Browse Source

Intial refactoring for WebGLShaders (See #4129)

- split up files
- added new files descriptions to docs
Joshua Koo 11 năm trước cách đây
mục cha
commit
0bb85dc25d

+ 3 - 7
docs/api/renderers/WebGLShaders.html → docs/api/renderers/shaders/ShaderChunk.html

@@ -2,20 +2,16 @@
 <html lang="en">
 <html lang="en">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 		<link type="text/css" rel="stylesheet" href="../../page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<div class="desc">todo</div>
+		<div class="desc">Shader chunks for WebLG Shader library</div>
 
 
 
 
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 

+ 27 - 0
docs/api/renderers/shaders/ShaderLib.html

@@ -0,0 +1,27 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">Webgl Shader Library for three.js</div>
+
+
+		<h2>Properties</h2>
+
+
+
+		<h2>Methods</h2>
+
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 28 - 0
docs/api/renderers/shaders/UniformsLib.html

@@ -0,0 +1,28 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">Uniforms library for shared webgl shaders</div>
+
+
+
+		<h2>Properties</h2>
+
+
+
+		<h2>Methods</h2>
+
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 26 - 0
docs/api/renderers/shaders/UniformsUtils.html

@@ -0,0 +1,26 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<script src="../../../list.js"></script>
+		<script src="../../../page.js"></script>
+		<link type="text/css" rel="stylesheet" href="../../page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<div class="desc">Uniform Utilities. Support merging and cloning of uniform variables</div>
+
+		<h2>Properties</h2>
+
+
+
+		<h2>Methods</h2>
+
+
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 3 - 1368
src/renderers/WebGLShaders.js → src/renderers/shaders/ShaderChunk.js

@@ -1,10 +1,12 @@
 /**
 /**
+ * Shader chunks for WebLG Shader library
+ * 
  * @author alteredq / http://alteredqualia.com/
  * @author alteredq / http://alteredqualia.com/
  * @author mrdoob / http://mrdoob.com/
  * @author mrdoob / http://mrdoob.com/
  * @author mikael emtinger / http://gomo.se/
  * @author mikael emtinger / http://gomo.se/
  */
  */
 
 
-THREE.ShaderChunk = {
+ THREE.ShaderChunk = {
 
 
 	// FOG
 	// FOG
 
 
@@ -1835,1370 +1837,3 @@ THREE.UniformsUtils = {
 	}
 	}
 
 
 };
 };
-
-THREE.UniformsLib = {
-
-	common: {
-
-		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
-		"opacity" : { type: "f", value: 1.0 },
-
-		"map" : { type: "t", value: null },
-		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
-
-		"lightMap" : { type: "t", value: null },
-		"specularMap" : { type: "t", value: null },
-
-		"envMap" : { type: "t", value: null },
-		"flipEnvMap" : { type: "f", value: -1 },
-		"useRefract" : { type: "i", value: 0 },
-		"reflectivity" : { type: "f", value: 1.0 },
-		"refractionRatio" : { type: "f", value: 0.98 },
-		"combine" : { type: "i", value: 0 },
-
-		"morphTargetInfluences" : { type: "f", value: 0 }
-
-	},
-
-	bump: {
-
-		"bumpMap" : { type: "t", value: null },
-		"bumpScale" : { type: "f", value: 1 }
-
-	},
-
-	normalmap: {
-
-		"normalMap" : { type: "t", value: null },
-		"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
-	},
-
-	fog : {
-
-		"fogDensity" : { type: "f", value: 0.00025 },
-		"fogNear" : { type: "f", value: 1 },
-		"fogFar" : { type: "f", value: 2000 },
-		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
-	},
-
-	lights: {
-
-		"ambientLightColor" : { type: "fv", value: [] },
-
-		"directionalLightDirection" : { type: "fv", value: [] },
-		"directionalLightColor" : { type: "fv", value: [] },
-
-		"hemisphereLightDirection" : { type: "fv", value: [] },
-		"hemisphereLightSkyColor" : { type: "fv", value: [] },
-		"hemisphereLightGroundColor" : { type: "fv", value: [] },
-
-		"pointLightColor" : { type: "fv", value: [] },
-		"pointLightPosition" : { type: "fv", value: [] },
-		"pointLightDistance" : { type: "fv1", value: [] },
-
-		"spotLightColor" : { type: "fv", value: [] },
-		"spotLightPosition" : { type: "fv", value: [] },
-		"spotLightDirection" : { type: "fv", value: [] },
-		"spotLightDistance" : { type: "fv1", value: [] },
-		"spotLightAngleCos" : { type: "fv1", value: [] },
-		"spotLightExponent" : { type: "fv1", value: [] }
-
-	},
-
-	particle: {
-
-		"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
-		"opacity" : { type: "f", value: 1.0 },
-		"size" : { type: "f", value: 1.0 },
-		"scale" : { type: "f", value: 1.0 },
-		"map" : { type: "t", value: null },
-
-		"fogDensity" : { type: "f", value: 0.00025 },
-		"fogNear" : { type: "f", value: 1 },
-		"fogFar" : { type: "f", value: 2000 },
-		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
-	},
-
-	shadowmap: {
-
-		"shadowMap": { type: "tv", value: [] },
-		"shadowMapSize": { type: "v2v", value: [] },
-
-		"shadowBias" : { type: "fv1", value: [] },
-		"shadowDarkness": { type: "fv1", value: [] },
-
-		"shadowMatrix" : { type: "m4v", value: [] }
-
-	}
-
-};
-
-THREE.ShaderLib = {
-
-	'basic': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "shadowmap" ]
-
-		] ),
-
-		vertexShader: [
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-
-				"#ifdef USE_ENVMAP",
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-				"#endif",
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 diffuse;",
-			"uniform float opacity;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
-			THREE.ShaderChunk[ "envmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( diffuse, opacity );",
-
-				THREE.ShaderChunk[ "map_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "specularmap_fragment" ],
-				THREE.ShaderChunk[ "lightmap_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "envmap_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'lambert': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
-			THREE.UniformsLib[ "shadowmap" ],
-
-			{
-				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
-				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
-				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-			}
-
-		] ),
-
-		vertexShader: [
-
-			"#define LAMBERT",
-
-			"varying vec3 vLightFront;",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"varying vec3 vLightBack;",
-
-			"#endif",
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "lights_lambert_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float opacity;",
-
-			"varying vec3 vLightFront;",
-
-			"#ifdef DOUBLE_SIDED",
-
-				"varying vec3 vLightBack;",
-
-			"#endif",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
-			THREE.ShaderChunk[ "envmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
-
-				THREE.ShaderChunk[ "map_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "specularmap_fragment" ],
-
-				"#ifdef DOUBLE_SIDED",
-
-					//"float isFront = float( gl_FrontFacing );",
-					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
-
-					"if ( gl_FrontFacing )",
-						"gl_FragColor.xyz *= vLightFront;",
-					"else",
-						"gl_FragColor.xyz *= vLightBack;",
-
-				"#else",
-
-					"gl_FragColor.xyz *= vLightFront;",
-
-				"#endif",
-
-				THREE.ShaderChunk[ "lightmap_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "envmap_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'phong': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "bump" ],
-			THREE.UniformsLib[ "normalmap" ],
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
-			THREE.UniformsLib[ "shadowmap" ],
-
-			{
-				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
-				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
-				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
-				"shininess": { type: "f", value: 30 },
-				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-			}
-
-		] ),
-
-		vertexShader: [
-
-			"#define PHONG",
-
-			"varying vec3 vViewPosition;",
-			"varying vec3 vNormal;",
-
-			THREE.ShaderChunk[ "map_pars_vertex" ],
-			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
-			THREE.ShaderChunk[ "envmap_pars_vertex" ],
-			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "map_vertex" ],
-				THREE.ShaderChunk[ "lightmap_vertex" ],
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				THREE.ShaderChunk[ "morphnormal_vertex" ],
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-				THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
-				"vNormal = normalize( transformedNormal );",
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-				"vViewPosition = -mvPosition.xyz;",
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "envmap_vertex" ],
-				THREE.ShaderChunk[ "lights_phong_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 diffuse;",
-			"uniform float opacity;",
-
-			"uniform vec3 ambient;",
-			"uniform vec3 emissive;",
-			"uniform vec3 specular;",
-			"uniform float shininess;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_pars_fragment" ],
-			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
-			THREE.ShaderChunk[ "envmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
-			THREE.ShaderChunk[ "normalmap_pars_fragment" ],
-			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
-
-				THREE.ShaderChunk[ "map_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "specularmap_fragment" ],
-
-				THREE.ShaderChunk[ "lights_phong_fragment" ],
-
-				THREE.ShaderChunk[ "lightmap_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "envmap_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'particle_basic': {
-
-		uniforms:  THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "particle" ],
-			THREE.UniformsLib[ "shadowmap" ]
-
-		] ),
-
-		vertexShader: [
-
-			"uniform float size;",
-			"uniform float scale;",
-
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
-				"#ifdef USE_SIZEATTENUATION",
-					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
-				"#else",
-					"gl_PointSize = size;",
-				"#endif",
-
-				"gl_Position = projectionMatrix * mvPosition;",
-
-				THREE.ShaderChunk[ "worldpos_vertex" ],
-				THREE.ShaderChunk[ "shadowmap_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 psColor;",
-			"uniform float opacity;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( psColor, opacity );",
-
-				THREE.ShaderChunk[ "map_particle_fragment" ],
-				THREE.ShaderChunk[ "alphatest_fragment" ],
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'dashed': {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "common" ],
-			THREE.UniformsLib[ "fog" ],
-
-			{
-				"scale":     { type: "f", value: 1 },
-				"dashSize":  { type: "f", value: 1 },
-				"totalSize": { type: "f", value: 2 }
-			}
-
-		] ),
-
-		vertexShader: [
-
-			"uniform float scale;",
-			"attribute float lineDistance;",
-
-			"varying float vLineDistance;",
-
-			THREE.ShaderChunk[ "color_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "color_vertex" ],
-
-				"vLineDistance = scale * lineDistance;",
-
-				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-				"gl_Position = projectionMatrix * mvPosition;",
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform vec3 diffuse;",
-			"uniform float opacity;",
-
-			"uniform float dashSize;",
-			"uniform float totalSize;",
-
-			"varying float vLineDistance;",
-
-			THREE.ShaderChunk[ "color_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-
-			"void main() {",
-
-				"if ( mod( vLineDistance, totalSize ) > dashSize ) {",
-
-					"discard;",
-
-				"}",
-
-				"gl_FragColor = vec4( diffuse, opacity );",
-
-				THREE.ShaderChunk[ "color_fragment" ],
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'depth': {
-
-		uniforms: {
-
-			"mNear": { type: "f", value: 1.0 },
-			"mFar" : { type: "f", value: 2000.0 },
-			"opacity" : { type: "f", value: 1.0 }
-
-		},
-
-		vertexShader: [
-
-			"void main() {",
-
-				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float mNear;",
-			"uniform float mFar;",
-			"uniform float opacity;",
-
-			"void main() {",
-
-				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
-				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
-				"gl_FragColor = vec4( vec3( color ), opacity );",
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	'normal': {
-
-		uniforms: {
-
-			"opacity" : { type: "f", value: 1.0 }
-
-		},
-
-		vertexShader: [
-
-			"varying vec3 vNormal;",
-
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-
-			"void main() {",
-
-				"vNormal = normalize( normalMatrix * normal );",
-
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform float opacity;",
-			"varying vec3 vNormal;",
-
-			"void main() {",
-
-				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	/* -------------------------------------------------------------------------
-	//	Normal map shader
-	//		- Blinn-Phong
-	//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
-	//		- point and directional lights (use with "lights: true" material option)
-	 ------------------------------------------------------------------------- */
-
-	'normalmap' : {
-
-		uniforms: THREE.UniformsUtils.merge( [
-
-			THREE.UniformsLib[ "fog" ],
-			THREE.UniformsLib[ "lights" ],
-			THREE.UniformsLib[ "shadowmap" ],
-
-			{
-
-			"enableAO"		  : { type: "i", value: 0 },
-			"enableDiffuse"	  : { type: "i", value: 0 },
-			"enableSpecular"  : { type: "i", value: 0 },
-			"enableReflection": { type: "i", value: 0 },
-			"enableDisplacement": { type: "i", value: 0 },
-
-			"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
-			"tDiffuse"	   : { type: "t", value: null },
-			"tCube"		   : { type: "t", value: null },
-			"tNormal"	   : { type: "t", value: null },
-			"tSpecular"	   : { type: "t", value: null },
-			"tAO"		   : { type: "t", value: null },
-
-			"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-			"uDisplacementBias": { type: "f", value: 0.0 },
-			"uDisplacementScale": { type: "f", value: 1.0 },
-
-			"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
-			"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
-			"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
-			"uShininess": { type: "f", value: 30 },
-			"uOpacity": { type: "f", value: 1 },
-
-			"useRefract": { type: "i", value: 0 },
-			"uRefractionRatio": { type: "f", value: 0.98 },
-			"uReflectivity": { type: "f", value: 0.5 },
-
-			"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
-			"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-			"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-
-			}
-
-		] ),
-
-		fragmentShader: [
-
-			"uniform vec3 uAmbientColor;",
-			"uniform vec3 uDiffuseColor;",
-			"uniform vec3 uSpecularColor;",
-			"uniform float uShininess;",
-			"uniform float uOpacity;",
-
-			"uniform bool enableDiffuse;",
-			"uniform bool enableSpecular;",
-			"uniform bool enableAO;",
-			"uniform bool enableReflection;",
-
-			"uniform sampler2D tDiffuse;",
-			"uniform sampler2D tNormal;",
-			"uniform sampler2D tSpecular;",
-			"uniform sampler2D tAO;",
-
-			"uniform samplerCube tCube;",
-
-			"uniform vec2 uNormalScale;",
-
-			"uniform bool useRefract;",
-			"uniform float uRefractionRatio;",
-			"uniform float uReflectivity;",
-
-			"varying vec3 vTangent;",
-			"varying vec3 vBinormal;",
-			"varying vec3 vNormal;",
-			"varying vec2 vUv;",
-
-			"uniform vec3 ambientLightColor;",
-
-			"#if MAX_DIR_LIGHTS > 0",
-
-				"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-				"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-			"#endif",
-
-			"#if MAX_HEMI_LIGHTS > 0",
-
-				"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-				"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-				"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
-
-			"#endif",
-
-			"#if MAX_POINT_LIGHTS > 0",
-
-				"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-			"#endif",
-
-			"#if MAX_SPOT_LIGHTS > 0",
-
-				"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-				"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-				"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-				"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
-				"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-			"#endif",
-
-			"#ifdef WRAP_AROUND",
-
-				"uniform vec3 wrapRGB;",
-
-			"#endif",
-
-			"varying vec3 vWorldPosition;",
-			"varying vec3 vViewPosition;",
-
-			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-			THREE.ShaderChunk[ "fog_pars_fragment" ],
-
-			"void main() {",
-
-				"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
-
-				"vec3 specularTex = vec3( 1.0 );",
-
-				"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
-				"normalTex.xy *= uNormalScale;",
-				"normalTex = normalize( normalTex );",
-
-				"if( enableDiffuse ) {",
-
-					"#ifdef GAMMA_INPUT",
-
-						"vec4 texelColor = texture2D( tDiffuse, vUv );",
-						"texelColor.xyz *= texelColor.xyz;",
-
-						"gl_FragColor = gl_FragColor * texelColor;",
-
-					"#else",
-
-						"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
-
-					"#endif",
-
-				"}",
-
-				"if( enableAO ) {",
-
-					"#ifdef GAMMA_INPUT",
-
-						"vec4 aoColor = texture2D( tAO, vUv );",
-						"aoColor.xyz *= aoColor.xyz;",
-
-						"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
-
-					"#else",
-
-						"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
-
-					"#endif",
-
-				"}",
-
-				"if( enableSpecular )",
-					"specularTex = texture2D( tSpecular, vUv ).xyz;",
-
-				"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
-				"vec3 finalNormal = tsb * normalTex;",
-
-				"#ifdef FLIP_SIDED",
-
-					"finalNormal = -finalNormal;",
-
-				"#endif",
-
-				"vec3 normal = normalize( finalNormal );",
-				"vec3 viewPosition = normalize( vViewPosition );",
-
-				// point lights
-
-				"#if MAX_POINT_LIGHTS > 0",
-
-					"vec3 pointDiffuse = vec3( 0.0 );",
-					"vec3 pointSpecular = vec3( 0.0 );",
-
-					"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-						"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-						"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
-
-						"float pointDistance = 1.0;",
-						"if ( pointLightDistance[ i ] > 0.0 )",
-							"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-						"pointVector = normalize( pointVector );",
-
-						// diffuse
-
-						"#ifdef WRAP_AROUND",
-
-							"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
-							"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
-
-							"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
-
-						"#else",
-
-							"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
-
-						"#endif",
-
-						"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
-
-						// specular
-
-						"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
-						"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
-						"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
-
-						"#ifdef PHYSICALLY_BASED_SHADING",
-
-							// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
-							"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
-
-						"#else",
-
-							"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
-
-						"#endif",
-
-					"}",
-
-				"#endif",
-
-				// spot lights
-
-				"#if MAX_SPOT_LIGHTS > 0",
-
-					"vec3 spotDiffuse = vec3( 0.0 );",
-					"vec3 spotSpecular = vec3( 0.0 );",
-
-					"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-						"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-						"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
-
-						"float spotDistance = 1.0;",
-						"if ( spotLightDistance[ i ] > 0.0 )",
-							"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-						"spotVector = normalize( spotVector );",
-
-						"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
-
-						"if ( spotEffect > spotLightAngleCos[ i ] ) {",
-
-							"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
-
-							// diffuse
-
-							"#ifdef WRAP_AROUND",
-
-								"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
-								"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
-
-								"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
-
-							"#else",
-
-								"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
-
-							"#endif",
-
-							"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
-
-							// specular
-
-							"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
-							"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
-							"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
-
-							"#ifdef PHYSICALLY_BASED_SHADING",
-
-								// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
-								"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
-
-							"#else",
-
-								"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
-
-							"#endif",
-
-						"}",
-
-					"}",
-
-				"#endif",
-
-				// directional lights
-
-				"#if MAX_DIR_LIGHTS > 0",
-
-					"vec3 dirDiffuse = vec3( 0.0 );",
-					"vec3 dirSpecular = vec3( 0.0 );",
-
-					"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
-
-						"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-						"vec3 dirVector = normalize( lDirection.xyz );",
-
-						// diffuse
-
-						"#ifdef WRAP_AROUND",
-
-							"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
-							"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
-
-							"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
-
-						"#else",
-
-							"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
-
-						"#endif",
-
-						"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
-
-						// specular
-
-						"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
-						"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
-						"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
-
-						"#ifdef PHYSICALLY_BASED_SHADING",
-
-							// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
-							"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
-
-						"#else",
-
-							"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
-
-						"#endif",
-
-					"}",
-
-				"#endif",
-
-				// hemisphere lights
-
-				"#if MAX_HEMI_LIGHTS > 0",
-
-					"vec3 hemiDiffuse  = vec3( 0.0 );",
-					"vec3 hemiSpecular = vec3( 0.0 );" ,
-
-					"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
-
-						"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
-						"vec3 lVector = normalize( lDirection.xyz );",
-
-						// diffuse
-
-						"float dotProduct = dot( normal, lVector );",
-						"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-
-						"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
-
-						"hemiDiffuse += uDiffuseColor * hemiColor;",
-
-						// specular (sky light)
-
-
-						"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
-						"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
-						"float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
-
-						// specular (ground light)
-
-						"vec3 lVectorGround = -lVector;",
-
-						"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
-						"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
-						"float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
-
-						"#ifdef PHYSICALLY_BASED_SHADING",
-
-							"float dotProductGround = dot( normal, lVectorGround );",
-
-							// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-							"vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
-							"vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
-							"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
-
-						"#else",
-
-							"hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
-
-						"#endif",
-
-					"}",
-
-				"#endif",
-
-				// all lights contribution summation
-
-				"vec3 totalDiffuse = vec3( 0.0 );",
-				"vec3 totalSpecular = vec3( 0.0 );",
-
-				"#if MAX_DIR_LIGHTS > 0",
-
-					"totalDiffuse += dirDiffuse;",
-					"totalSpecular += dirSpecular;",
-
-				"#endif",
-
-				"#if MAX_HEMI_LIGHTS > 0",
-
-					"totalDiffuse += hemiDiffuse;",
-					"totalSpecular += hemiSpecular;",
-
-				"#endif",
-
-				"#if MAX_POINT_LIGHTS > 0",
-
-					"totalDiffuse += pointDiffuse;",
-					"totalSpecular += pointSpecular;",
-
-				"#endif",
-
-				"#if MAX_SPOT_LIGHTS > 0",
-
-					"totalDiffuse += spotDiffuse;",
-					"totalSpecular += spotSpecular;",
-
-				"#endif",
-
-				"#ifdef METAL",
-
-					"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
-
-				"#else",
-
-					"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
-
-				"#endif",
-
-				"if ( enableReflection ) {",
-
-					"vec3 vReflect;",
-					"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
-
-					"if ( useRefract ) {",
-
-						"vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
-
-					"} else {",
-
-						"vReflect = reflect( cameraToVertex, normal );",
-
-					"}",
-
-					"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
-
-					"#ifdef GAMMA_INPUT",
-
-						"cubeColor.xyz *= cubeColor.xyz;",
-
-					"#endif",
-
-					"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
-
-				"}",
-
-				THREE.ShaderChunk[ "shadowmap_fragment" ],
-				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-				THREE.ShaderChunk[ "fog_fragment" ],
-
-			"}"
-
-		].join("\n"),
-
-		vertexShader: [
-
-			"attribute vec4 tangent;",
-
-			"uniform vec2 uOffset;",
-			"uniform vec2 uRepeat;",
-
-			"uniform bool enableDisplacement;",
-
-			"#ifdef VERTEX_TEXTURES",
-
-				"uniform sampler2D tDisplacement;",
-				"uniform float uDisplacementScale;",
-				"uniform float uDisplacementBias;",
-
-			"#endif",
-
-			"varying vec3 vTangent;",
-			"varying vec3 vBinormal;",
-			"varying vec3 vNormal;",
-			"varying vec2 vUv;",
-
-			"varying vec3 vWorldPosition;",
-			"varying vec3 vViewPosition;",
-
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "skinnormal_vertex" ],
-
-				// normal, tangent and binormal vectors
-
-				"#ifdef USE_SKINNING",
-
-					"vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
-
-					"vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
-					"vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
-
-				"#else",
-
-					"vNormal = normalize( normalMatrix * normal );",
-					"vTangent = normalize( normalMatrix * tangent.xyz );",
-
-				"#endif",
-
-				"vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
-
-				"vUv = uv * uRepeat + uOffset;",
-
-				// displacement mapping
-
-				"vec3 displacedPosition;",
-
-				"#ifdef VERTEX_TEXTURES",
-
-					"if ( enableDisplacement ) {",
-
-						"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
-						"float df = uDisplacementScale * dv.x + uDisplacementBias;",
-						"displacedPosition = position + normalize( normal ) * df;",
-
-					"} else {",
-
-						"#ifdef USE_SKINNING",
-
-							"vec4 skinVertex = vec4( position, 1.0 );",
-
-							"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
-							"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
-
-							"displacedPosition  = skinned.xyz;",
-
-						"#else",
-
-							"displacedPosition = position;",
-
-						"#endif",
-
-					"}",
-
-				"#else",
-
-					"#ifdef USE_SKINNING",
-
-						"vec4 skinVertex = vec4( position, 1.0 );",
-
-						"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
-						"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
-
-						"displacedPosition  = skinned.xyz;",
-
-					"#else",
-
-						"displacedPosition = position;",
-
-					"#endif",
-
-				"#endif",
-
-				//
-
-				"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
-				"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
-
-				"gl_Position = projectionMatrix * mvPosition;",
-
-				//
-
-				"vWorldPosition = worldPosition.xyz;",
-				"vViewPosition = -mvPosition.xyz;",
-
-				// shadows
-
-				"#ifdef USE_SHADOWMAP",
-
-					"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
-
-						"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
-
-					"}",
-
-				"#endif",
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	/* -------------------------------------------------------------------------
-	//	Cube map shader
-	 ------------------------------------------------------------------------- */
-
-	'cube': {
-
-		uniforms: { "tCube": { type: "t", value: null },
-					"tFlip": { type: "f", value: -1 } },
-
-		vertexShader: [
-
-			"varying vec3 vWorldPosition;",
-
-			"void main() {",
-
-				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
-				"vWorldPosition = worldPosition.xyz;",
-
-				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"uniform samplerCube tCube;",
-			"uniform float tFlip;",
-
-			"varying vec3 vWorldPosition;",
-
-			"void main() {",
-
-				"gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
-
-			"}"
-
-		].join("\n")
-
-	},
-
-	// Depth encoding into RGBA texture
-	// 	based on SpiderGL shadow map example
-	// 		http://spidergl.org/example.php?id=6
-	// 	originally from
-	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
-	// 	see also here:
-	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
-
-	'depthRGBA': {
-
-		uniforms: {},
-
-		vertexShader: [
-
-			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
-			THREE.ShaderChunk[ "skinning_pars_vertex" ],
-
-			"void main() {",
-
-				THREE.ShaderChunk[ "skinbase_vertex" ],
-				THREE.ShaderChunk[ "morphtarget_vertex" ],
-				THREE.ShaderChunk[ "skinning_vertex" ],
-				THREE.ShaderChunk[ "default_vertex" ],
-
-			"}"
-
-		].join("\n"),
-
-		fragmentShader: [
-
-			"vec4 pack_depth( const in float depth ) {",
-
-				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
-				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
-				"vec4 res = fract( depth * bit_shift );",
-				"res -= res.xxyz * bit_mask;",
-				"return res;",
-
-			"}",
-
-			"void main() {",
-
-				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
-
-				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
-				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
-				//"gl_FragData[ 0 ] = pack_depth( z );",
-				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
-
-			"}"
-
-		].join("\n")
-
-	}
-
-};

+ 1276 - 0
src/renderers/shaders/ShaderLib.js

@@ -0,0 +1,1276 @@
+/**
+ * Webgl Shader Library for three.js
+ *
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ * @author mikael emtinger / http://gomo.se/
+ */
+
+
+THREE.ShaderLib = {
+
+	'basic': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "shadowmap" ]
+
+		] ),
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+
+				"#ifdef USE_ENVMAP",
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				"#endif",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'lambert': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
+				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"#define LAMBERT",
+
+			"varying vec3 vLightFront;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"varying vec3 vLightBack;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_lambert_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float opacity;",
+
+			"varying vec3 vLightFront;",
+
+			"#ifdef DOUBLE_SIDED",
+
+				"varying vec3 vLightBack;",
+
+			"#endif",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+				"#ifdef DOUBLE_SIDED",
+
+					//"float isFront = float( gl_FrontFacing );",
+					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
+
+					"if ( gl_FrontFacing )",
+						"gl_FragColor.xyz *= vLightFront;",
+					"else",
+						"gl_FragColor.xyz *= vLightBack;",
+
+				"#else",
+
+					"gl_FragColor.xyz *= vLightFront;",
+
+				"#endif",
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'phong': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "bump" ],
+			THREE.UniformsLib[ "normalmap" ],
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
+				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
+				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
+				"shininess": { type: "f", value: 30 },
+				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"#define PHONG",
+
+			"varying vec3 vViewPosition;",
+			"varying vec3 vNormal;",
+
+			THREE.ShaderChunk[ "map_pars_vertex" ],
+			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
+			THREE.ShaderChunk[ "envmap_pars_vertex" ],
+			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "map_vertex" ],
+				THREE.ShaderChunk[ "lightmap_vertex" ],
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				THREE.ShaderChunk[ "morphnormal_vertex" ],
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+				THREE.ShaderChunk[ "defaultnormal_vertex" ],
+
+				"vNormal = normalize( transformedNormal );",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+				"vViewPosition = -mvPosition.xyz;",
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "envmap_vertex" ],
+				THREE.ShaderChunk[ "lights_phong_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			"uniform vec3 ambient;",
+			"uniform vec3 emissive;",
+			"uniform vec3 specular;",
+			"uniform float shininess;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_pars_fragment" ],
+			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
+			THREE.ShaderChunk[ "envmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
+			THREE.ShaderChunk[ "normalmap_pars_fragment" ],
+			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
+
+				THREE.ShaderChunk[ "map_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "specularmap_fragment" ],
+
+				THREE.ShaderChunk[ "lights_phong_fragment" ],
+
+				THREE.ShaderChunk[ "lightmap_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "envmap_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'particle_basic': {
+
+		uniforms:  THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "particle" ],
+			THREE.UniformsLib[ "shadowmap" ]
+
+		] ),
+
+		vertexShader: [
+
+			"uniform float size;",
+			"uniform float scale;",
+
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+
+				"#ifdef USE_SIZEATTENUATION",
+					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
+				"#else",
+					"gl_PointSize = size;",
+				"#endif",
+
+				"gl_Position = projectionMatrix * mvPosition;",
+
+				THREE.ShaderChunk[ "worldpos_vertex" ],
+				THREE.ShaderChunk[ "shadowmap_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 psColor;",
+			"uniform float opacity;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( psColor, opacity );",
+
+				THREE.ShaderChunk[ "map_particle_fragment" ],
+				THREE.ShaderChunk[ "alphatest_fragment" ],
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'dashed': {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "common" ],
+			THREE.UniformsLib[ "fog" ],
+
+			{
+				"scale":     { type: "f", value: 1 },
+				"dashSize":  { type: "f", value: 1 },
+				"totalSize": { type: "f", value: 2 }
+			}
+
+		] ),
+
+		vertexShader: [
+
+			"uniform float scale;",
+			"attribute float lineDistance;",
+
+			"varying float vLineDistance;",
+
+			THREE.ShaderChunk[ "color_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "color_vertex" ],
+
+				"vLineDistance = scale * lineDistance;",
+
+				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
+				"gl_Position = projectionMatrix * mvPosition;",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform vec3 diffuse;",
+			"uniform float opacity;",
+
+			"uniform float dashSize;",
+			"uniform float totalSize;",
+
+			"varying float vLineDistance;",
+
+			THREE.ShaderChunk[ "color_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+			"void main() {",
+
+				"if ( mod( vLineDistance, totalSize ) > dashSize ) {",
+
+					"discard;",
+
+				"}",
+
+				"gl_FragColor = vec4( diffuse, opacity );",
+
+				THREE.ShaderChunk[ "color_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'depth': {
+
+		uniforms: {
+
+			"mNear": { type: "f", value: 1.0 },
+			"mFar" : { type: "f", value: 2000.0 },
+			"opacity" : { type: "f", value: 1.0 }
+
+		},
+
+		vertexShader: [
+
+			"void main() {",
+
+				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float mNear;",
+			"uniform float mFar;",
+			"uniform float opacity;",
+
+			"void main() {",
+
+				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
+				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
+				"gl_FragColor = vec4( vec3( color ), opacity );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	'normal': {
+
+		uniforms: {
+
+			"opacity" : { type: "f", value: 1.0 }
+
+		},
+
+		vertexShader: [
+
+			"varying vec3 vNormal;",
+
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+
+			"void main() {",
+
+				"vNormal = normalize( normalMatrix * normal );",
+
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform float opacity;",
+			"varying vec3 vNormal;",
+
+			"void main() {",
+
+				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	/* -------------------------------------------------------------------------
+	//	Normal map shader
+	//		- Blinn-Phong
+	//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
+	//		- point and directional lights (use with "lights: true" material option)
+	 ------------------------------------------------------------------------- */
+
+	'normalmap' : {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+
+			"enableAO"		  : { type: "i", value: 0 },
+			"enableDiffuse"	  : { type: "i", value: 0 },
+			"enableSpecular"  : { type: "i", value: 0 },
+			"enableReflection": { type: "i", value: 0 },
+			"enableDisplacement": { type: "i", value: 0 },
+
+			"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
+			"tDiffuse"	   : { type: "t", value: null },
+			"tCube"		   : { type: "t", value: null },
+			"tNormal"	   : { type: "t", value: null },
+			"tSpecular"	   : { type: "t", value: null },
+			"tAO"		   : { type: "t", value: null },
+
+			"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+			"uDisplacementBias": { type: "f", value: 0.0 },
+			"uDisplacementScale": { type: "f", value: 1.0 },
+
+			"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+			"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
+			"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+			"uShininess": { type: "f", value: 30 },
+			"uOpacity": { type: "f", value: 1 },
+
+			"useRefract": { type: "i", value: 0 },
+			"uRefractionRatio": { type: "f", value: 0.98 },
+			"uReflectivity": { type: "f", value: 0.5 },
+
+			"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
+			"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+			"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+
+			}
+
+		] ),
+
+		fragmentShader: [
+
+			"uniform vec3 uAmbientColor;",
+			"uniform vec3 uDiffuseColor;",
+			"uniform vec3 uSpecularColor;",
+			"uniform float uShininess;",
+			"uniform float uOpacity;",
+
+			"uniform bool enableDiffuse;",
+			"uniform bool enableSpecular;",
+			"uniform bool enableAO;",
+			"uniform bool enableReflection;",
+
+			"uniform sampler2D tDiffuse;",
+			"uniform sampler2D tNormal;",
+			"uniform sampler2D tSpecular;",
+			"uniform sampler2D tAO;",
+
+			"uniform samplerCube tCube;",
+
+			"uniform vec2 uNormalScale;",
+
+			"uniform bool useRefract;",
+			"uniform float uRefractionRatio;",
+			"uniform float uReflectivity;",
+
+			"varying vec3 vTangent;",
+			"varying vec3 vBinormal;",
+			"varying vec3 vNormal;",
+			"varying vec2 vUv;",
+
+			"uniform vec3 ambientLightColor;",
+
+			"#if MAX_DIR_LIGHTS > 0",
+
+				"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+				"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+			"#endif",
+
+			"#if MAX_HEMI_LIGHTS > 0",
+
+				"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+				"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+				"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+			"#endif",
+
+			"#if MAX_POINT_LIGHTS > 0",
+
+				"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+			"#endif",
+
+			"#if MAX_SPOT_LIGHTS > 0",
+
+				"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+				"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+				"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+				"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+				"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+			"#endif",
+
+			"#ifdef WRAP_AROUND",
+
+				"uniform vec3 wrapRGB;",
+
+			"#endif",
+
+			"varying vec3 vWorldPosition;",
+			"varying vec3 vViewPosition;",
+
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
+
+				"vec3 specularTex = vec3( 1.0 );",
+
+				"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
+				"normalTex.xy *= uNormalScale;",
+				"normalTex = normalize( normalTex );",
+
+				"if( enableDiffuse ) {",
+
+					"#ifdef GAMMA_INPUT",
+
+						"vec4 texelColor = texture2D( tDiffuse, vUv );",
+						"texelColor.xyz *= texelColor.xyz;",
+
+						"gl_FragColor = gl_FragColor * texelColor;",
+
+					"#else",
+
+						"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
+
+					"#endif",
+
+				"}",
+
+				"if( enableAO ) {",
+
+					"#ifdef GAMMA_INPUT",
+
+						"vec4 aoColor = texture2D( tAO, vUv );",
+						"aoColor.xyz *= aoColor.xyz;",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
+
+					"#else",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
+
+					"#endif",
+
+				"}",
+
+				"if( enableSpecular )",
+					"specularTex = texture2D( tSpecular, vUv ).xyz;",
+
+				"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
+				"vec3 finalNormal = tsb * normalTex;",
+
+				"#ifdef FLIP_SIDED",
+
+					"finalNormal = -finalNormal;",
+
+				"#endif",
+
+				"vec3 normal = normalize( finalNormal );",
+				"vec3 viewPosition = normalize( vViewPosition );",
+
+				// point lights
+
+				"#if MAX_POINT_LIGHTS > 0",
+
+					"vec3 pointDiffuse = vec3( 0.0 );",
+					"vec3 pointSpecular = vec3( 0.0 );",
+
+					"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+						"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+						"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
+
+						"float pointDistance = 1.0;",
+						"if ( pointLightDistance[ i ] > 0.0 )",
+							"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+						"pointVector = normalize( pointVector );",
+
+						// diffuse
+
+						"#ifdef WRAP_AROUND",
+
+							"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
+							"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
+
+							"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+						"#else",
+
+							"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+						"#endif",
+
+						"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
+
+						// specular
+
+						"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
+						"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+						"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
+
+						"#ifdef PHYSICALLY_BASED_SHADING",
+
+							// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
+							"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
+
+						"#else",
+
+							"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
+
+						"#endif",
+
+					"}",
+
+				"#endif",
+
+				// spot lights
+
+				"#if MAX_SPOT_LIGHTS > 0",
+
+					"vec3 spotDiffuse = vec3( 0.0 );",
+					"vec3 spotSpecular = vec3( 0.0 );",
+
+					"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+						"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+						"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
+
+						"float spotDistance = 1.0;",
+						"if ( spotLightDistance[ i ] > 0.0 )",
+							"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+						"spotVector = normalize( spotVector );",
+
+						"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+						"if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+							"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+							// diffuse
+
+							"#ifdef WRAP_AROUND",
+
+								"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
+								"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
+
+								"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+							"#else",
+
+								"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
+
+							"#endif",
+
+							"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
+
+							// specular
+
+							"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
+							"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+							"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
+
+							"#ifdef PHYSICALLY_BASED_SHADING",
+
+								// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
+								"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
+
+							"#else",
+
+								"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
+
+							"#endif",
+
+						"}",
+
+					"}",
+
+				"#endif",
+
+				// directional lights
+
+				"#if MAX_DIR_LIGHTS > 0",
+
+					"vec3 dirDiffuse = vec3( 0.0 );",
+					"vec3 dirSpecular = vec3( 0.0 );",
+
+					"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
+
+						"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+						"vec3 dirVector = normalize( lDirection.xyz );",
+
+						// diffuse
+
+						"#ifdef WRAP_AROUND",
+
+							"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
+							"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
+
+							"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
+
+						"#else",
+
+							"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+						"#endif",
+
+						"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
+
+						// specular
+
+						"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+						"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+						"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
+
+						"#ifdef PHYSICALLY_BASED_SHADING",
+
+							// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+							"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+						"#else",
+
+							"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
+
+						"#endif",
+
+					"}",
+
+				"#endif",
+
+				// hemisphere lights
+
+				"#if MAX_HEMI_LIGHTS > 0",
+
+					"vec3 hemiDiffuse  = vec3( 0.0 );",
+					"vec3 hemiSpecular = vec3( 0.0 );" ,
+
+					"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+						"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+						"vec3 lVector = normalize( lDirection.xyz );",
+
+						// diffuse
+
+						"float dotProduct = dot( normal, lVector );",
+						"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+						"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
+
+						"hemiDiffuse += uDiffuseColor * hemiColor;",
+
+						// specular (sky light)
+
+
+						"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
+						"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
+						"float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
+
+						// specular (ground light)
+
+						"vec3 lVectorGround = -lVector;",
+
+						"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
+						"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
+						"float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
+
+						"#ifdef PHYSICALLY_BASED_SHADING",
+
+							"float dotProductGround = dot( normal, lVectorGround );",
+
+							// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+							"vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
+							"vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
+							"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
+
+						"#else",
+
+							"hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
+
+						"#endif",
+
+					"}",
+
+				"#endif",
+
+				// all lights contribution summation
+
+				"vec3 totalDiffuse = vec3( 0.0 );",
+				"vec3 totalSpecular = vec3( 0.0 );",
+
+				"#if MAX_DIR_LIGHTS > 0",
+
+					"totalDiffuse += dirDiffuse;",
+					"totalSpecular += dirSpecular;",
+
+				"#endif",
+
+				"#if MAX_HEMI_LIGHTS > 0",
+
+					"totalDiffuse += hemiDiffuse;",
+					"totalSpecular += hemiSpecular;",
+
+				"#endif",
+
+				"#if MAX_POINT_LIGHTS > 0",
+
+					"totalDiffuse += pointDiffuse;",
+					"totalSpecular += pointSpecular;",
+
+				"#endif",
+
+				"#if MAX_SPOT_LIGHTS > 0",
+
+					"totalDiffuse += spotDiffuse;",
+					"totalSpecular += spotSpecular;",
+
+				"#endif",
+
+				"#ifdef METAL",
+
+					"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
+
+				"#else",
+
+					"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
+
+				"#endif",
+
+				"if ( enableReflection ) {",
+
+					"vec3 vReflect;",
+					"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
+
+					"if ( useRefract ) {",
+
+						"vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
+
+					"} else {",
+
+						"vReflect = reflect( cameraToVertex, normal );",
+
+					"}",
+
+					"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
+
+					"#ifdef GAMMA_INPUT",
+
+						"cubeColor.xyz *= cubeColor.xyz;",
+
+					"#endif",
+
+					"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
+
+				"}",
+
+				THREE.ShaderChunk[ "shadowmap_fragment" ],
+				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
+				THREE.ShaderChunk[ "fog_fragment" ],
+
+			"}"
+
+		].join("\n"),
+
+		vertexShader: [
+
+			"attribute vec4 tangent;",
+
+			"uniform vec2 uOffset;",
+			"uniform vec2 uRepeat;",
+
+			"uniform bool enableDisplacement;",
+
+			"#ifdef VERTEX_TEXTURES",
+
+				"uniform sampler2D tDisplacement;",
+				"uniform float uDisplacementScale;",
+				"uniform float uDisplacementBias;",
+
+			"#endif",
+
+			"varying vec3 vTangent;",
+			"varying vec3 vBinormal;",
+			"varying vec3 vNormal;",
+			"varying vec2 vUv;",
+
+			"varying vec3 vWorldPosition;",
+			"varying vec3 vViewPosition;",
+
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "skinnormal_vertex" ],
+
+				// normal, tangent and binormal vectors
+
+				"#ifdef USE_SKINNING",
+
+					"vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
+
+					"vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
+					"vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
+
+				"#else",
+
+					"vNormal = normalize( normalMatrix * normal );",
+					"vTangent = normalize( normalMatrix * tangent.xyz );",
+
+				"#endif",
+
+				"vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
+
+				"vUv = uv * uRepeat + uOffset;",
+
+				// displacement mapping
+
+				"vec3 displacedPosition;",
+
+				"#ifdef VERTEX_TEXTURES",
+
+					"if ( enableDisplacement ) {",
+
+						"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
+						"float df = uDisplacementScale * dv.x + uDisplacementBias;",
+						"displacedPosition = position + normalize( normal ) * df;",
+
+					"} else {",
+
+						"#ifdef USE_SKINNING",
+
+							"vec4 skinVertex = vec4( position, 1.0 );",
+
+							"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+							"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+							"displacedPosition  = skinned.xyz;",
+
+						"#else",
+
+							"displacedPosition = position;",
+
+						"#endif",
+
+					"}",
+
+				"#else",
+
+					"#ifdef USE_SKINNING",
+
+						"vec4 skinVertex = vec4( position, 1.0 );",
+
+						"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
+						"skinned 	  += boneMatY * skinVertex * skinWeight.y;",
+
+						"displacedPosition  = skinned.xyz;",
+
+					"#else",
+
+						"displacedPosition = position;",
+
+					"#endif",
+
+				"#endif",
+
+				//
+
+				"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
+				"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
+
+				"gl_Position = projectionMatrix * mvPosition;",
+
+				//
+
+				"vWorldPosition = worldPosition.xyz;",
+				"vViewPosition = -mvPosition.xyz;",
+
+				// shadows
+
+				"#ifdef USE_SHADOWMAP",
+
+					"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
+
+						"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
+
+					"}",
+
+				"#endif",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	/* -------------------------------------------------------------------------
+	//	Cube map shader
+	 ------------------------------------------------------------------------- */
+
+	'cube': {
+
+		uniforms: { "tCube": { type: "t", value: null },
+					"tFlip": { type: "f", value: -1 } },
+
+		vertexShader: [
+
+			"varying vec3 vWorldPosition;",
+
+			"void main() {",
+
+				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
+				"vWorldPosition = worldPosition.xyz;",
+
+				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"uniform samplerCube tCube;",
+			"uniform float tFlip;",
+
+			"varying vec3 vWorldPosition;",
+
+			"void main() {",
+
+				"gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
+
+			"}"
+
+		].join("\n")
+
+	},
+
+	// Depth encoding into RGBA texture
+	// 	based on SpiderGL shadow map example
+	// 		http://spidergl.org/example.php?id=6
+	// 	originally from
+	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
+	// 	see also here:
+	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
+
+	'depthRGBA': {
+
+		uniforms: {},
+
+		vertexShader: [
+
+			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
+			THREE.ShaderChunk[ "skinning_pars_vertex" ],
+
+			"void main() {",
+
+				THREE.ShaderChunk[ "skinbase_vertex" ],
+				THREE.ShaderChunk[ "morphtarget_vertex" ],
+				THREE.ShaderChunk[ "skinning_vertex" ],
+				THREE.ShaderChunk[ "default_vertex" ],
+
+			"}"
+
+		].join("\n"),
+
+		fragmentShader: [
+
+			"vec4 pack_depth( const in float depth ) {",
+
+				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
+				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
+				"vec4 res = fract( depth * bit_shift );",
+				"res -= res.xxyz * bit_mask;",
+				"return res;",
+
+			"}",
+
+			"void main() {",
+
+				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
+
+				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
+				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
+				//"gl_FragData[ 0 ] = pack_depth( z );",
+				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
+
+			"}"
+
+		].join("\n")
+
+	}
+
+};

+ 102 - 0
src/renderers/shaders/UniformsLib.js

@@ -0,0 +1,102 @@
+/**
+ * Uniforms library for shared webgl shaders
+ */
+
+THREE.UniformsLib = {
+
+	common: {
+
+		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+		"opacity" : { type: "f", value: 1.0 },
+
+		"map" : { type: "t", value: null },
+		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
+
+		"lightMap" : { type: "t", value: null },
+		"specularMap" : { type: "t", value: null },
+
+		"envMap" : { type: "t", value: null },
+		"flipEnvMap" : { type: "f", value: -1 },
+		"useRefract" : { type: "i", value: 0 },
+		"reflectivity" : { type: "f", value: 1.0 },
+		"refractionRatio" : { type: "f", value: 0.98 },
+		"combine" : { type: "i", value: 0 },
+
+		"morphTargetInfluences" : { type: "f", value: 0 }
+
+	},
+
+	bump: {
+
+		"bumpMap" : { type: "t", value: null },
+		"bumpScale" : { type: "f", value: 1 }
+
+	},
+
+	normalmap: {
+
+		"normalMap" : { type: "t", value: null },
+		"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
+	},
+
+	fog : {
+
+		"fogDensity" : { type: "f", value: 0.00025 },
+		"fogNear" : { type: "f", value: 1 },
+		"fogFar" : { type: "f", value: 2000 },
+		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+	},
+
+	lights: {
+
+		"ambientLightColor" : { type: "fv", value: [] },
+
+		"directionalLightDirection" : { type: "fv", value: [] },
+		"directionalLightColor" : { type: "fv", value: [] },
+
+		"hemisphereLightDirection" : { type: "fv", value: [] },
+		"hemisphereLightSkyColor" : { type: "fv", value: [] },
+		"hemisphereLightGroundColor" : { type: "fv", value: [] },
+
+		"pointLightColor" : { type: "fv", value: [] },
+		"pointLightPosition" : { type: "fv", value: [] },
+		"pointLightDistance" : { type: "fv1", value: [] },
+
+		"spotLightColor" : { type: "fv", value: [] },
+		"spotLightPosition" : { type: "fv", value: [] },
+		"spotLightDirection" : { type: "fv", value: [] },
+		"spotLightDistance" : { type: "fv1", value: [] },
+		"spotLightAngleCos" : { type: "fv1", value: [] },
+		"spotLightExponent" : { type: "fv1", value: [] }
+
+	},
+
+	particle: {
+
+		"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
+		"opacity" : { type: "f", value: 1.0 },
+		"size" : { type: "f", value: 1.0 },
+		"scale" : { type: "f", value: 1.0 },
+		"map" : { type: "t", value: null },
+
+		"fogDensity" : { type: "f", value: 0.00025 },
+		"fogNear" : { type: "f", value: 1 },
+		"fogFar" : { type: "f", value: 2000 },
+		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
+
+	},
+
+	shadowmap: {
+
+		"shadowMap": { type: "tv", value: [] },
+		"shadowMapSize": { type: "v2v", value: [] },
+
+		"shadowBias" : { type: "fv1", value: [] },
+		"shadowDarkness": { type: "fv1", value: [] },
+
+		"shadowMatrix" : { type: "m4v", value: [] }
+
+	}
+
+};

+ 66 - 0
src/renderers/shaders/UniformsUtils.js

@@ -0,0 +1,66 @@
+/**
+ * Uniform Utilities
+ */
+
+THREE.UniformsUtils = {
+
+	merge: function ( uniforms ) {
+
+		var u, p, tmp, merged = {};
+
+		for ( u = 0; u < uniforms.length; u ++ ) {
+
+			tmp = this.clone( uniforms[ u ] );
+
+			for ( p in tmp ) {
+
+				merged[ p ] = tmp[ p ];
+
+			}
+
+		}
+
+		return merged;
+
+	},
+
+	clone: function ( uniforms_src ) {
+
+		var u, p, parameter, parameter_src, uniforms_dst = {};
+
+		for ( u in uniforms_src ) {
+
+			uniforms_dst[ u ] = {};
+
+			for ( p in uniforms_src[ u ] ) {
+
+				parameter_src = uniforms_src[ u ][ p ];
+
+				if ( parameter_src instanceof THREE.Color ||
+					 parameter_src instanceof THREE.Vector2 ||
+					 parameter_src instanceof THREE.Vector3 ||
+					 parameter_src instanceof THREE.Vector4 ||
+					 parameter_src instanceof THREE.Matrix4 ||
+					 parameter_src instanceof THREE.Texture ) {
+
+					uniforms_dst[ u ][ p ] = parameter_src.clone();
+
+				} else if ( parameter_src instanceof Array ) {
+
+					uniforms_dst[ u ][ p ] = parameter_src.slice();
+
+				} else {
+
+					uniforms_dst[ u ][ p ] = parameter_src;
+
+				}
+
+			}
+
+		}
+
+		return uniforms_dst;
+
+	}
+
+};

+ 4 - 1
utils/build/includes/common.json

@@ -78,7 +78,10 @@
 	"src/scenes/Fog.js",
 	"src/scenes/Fog.js",
 	"src/scenes/FogExp2.js",
 	"src/scenes/FogExp2.js",
 	"src/renderers/CanvasRenderer.js",
 	"src/renderers/CanvasRenderer.js",
-	"src/renderers/WebGLShaders.js",
+	"/src/renderers/shaders/ShaderChunk.js",
+	"/src/renderers/shaders/UniformsUtils.js",
+	"/src/renderers/shaders/UniformsLib.js",
+	"/src/renderers/shaders/ShaderLib.js",
 	"src/renderers/WebGLRenderer.js",
 	"src/renderers/WebGLRenderer.js",
 	"src/renderers/WebGLRenderTarget.js",
 	"src/renderers/WebGLRenderTarget.js",
 	"src/renderers/WebGLRenderTargetCube.js",
 	"src/renderers/WebGLRenderTargetCube.js",

+ 4 - 1
utils/build/includes/webgl.json

@@ -69,7 +69,10 @@
 	"src/scenes/Scene.js",
 	"src/scenes/Scene.js",
 	"src/scenes/Fog.js",
 	"src/scenes/Fog.js",
 	"src/scenes/FogExp2.js",
 	"src/scenes/FogExp2.js",
-	"src/renderers/WebGLShaders.js",
+	"/src/renderers/shaders/ShaderChunk.js",
+	"/src/renderers/shaders/UniformsUtils.js",
+	"/src/renderers/shaders/UniformsLib.js",
+	"/src/renderers/shaders/ShaderLib.js",
 	"src/renderers/WebGLRenderer.js",
 	"src/renderers/WebGLRenderer.js",
 	"src/renderers/WebGLRenderTarget.js",
 	"src/renderers/WebGLRenderTarget.js",
 	"src/renderers/WebGLRenderTargetCube.js",
 	"src/renderers/WebGLRenderTargetCube.js",