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@@ -0,0 +1,686 @@
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+/**
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+ * @author alteredq / http://alteredqualia.com/
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+ *
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+ */
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+
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+/* ------------------------------------------------------------------------------------------
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+// Basic 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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+// - bump map
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+// - specular map
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+// - point, directional and hemisphere lights (use with "lights: true" material option)
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+// - fog (use with "fog: true" material option)
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+//
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+// ------------------------------------------------------------------------------------------ */
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+
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+THREE.SkinShaderBasic = {
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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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+
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+ {
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+
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+ "enableBump": { value: 0 },
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+ "enableSpecular": { value: 0 },
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+
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+ "tDiffuse": { value: null },
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+ "tBeckmann": { value: null },
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+
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+ "diffuse": { value: new THREE.Color( 0xeeeeee ) },
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+ "specular": { value: new THREE.Color( 0x111111 ) },
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+ "opacity": { value: 1 },
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+
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+ "uRoughness": { value: 0.15 },
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+ "uSpecularBrightness": { value: 0.75 },
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+
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+ "bumpMap": { value: null },
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+ "bumpScale": { value: 1 },
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+
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+ "specularMap": { value: null },
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+
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+ "offsetRepeat": { value: new THREE.Vector4( 0, 0, 1, 1 ) },
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+
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+ "uWrapRGB": { 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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+ vertexShader: [
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+
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+ "uniform vec4 offsetRepeat;",
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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[ "common" ],
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+ THREE.ShaderChunk[ "lights_pars_begin" ],
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+ THREE.ShaderChunk[ "fog_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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+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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+
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+ " vViewPosition = -mvPosition.xyz;",
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+
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+ " vNormal = normalize( normalMatrix * normal );",
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+
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+ " vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
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+
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+ " gl_Position = projectionMatrix * mvPosition;",
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+
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+ THREE.ShaderChunk[ "fog_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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+ fragmentShader: [
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+
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+ "#define USE_BUMPMAP",
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+
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+ "uniform bool enableBump;",
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+ "uniform bool enableSpecular;",
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+
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+ "uniform vec3 diffuse;",
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+ "uniform vec3 specular;",
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+ "uniform float opacity;",
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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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+ "uniform sampler2D specularMap;",
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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[ "common" ],
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+ THREE.ShaderChunk[ "bsdfs" ],
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+ THREE.ShaderChunk[ "packing" ],
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+ THREE.ShaderChunk[ "lights_pars_begin" ],
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+ THREE.ShaderChunk[ "fog_pars_fragment" ],
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+ THREE.ShaderChunk[ "bumpmap_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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+ " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
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+ " vec4 diffuseColor = vec4( diffuse, opacity );",
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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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+ " diffuseColor = diffuseColor * colDiffuse;",
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+
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+ " vec3 normal = normalize( vNormal );",
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+ " vec3 viewerDirection = normalize( vViewPosition );",
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+
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+ " float specularStrength;",
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+
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+ " if ( enableSpecular ) {",
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+
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+ " vec4 texelSpecular = texture2D( specularMap, vUv );",
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+ " specularStrength = texelSpecular.r;",
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+
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+ " } else {",
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+
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+ " specularStrength = 1.0;",
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+
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+ " }",
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+
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+ " #ifdef USE_BUMPMAP",
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+
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+ " if ( enableBump ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
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+
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+ " #endif",
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+
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+ // point lights
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+
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+ " vec3 totalSpecularLight = vec3( 0.0 );",
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+ " vec3 totalDiffuseLight = vec3( 0.0 );",
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+
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+ " #if NUM_POINT_LIGHTS > 0",
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+
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+ " for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
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+
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+ " vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;",
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+
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+ " float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
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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, viewerDirection, uRoughness, uSpecularBrightness );",
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+
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+ " totalDiffuseLight += pointLight[ i ].color * ( pointDiffuseWeight * attenuation );",
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+ " totalSpecularLight += pointLight[ i ].color * specular * ( pointSpecularWeight * specularStrength * attenuation );",
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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 NUM_DIR_LIGHTS > 0",
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+
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+ " for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
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+
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+ " vec3 dirVector = directionalLights[ i ].direction;",
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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, viewerDirection, uRoughness, uSpecularBrightness );",
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+
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+ " totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;",
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+ " totalSpecularLight += directionalLights[ i ].color * ( dirSpecularWeight * specularStrength );",
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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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+ // hemisphere lights
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+
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+ " #if NUM_HEMI_LIGHTS > 0",
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+
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+ " for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
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+
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+ " vec3 lVector = hemisphereLightDirection[ i ];",
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+
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+ " float dotProduct = dot( normal, lVector );",
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+ " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
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+
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+ " totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
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+
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+ // specular (sky light)
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+
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+ " float hemiSpecularWeight = 0.0;",
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+ " hemiSpecularWeight += KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );",
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+
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+ // specular (ground light)
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+
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+ " vec3 lVectorGround = -lVector;",
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+ " hemiSpecularWeight += KS_Skin_Specular( normal, lVectorGround, viewerDirection, uRoughness, uSpecularBrightness );",
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+
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+ " vec3 hemiSpecularColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
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+
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+ " totalSpecularLight += hemiSpecularColor * specular * ( hemiSpecularWeight * specularStrength );",
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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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+ " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor * diffuse ) + totalSpecularLight;",
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+
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+ " gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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+
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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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+};
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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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+// - subsurface scattering approximation by four blur layers
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+// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
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+//
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+// - point and directional lights (use with "lights: true" material option)
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+//
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+// - based on Nvidia Advanced Skin Rendering GDC 2007 presentation
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+// and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
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+//
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+// http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf
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+// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
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+// ------------------------------------------------------------------------------------------ */
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+
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+THREE.SkinShaderAdvanced = {
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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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+
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+ {
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+ "passID": { value: 0 },
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+
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+ "tDiffuse": { value: null },
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+ "tNormal": { value: null },
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+
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+ "tBlur1": { value: null },
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+ "tBlur2": { value: null },
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+ "tBlur3": { value: null },
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+ "tBlur4": { value: null },
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+
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+ "tBeckmann": { value: null },
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+
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+ "uNormalScale": { value: 1.0 },
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+
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+ "diffuse": { value: new THREE.Color( 0xeeeeee ) },
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+ "specular": { value: new THREE.Color( 0x111111 ) },
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+ "opacity": { value: 1 },
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+
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+ "uRoughness": { value: 0.15 },
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+ "uSpecularBrightness": { value: 0.75 }
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+
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+ }
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+
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+ ] ),
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+
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+ vertexShader: [
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+
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+ "#ifdef VERTEX_TEXTURES",
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+
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+ " uniform sampler2D tDisplacement;",
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+ " uniform float uDisplacementScale;",
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+ " uniform float uDisplacementBias;",
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+
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+ "#endif",
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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[ "common" ],
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+ THREE.ShaderChunk[ "fog_pars_vertex" ],
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+
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+ "void main() {",
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+
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+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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+
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+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+
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+ " vViewPosition = -mvPosition.xyz;",
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+
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+ " vNormal = normalize( normalMatrix * normal );",
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+
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+ " vUv = uv;",
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+
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+ // displacement mapping
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+
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+ " #ifdef VERTEX_TEXTURES",
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+
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+ " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
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+ " float df = uDisplacementScale * dv.x + uDisplacementBias;",
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+ " vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
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+ " gl_Position = projectionMatrix * displacedPosition;",
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+
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+ " #else",
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+
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+ " gl_Position = projectionMatrix * mvPosition;",
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+
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+ " #endif",
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+
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+ THREE.ShaderChunk[ "fog_vertex" ],
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+
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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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+ vertexShaderUV: [
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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[ "common" ],
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+
|
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+ "void main() {",
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+
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+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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+
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+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+
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+ " vViewPosition = -mvPosition.xyz;",
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+
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+ " vNormal = normalize( normalMatrix * normal );",
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+
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+ " vUv = uv;",
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+
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+ " gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );",
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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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+ fragmentShader: [
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+
|
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+ "uniform vec3 diffuse;",
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+ "uniform vec3 specular;",
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+ "uniform float opacity;",
|
|
|
+
|
|
|
+ "uniform float uRoughness;",
|
|
|
+ "uniform float uSpecularBrightness;",
|
|
|
+
|
|
|
+ "uniform int passID;",
|
|
|
+
|
|
|
+ "uniform sampler2D tDiffuse;",
|
|
|
+ "uniform sampler2D tNormal;",
|
|
|
+
|
|
|
+ "uniform sampler2D tBlur1;",
|
|
|
+ "uniform sampler2D tBlur2;",
|
|
|
+ "uniform sampler2D tBlur3;",
|
|
|
+ "uniform sampler2D tBlur4;",
|
|
|
+
|
|
|
+ "uniform sampler2D tBeckmann;",
|
|
|
+
|
|
|
+ "uniform float uNormalScale;",
|
|
|
+
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "varying vec3 vViewPosition;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "common" ],
|
|
|
+ THREE.ShaderChunk[ "lights_pars_begin" ],
|
|
|
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
+
|
|
|
+ "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
|
|
|
+
|
|
|
+ " float base = 1.0 - dot( V, H );",
|
|
|
+ " float exponential = pow( base, 5.0 );",
|
|
|
+
|
|
|
+ " return exponential + F0 * ( 1.0 - exponential );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ // Kelemen/Szirmay-Kalos specular BRDF
|
|
|
+
|
|
|
+ "float KS_Skin_Specular( vec3 N,", // Bumped surface normal
|
|
|
+ " vec3 L,", // Points to light
|
|
|
+ " vec3 V,", // Points to eye
|
|
|
+ " float m,", // Roughness
|
|
|
+ " float rho_s", // Specular brightness
|
|
|
+ " ) {",
|
|
|
+
|
|
|
+ " float result = 0.0;",
|
|
|
+ " float ndotl = dot( N, L );",
|
|
|
+
|
|
|
+ " if( ndotl > 0.0 ) {",
|
|
|
+
|
|
|
+ " vec3 h = L + V;", // Unnormalized half-way vector
|
|
|
+ " vec3 H = normalize( h );",
|
|
|
+
|
|
|
+ " float ndoth = dot( N, H );",
|
|
|
+
|
|
|
+ " float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
|
|
|
+ " float F = fresnelReflectance( H, V, 0.028 );",
|
|
|
+ " float frSpec = max( PH * F / dot( h, h ), 0.0 );",
|
|
|
+
|
|
|
+ " result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
|
|
|
+
|
|
|
+ " }",
|
|
|
+
|
|
|
+ " return result;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
|
|
|
+ " vec4 diffuseColor = vec4( diffuse, opacity );",
|
|
|
+
|
|
|
+ " vec4 mSpecular = vec4( specular, opacity );",
|
|
|
+
|
|
|
+ " vec4 colDiffuse = texture2D( tDiffuse, vUv );",
|
|
|
+ " colDiffuse *= colDiffuse;",
|
|
|
+
|
|
|
+ " diffuseColor *= colDiffuse;",
|
|
|
+
|
|
|
+ // normal mapping
|
|
|
+
|
|
|
+ " vec4 posAndU = vec4( -vViewPosition, vUv.x );",
|
|
|
+ " vec4 posAndU_dx = dFdx( posAndU ), posAndU_dy = dFdy( posAndU );",
|
|
|
+ " vec3 tangent = posAndU_dx.w * posAndU_dx.xyz + posAndU_dy.w * posAndU_dy.xyz;",
|
|
|
+ " vec3 normal = normalize( vNormal );",
|
|
|
+ " vec3 binormal = normalize( cross( tangent, normal ) );",
|
|
|
+ " tangent = cross( normal, binormal );", // no normalization required
|
|
|
+ " mat3 tsb = mat3( tangent, binormal, normal );",
|
|
|
+
|
|
|
+ " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
|
|
|
+ " normalTex.xy *= uNormalScale;",
|
|
|
+ " normalTex = normalize( normalTex );",
|
|
|
+
|
|
|
+ " vec3 finalNormal = tsb * normalTex;",
|
|
|
+ " normal = normalize( finalNormal );",
|
|
|
+
|
|
|
+ " vec3 viewerDirection = normalize( vViewPosition );",
|
|
|
+
|
|
|
+ // point lights
|
|
|
+
|
|
|
+ " vec3 totalDiffuseLight = vec3( 0.0 );",
|
|
|
+ " vec3 totalSpecularLight = vec3( 0.0 );",
|
|
|
+
|
|
|
+ " #if NUM_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ " for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ " vec3 pointVector = normalize( pointLights[ i ].direction );",
|
|
|
+ " float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
|
|
|
+
|
|
|
+ " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
|
|
|
+
|
|
|
+ " totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );",
|
|
|
+
|
|
|
+ " if ( passID == 1 ) {",
|
|
|
+
|
|
|
+ " float pointSpecularWeight = KS_Skin_Specular( normal, pointVector, viewerDirection, uRoughness, uSpecularBrightness );",
|
|
|
+
|
|
|
+ " totalSpecularLight += pointLightColor[ i ] * mSpecular.xyz * ( pointSpecularWeight * attenuation );",
|
|
|
+
|
|
|
+ " }",
|
|
|
+
|
|
|
+ " }",
|
|
|
+
|
|
|
+ " #endif",
|
|
|
+
|
|
|
+ // directional lights
|
|
|
+
|
|
|
+ " #if NUM_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ " for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
|
|
|
+
|
|
|
+ " vec3 dirVector = directionalLights[ i ].direction;",
|
|
|
+
|
|
|
+ " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
|
|
|
+
|
|
|
+
|
|
|
+ " totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;",
|
|
|
+
|
|
|
+ " if ( passID == 1 ) {",
|
|
|
+
|
|
|
+ " float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );",
|
|
|
+
|
|
|
+ " totalSpecularLight += directionalLights[ i ].color * mSpecular.xyz * dirSpecularWeight;",
|
|
|
+
|
|
|
+ " }",
|
|
|
+
|
|
|
+ " }",
|
|
|
+
|
|
|
+ " #endif",
|
|
|
+
|
|
|
+ " outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalSpecularLight );",
|
|
|
+
|
|
|
+ " if ( passID == 0 ) {",
|
|
|
+
|
|
|
+ " outgoingLight = sqrt( outgoingLight );",
|
|
|
+
|
|
|
+ " } else if ( passID == 1 ) {",
|
|
|
+
|
|
|
+ //"#define VERSION1",
|
|
|
+
|
|
|
+ " #ifdef VERSION1",
|
|
|
+
|
|
|
+ " vec3 nonblurColor = sqrt(outgoingLight );",
|
|
|
+
|
|
|
+ " #else",
|
|
|
+
|
|
|
+ " vec3 nonblurColor = outgoingLight;",
|
|
|
+
|
|
|
+ " #endif",
|
|
|
+
|
|
|
+ " vec3 blur1Color = texture2D( tBlur1, vUv ).xyz;",
|
|
|
+ " vec3 blur2Color = texture2D( tBlur2, vUv ).xyz;",
|
|
|
+ " vec3 blur3Color = texture2D( tBlur3, vUv ).xyz;",
|
|
|
+ " vec3 blur4Color = texture2D( tBlur4, vUv ).xyz;",
|
|
|
+
|
|
|
+
|
|
|
+ //"gl_FragColor = vec4( blur1Color, gl_FragColor.w );",
|
|
|
+
|
|
|
+ //"gl_FragColor = vec4( vec3( 0.22, 0.5, 0.7 ) * nonblurColor + vec3( 0.2, 0.5, 0.3 ) * blur1Color + vec3( 0.58, 0.0, 0.0 ) * blur2Color, gl_FragColor.w );",
|
|
|
+
|
|
|
+ //"gl_FragColor = vec4( vec3( 0.25, 0.6, 0.8 ) * nonblurColor + vec3( 0.15, 0.25, 0.2 ) * blur1Color + vec3( 0.15, 0.15, 0.0 ) * blur2Color + vec3( 0.45, 0.0, 0.0 ) * blur3Color, gl_FragColor.w );",
|
|
|
+
|
|
|
+ " outgoingLight = vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ",
|
|
|
+ " vec3( 0.101, 0.355, 0.365 ) * blur1Color + ",
|
|
|
+ " vec3( 0.119, 0.208, 0.0 ) * blur2Color + ",
|
|
|
+ " vec3( 0.114, 0.0, 0.0 ) * blur3Color + ",
|
|
|
+ " vec3( 0.444, 0.0, 0.0 ) * blur4Color );",
|
|
|
+
|
|
|
+ " outgoingLight *= sqrt( colDiffuse.xyz );",
|
|
|
+
|
|
|
+ " outgoingLight += ambientLightColor * diffuse * colDiffuse.xyz + totalSpecularLight;",
|
|
|
+
|
|
|
+ " #ifndef VERSION1",
|
|
|
+
|
|
|
+ " outgoingLight = sqrt( outgoingLight );",
|
|
|
+
|
|
|
+ " #endif",
|
|
|
+
|
|
|
+ " }",
|
|
|
+
|
|
|
+ " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/* ------------------------------------------------------------------------------------------
|
|
|
+// Beckmann distribution function
|
|
|
+// - to be used in specular term of skin shader
|
|
|
+// - render a screen-aligned quad to precompute a 512 x 512 texture
|
|
|
+//
|
|
|
+// - from http://developer.nvidia.com/node/171
|
|
|
+ ------------------------------------------------------------------------------------------ */
|
|
|
+
|
|
|
+THREE.SkinShaderBeckmann = {
|
|
|
+
|
|
|
+ uniforms: {},
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ " vUv = uv;",
|
|
|
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "float PHBeckmann( float ndoth, float m ) {",
|
|
|
+
|
|
|
+ " float alpha = acos( ndoth );",
|
|
|
+ " float ta = tan( alpha );",
|
|
|
+
|
|
|
+ " float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );",
|
|
|
+ " return val;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "float KSTextureCompute( vec2 tex ) {",
|
|
|
+
|
|
|
+ // Scale the value to fit within [0,1] invert upon lookup.
|
|
|
+
|
|
|
+ " return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ " float x = KSTextureCompute( vUv );",
|
|
|
+
|
|
|
+ " gl_FragColor = vec4( x, x, x, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+};
|