUv );",
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+ "colDiffuse.rgb *= colDiffuse.rgb;",
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+
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+ "gl_FragColor = gl_FragColor * colDiffuse;",
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+
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+ "vec3 normal = normalize( vNormal );",
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+ "vec3 viewPosition = normalize( vViewPosition );",
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+
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+ // point lights
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+
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+ "vec3 specularTotal = vec3( 0.0 );",
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+
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+ "#if MAX_POINT_LIGHTS > 0",
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+
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+ "vec3 pointTotal = vec3( 0.0 );",
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+
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+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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+
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+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
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+
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+ "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
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+
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+ "float lDistance = 1.0;",
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+
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+ "if ( pointLightDistance[ i ] > 0.0 )",
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+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
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+
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+ "lVector = normalize( lVector );",
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+
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+ "float pointDiffuseWeightFull = max( dot( normal, lVector ), 0.0 );",
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+ "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, lVector ) + 0.5, 0.0 );",
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+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), uWrapRGB );",
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+
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+ "float pointSpecularWeight = KS_Skin_Specular( normal, lVector, viewPosition, uRoughness, uSpecularBrightness );",
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+
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+ "pointTotal += lDistance * uDiffuseColor * pointLightColor[ i ] * pointDiffuseWeight;",
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+ "specularTotal += lDistance * uSpecularColor * pointLightColor[ i ] * pointSpecularWeight;",
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+
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+ "}",
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+
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+ "#endif",
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+
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+ // directional lights
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+
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+ "#if MAX_DIR_LIGHTS > 0",
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+
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+ "vec3 dirTotal = vec3( 0.0 );",
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+
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+ "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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+
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+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
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+
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+ "vec3 dirVector = normalize( lDirection.xyz );",
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+
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+ "float dirDiffuseWeightFull = max( dot( normal, dirVector ), 0.0 );",
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+ "float dirDiffuseWeightHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
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+ "vec3 dirDiffuseWeight = mix( vec3 ( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), uWrapRGB );",
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+
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+ "float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewPosition, uRoughness, uSpecularBrightness );",
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+
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+ "dirTotal += uDiffuseColor * directionalLightColor[ i ] * dirDiffuseWeight;",
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+ "specularTotal += uSpecularColor * directionalLightColor[ i ] * dirSpecularWeight;",
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+
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+ "}",
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+
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+ "#endif",
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+
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+ // all lights contribution summation
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+
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+ "vec3 totalLight = vec3( 0.0 );",
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+
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+ "#if MAX_DIR_LIGHTS > 0",
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+ "totalLight += dirTotal;",
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+ "#endif",
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+
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+ "#if MAX_POINT_LIGHTS > 0",
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+ "totalLight += pointTotal;",
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+ "#endif",
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+
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+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalLight + ambientLightColor * uAmbientColor ) + specularTotal;",
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+
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+ THREE.ShaderChunk[ "shadowmap_fragment" ],
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+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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+ THREE.ShaderChunk[ "fog_fragment" ],
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+
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+ "}"
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+
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+ ].join("\n"),
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+
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+ vertexShader: [
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+
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+ "varying vec3 vNormal;",
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+ "varying vec2 vUv;",
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+
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+ "varying vec3 vViewPosition;",
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+
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+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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+
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+ "void main() {",
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+
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+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+ "vViewPosition = -mvPosition.xyz;",
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+
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+ "vNormal = normalMatrix * normal;",
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+
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+ "vUv = uv;",
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+
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+ "gl_Position = projectionMatrix * mvPosition;",
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+
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+ THREE.ShaderChunk[ "shadowmap_vertex" ],
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+
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+ "}"
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+
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+ ].join( "\n" )
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+
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+ },
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+
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/* ------------------------------------------------------------------------------------------
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// Skin shader
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// - Blinn-Phong diffuse term (using normal + diffuse maps)
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@@ -155,7 +398,7 @@ THREE.ShaderSkin = {
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"vec4 colDiffuse = texture2D( tDiffuse, vUv );",
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"colDiffuse *= colDiffuse;",
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- "gl_FragColor = gl_FragColor * pow( colDiffuse, vec4( 0.5 ) );",
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+ "gl_FragColor = gl_FragColor * colDiffuse;",
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"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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"vec3 finalNormal = tsb * normalTex;",
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