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Update lights_fragment_begin shader

Garrett Johnson 5 years ago
parent
commit
26c8c21bbc
1 changed files with 86 additions and 8 deletions
  1. 86 8
      examples/jsm/csm/Shader.js

+ 86 - 8
examples/jsm/csm/Shader.js

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