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@@ -1,90 +1,168 @@
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import * as THREE from '../../../build/three.module.js';
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export default {
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- lights_fragment_begin: `
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+ lights_fragment_begin: /* glsl */`
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GeometricContext geometry;
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+
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geometry.position = - vViewPosition;
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geometry.normal = normal;
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-geometry.viewDir = normalize( vViewPosition );
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+geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
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+
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#ifdef CLEARCOAT
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+
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geometry.clearcoatNormal = clearcoatNormal;
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+
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#endif
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+
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IncidentLight directLight;
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+
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#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
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+
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PointLight pointLight;
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+ #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
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+ PointLightShadow pointLightShadow;
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+ #endif
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+
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#pragma unroll_loop
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for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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+
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pointLight = pointLights[ i ];
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+
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getPointDirectLightIrradiance( pointLight, geometry, directLight );
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+
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
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- directLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
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+ pointLightShadow = pointLightShadows[ i ];
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+ directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
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#endif
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+
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RE_Direct( directLight, geometry, material, reflectedLight );
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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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#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
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+
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SpotLight spotLight;
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+ #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
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+ SpotLightShadow spotLightShadow;
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+ #endif
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+
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#pragma unroll_loop
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for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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+
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spotLight = spotLights[ i ];
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+
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getSpotDirectLightIrradiance( spotLight, geometry, directLight );
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+
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
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- directLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
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+ spotLightShadow = spotLightShadows[ i ];
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+ directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
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#endif
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+
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RE_Direct( directLight, geometry, material, reflectedLight );
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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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#if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
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+
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DirectionalLight directionalLight;
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float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
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+ #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
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+ DirectionalLightShadow directionalLightShadow;
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+ #endif
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#pragma unroll_loop
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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+
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directionalLight = directionalLights[ i ];
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getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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+
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+ directionalLightShadow = directionalLightShadows[ i ];
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+ if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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+
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#endif
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- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
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+
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+ if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
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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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+
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#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
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+
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DirectionalLight directionalLight;
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+ #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
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+ DirectionalLightShadow directionalLightShadow;
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+ #endif
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+
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#pragma unroll_loop
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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+
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directionalLight = directionalLights[ i ];
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+
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getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
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+
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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- directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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+ directionalLightShadow = directionalLightShadows[ i ];
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+ directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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#endif
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+
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RE_Direct( directLight, geometry, material, reflectedLight );
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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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#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
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+
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RectAreaLight rectAreaLight;
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+
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#pragma unroll_loop
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for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
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+
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rectAreaLight = rectAreaLights[ i ];
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RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
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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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#if defined( RE_IndirectDiffuse )
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+
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vec3 iblIrradiance = vec3( 0.0 );
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+
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vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
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+
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irradiance += getLightProbeIrradiance( lightProbe, geometry );
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+
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#if ( NUM_HEMI_LIGHTS > 0 )
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+
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#pragma unroll_loop
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for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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+
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irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
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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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#endif
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+
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#if defined( RE_IndirectSpecular )
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+
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vec3 radiance = vec3( 0.0 );
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vec3 clearcoatRadiance = vec3( 0.0 );
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+
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#endif
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`,
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- lights_pars_begin: `
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+ lights_pars_begin: /* glsl */`
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#if defined( USE_CSM ) && defined( CSM_CASCADES )
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uniform vec2 CSM_cascades[CSM_CASCADES];
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uniform float cameraNear;
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