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@@ -1,515 +0,0 @@
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-/*
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- * @author alteredq / http://alteredqualia.com/
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- *
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- * Normal map shader
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- * - Blinn-Phong
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- * - normal + diffuse + specular + AO + displacement + reflection + shadow maps
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- * - point and directional lights (use with "lights: true" material option)
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- */
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-
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-THREE.NormalDisplacementShader = {
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-
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- uniforms: THREE.UniformsUtils.merge( [
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-
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- THREE.UniformsLib[ "fog" ],
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- THREE.UniformsLib[ "lights" ],
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- THREE.UniformsLib[ "shadowmap" ],
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-
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- {
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-
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- "enableAO" : { type: "i", value: 0 },
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- "enableDiffuse" : { type: "i", value: 0 },
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- "enableSpecular" : { type: "i", value: 0 },
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- "enableReflection" : { type: "i", value: 0 },
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- "enableDisplacement": { type: "i", value: 0 },
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-
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- "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
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- "tDiffuse" : { type: "t", value: null },
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- "tCube" : { type: "t", value: null },
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- "tNormal" : { type: "t", value: null },
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- "tSpecular" : { type: "t", value: null },
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- "tAO" : { type: "t", value: null },
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-
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- "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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-
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- "uDisplacementBias": { type: "f", value: 0.0 },
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- "uDisplacementScale": { type: "f", value: 1.0 },
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-
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- "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
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- "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
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- "shininess": { type: "f", value: 30 },
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- "opacity": { type: "f", value: 1 },
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-
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- "refractionRatio": { type: "f", value: 0.98 },
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- "reflectivity": { type: "f", value: 0.5 },
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-
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- "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
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- "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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-
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- }
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-
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- ] ),
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-
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- fragmentShader: [
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-
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- "uniform vec3 diffuse;",
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- "uniform vec3 specular;",
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- "uniform float shininess;",
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- "uniform float opacity;",
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-
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- "uniform bool enableDiffuse;",
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- "uniform bool enableSpecular;",
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- "uniform bool enableAO;",
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- "uniform bool enableReflection;",
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-
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- "uniform sampler2D tDiffuse;",
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- "uniform sampler2D tNormal;",
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- "uniform sampler2D tSpecular;",
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- "uniform sampler2D tAO;",
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-
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- "uniform samplerCube tCube;",
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-
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- "uniform vec2 uNormalScale;",
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-
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- "uniform float refractionRatio;",
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- "uniform float reflectivity;",
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-
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- "varying vec3 vTangent;",
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- "varying vec3 vBinormal;",
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- "varying vec3 vNormal;",
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- "varying vec2 vUv;",
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-
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- "uniform vec3 ambientLightColor;",
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-
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- "#if MAX_DIR_LIGHTS > 0",
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-
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- " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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- " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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-
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- "#endif",
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-
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- "#if MAX_HEMI_LIGHTS > 0",
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-
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- " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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- " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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- " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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-
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- "#endif",
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-
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- "#if MAX_POINT_LIGHTS > 0",
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-
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- " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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- " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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- " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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-
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- "#endif",
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-
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- "#if MAX_SPOT_LIGHTS > 0",
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-
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- " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
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- " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
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- " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
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- " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
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- " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
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- " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
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-
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- "#endif",
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-
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- "varying vec3 vWorldPosition;",
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- "varying vec3 vViewPosition;",
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-
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- THREE.ShaderChunk[ "common" ],
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- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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- THREE.ShaderChunk[ "fog_pars_fragment" ],
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- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
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-
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- "void main() {",
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-
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- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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-
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- " vec3 outgoingLight = vec3( 0.0 );",
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-
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- " vec4 diffuseColor = vec4( diffuse, opacity );",
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-
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- " vec3 specularTex = vec3( 1.0 );",
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-
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- " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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- " normalTex.xy *= uNormalScale;",
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- " normalTex = normalize( normalTex );",
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-
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- " if( enableDiffuse ) {",
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-
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- " #ifdef GAMMA_INPUT",
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-
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- " vec4 texelColor = texture2D( tDiffuse, vUv );",
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- " texelColor.xyz *= texelColor.xyz;",
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-
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- " diffuseColor *= texelColor;",
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-
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- " #else",
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-
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- " diffuseColor *= texture2D( tDiffuse, vUv );",
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-
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- " #endif",
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-
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- " }",
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-
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- " if( enableAO ) {",
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-
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- " diffuseColor.rgb *= texture2D( tAO, vUv ).xyz;", // actually, the AOmap should be modulating ambient light sources only,
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- // and should use the second set of UVs, as is done elsewhere in the library
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- " }",
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-
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- THREE.ShaderChunk[ "alphatest_fragment" ],
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-
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- " if( enableSpecular )",
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- " specularTex = texture2D( tSpecular, vUv ).xyz;",
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-
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- " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
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- " vec3 finalNormal = tsb * normalTex;",
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-
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- " #ifdef FLIP_SIDED",
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-
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- " finalNormal = - finalNormal;",
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-
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- " #endif",
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-
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- " vec3 normal = normalize( finalNormal );",
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- " vec3 viewPosition = normalize( vViewPosition );",
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-
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- " vec3 totalDiffuseLight = vec3( 0.0 );",
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- " vec3 totalSpecularLight = vec3( 0.0 );",
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-
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- // point lights
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-
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- " #if MAX_POINT_LIGHTS > 0",
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-
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- " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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-
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- " vec3 pointVector = pointLightPosition[ i ] + vViewPosition.xyz;",
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-
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- " float pointDistance = 1.0;",
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- " if ( pointLightDistance[ i ] > 0.0 )",
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- " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
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-
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- " pointVector = normalize( pointVector );",
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-
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- // diffuse
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-
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- " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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-
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- " totalDiffuseLight += pointDistance * pointLightColor[ i ] * pointDiffuseWeight;",
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-
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- // specular
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-
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- " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
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- " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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- " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
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-
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- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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-
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- " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
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- " totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
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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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- // spot lights
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-
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- " #if MAX_SPOT_LIGHTS > 0",
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-
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- " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
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-
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- " vec3 spotVector = spotLightPosition[ i ] + vViewPosition.xyz;",
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-
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- " float spotDistance = 1.0;",
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- " if ( spotLightDistance[ i ] > 0.0 )",
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- " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
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-
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- " spotVector = normalize( spotVector );",
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-
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- " float spotEffect = dot( spotLightDirection[ i ], spotVector );",
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-
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- " if ( spotEffect > spotLightAngleCos[ i ] ) {",
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-
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- " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
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-
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- // diffuse
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-
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-
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- " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
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-
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- " totalDiffuseLight += spotDistance * spotLightColor[ i ] * spotDiffuseWeight * spotEffect;",
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-
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- // specular
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-
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- " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
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- " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
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- " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
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-
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- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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-
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- " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
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- " totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
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-
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- " }",
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-
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- " }",
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-
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- " #endif",
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-
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- // directional lights
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-
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- " #if MAX_DIR_LIGHTS > 0",
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-
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- " for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
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-
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- " vec3 dirVector = directionalLightDirection[ i ];",
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-
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- // diffuse
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-
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- " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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-
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- " totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
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-
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- // specular
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-
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- " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
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- " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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- " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
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-
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- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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-
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- " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
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- " totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
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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 MAX_HEMI_LIGHTS > 0",
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-
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- " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
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-
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- " vec3 lVector = hemisphereLightDirection[ i ];",
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-
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- // diffuse
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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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- " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
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-
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- " totalDiffuseLight += hemiColor;",
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-
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- // specular (sky light)
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-
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- " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
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- " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
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- " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
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-
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- //
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-
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- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
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-
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- " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
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- " totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) );",
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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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- " #ifdef METAL",
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-
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- " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
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-
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- " #else",
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-
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- " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight;",
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-
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- " #endif",
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-
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- " if ( enableReflection ) {",
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-
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- " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
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-
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- " vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );",
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-
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- " #ifdef ENVMAP_MODE_REFLECTION",
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-
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- " vec3 vReflect = reflect( cameraToVertex, worldNormal );",
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-
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- " #else",
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-
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- " vec3 vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
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-
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- " #endif",
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-
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- " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
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-
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- " #ifdef GAMMA_INPUT",
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-
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- " cubeColor.xyz *= cubeColor.xyz;",
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-
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- " #endif",
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-
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- " outgoingLight = mix( outgoingLight, cubeColor.xyz, specularTex.r * reflectivity );",
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-
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- " }",
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-
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- THREE.ShaderChunk[ "shadowmap_fragment" ],
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- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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- THREE.ShaderChunk[ "fog_fragment" ],
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-
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- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
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-
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- "}"
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-
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- ].join( "\n" ),
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-
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- vertexShader: [
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-
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- "attribute vec4 tangent;",
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-
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- "uniform vec2 uOffset;",
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- "uniform vec2 uRepeat;",
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-
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- "uniform bool enableDisplacement;",
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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 vTangent;",
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- "varying vec3 vBinormal;",
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- "varying vec3 vNormal;",
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- "varying vec2 vUv;",
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-
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- "varying vec3 vWorldPosition;",
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- "varying vec3 vViewPosition;",
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-
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- THREE.ShaderChunk[ "skinning_pars_vertex" ],
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- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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|
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
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|
|
-
|
|
|
- "void main() {",
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-
|
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- THREE.ShaderChunk[ "skinbase_vertex" ],
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|
|
- THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
-
|
|
|
- // normal, tangent and binormal vectors
|
|
|
-
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|
|
- " #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 = bindMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- " vec4 skinned = vec4( 0.0 );",
|
|
|
- " skinned += boneMatX * skinVertex * skinWeight.x;",
|
|
|
- " skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
- " skinned += boneMatZ * skinVertex * skinWeight.z;",
|
|
|
- " skinned += boneMatW * skinVertex * skinWeight.w;",
|
|
|
- " skinned = bindMatrixInverse * skinned;",
|
|
|
-
|
|
|
- " displacedPosition = skinned.xyz;",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " displacedPosition = position;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " #ifdef USE_SKINNING",
|
|
|
-
|
|
|
- " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- " vec4 skinned = vec4( 0.0 );",
|
|
|
- " skinned += boneMatX * skinVertex * skinWeight.x;",
|
|
|
- " skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
- " skinned += boneMatZ * skinVertex * skinWeight.z;",
|
|
|
- " skinned += boneMatW * skinVertex * skinWeight.w;",
|
|
|
- " skinned = bindMatrixInverse * skinned;",
|
|
|
-
|
|
|
- " 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;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
|
|
|
-
|
|
|
- //
|
|
|
-
|
|
|
- " 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" )
|
|
|
-
|
|
|
-};
|