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@@ -1,6 +1,13 @@
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var ShaderUtils = {
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- lib: { 'fresnel': {
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+ lib: {
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+
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+ /* -------------------------------------------------------------------------
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+ Fresnel shader
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+ - based on Nvidia Cg tutorial
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+ ------------------------------------------------------------------------- */
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+
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+ 'fresnel': {
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uniforms: {
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@@ -66,265 +73,366 @@ var ShaderUtils = {
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},
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+ /* -------------------------------------------------------------------------
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+ Normal map shader
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+ - Blinn-Phong
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+ - normal + diffuse + AO + displacement maps
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+ - 1 point and 1 directional lights
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+ ------------------------------------------------------------------------- */
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+
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'normal' : {
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- uniforms: {
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+ uniforms: {
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- "enableAO": { type: "i", value: 0 },
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- "enableDiffuse": { type: "i", value: 0 },
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+ "enableAO": { type: "i", value: 0 },
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+ "enableDiffuse": { type: "i", value: 0 },
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- "tDiffuse": { type: "t", value: 0, texture: null },
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- "tNormal": { type: "t", value: 2, texture: null },
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- "tAO": { type: "t", value: 3, texture: null },
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+ "tDiffuse": { type: "t", value: 0, texture: null },
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+ "tNormal": { type: "t", value: 2, texture: null },
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+ "tAO": { type: "t", value: 3, texture: null },
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- "uNormalScale": { type: "f", value: 1.0 },
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+ "uNormalScale": { type: "f", value: 1.0 },
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- "tDisplacement": { type: "t", value: 4, texture: null },
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- "uDisplacementBias": { type: "f", value: -0.5 },
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- "uDisplacementScale": { type: "f", value: 2.5 },
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+ "tDisplacement": { type: "t", value: 4, texture: null },
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+ "uDisplacementBias": { type: "f", value: -0.5 },
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+ "uDisplacementScale": { type: "f", value: 2.5 },
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- "uPointLightPos": { type: "v3", value: new THREE.Vector3() },
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- "uPointLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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+ "uPointLightPos": { type: "v3", value: new THREE.Vector3() },
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+ "uPointLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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- "uDirLightPos": { type: "v3", value: new THREE.Vector3() },
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- "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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+ "uDirLightPos": { type: "v3", value: new THREE.Vector3() },
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+ "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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- "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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+ "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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- "uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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- "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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- "uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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- "uShininess": { type: "f", value: 30 }
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+ "uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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+ "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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+ "uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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+ "uShininess": { type: "f", value: 30 }
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- },
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+ },
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- fragment_shader: [
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+ fragment_shader: [
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- "uniform vec3 uDirLightPos;",
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+ "uniform vec3 uDirLightPos;",
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- "uniform vec3 uAmbientLightColor;",
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- "uniform vec3 uDirLightColor;",
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- "uniform vec3 uPointLightColor;",
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+ "uniform vec3 uAmbientLightColor;",
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+ "uniform vec3 uDirLightColor;",
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+ "uniform vec3 uPointLightColor;",
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- "uniform vec3 uAmbientColor;",
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- "uniform vec3 uDiffuseColor;",
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- "uniform vec3 uSpecularColor;",
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- "uniform float uShininess;",
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+ "uniform vec3 uAmbientColor;",
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+ "uniform vec3 uDiffuseColor;",
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+ "uniform vec3 uSpecularColor;",
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+ "uniform float uShininess;",
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- "uniform bool enableDiffuse;",
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- "uniform bool enableAO;",
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+ "uniform bool enableDiffuse;",
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+ "uniform bool enableAO;",
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- "uniform sampler2D tDiffuse;",
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- "uniform sampler2D tNormal;",
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- "uniform sampler2D tAO;",
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+ "uniform sampler2D tDiffuse;",
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+ "uniform sampler2D tNormal;",
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+ "uniform sampler2D tAO;",
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- "uniform float uNormalScale;",
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+ "uniform float uNormalScale;",
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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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+ "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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- "varying vec3 vPointLightVector;",
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- "varying vec3 vViewPosition;",
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+ "varying vec3 vPointLightVector;",
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+ "varying vec3 vViewPosition;",
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- "void main() {",
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+ "void main() {",
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- "vec3 diffuseTex = vec3( 1.0, 1.0, 1.0 );",
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- "vec3 aoTex = vec3( 1.0, 1.0, 1.0 );",
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+ "vec3 diffuseTex = vec3( 1.0, 1.0, 1.0 );",
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+ "vec3 aoTex = vec3( 1.0, 1.0, 1.0 );",
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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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+ "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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- "if( enableDiffuse )",
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- "diffuseTex = texture2D( tDiffuse, vUv ).xyz;",
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+ "if( enableDiffuse )",
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+ "diffuseTex = texture2D( tDiffuse, vUv ).xyz;",
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- "if( enableAO )",
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- "aoTex = texture2D( tAO, vUv ).xyz;",
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+ "if( enableAO )",
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+ "aoTex = texture2D( tAO, vUv ).xyz;",
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- "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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- "vec3 finalNormal = tsb * normalTex;",
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+ "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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+ "vec3 finalNormal = tsb * normalTex;",
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- "vec3 normal = normalize( finalNormal );",
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- "vec3 viewPosition = normalize( vViewPosition );",
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+ "vec3 normal = normalize( finalNormal );",
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+ "vec3 viewPosition = normalize( vViewPosition );",
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- // point light
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+ // point light
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- "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+ "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+ "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec3 pointVector = normalize( vPointLightVector );",
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- "vec3 pointHalfVector = normalize( vPointLightVector + vViewPosition );",
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+ "vec3 pointVector = normalize( vPointLightVector );",
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+ "vec3 pointHalfVector = normalize( vPointLightVector + vViewPosition );",
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- "float pointDotNormalHalf = dot( normal, pointHalfVector );",
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- "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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+ "float pointDotNormalHalf = dot( normal, pointHalfVector );",
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+ "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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- "float pointSpecularWeight = 0.0;",
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- "if ( pointDotNormalHalf >= 0.0 )",
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- "pointSpecularWeight = pow( pointDotNormalHalf, uShininess );",
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+ "float pointSpecularWeight = 0.0;",
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+ "if ( pointDotNormalHalf >= 0.0 )",
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+ "pointSpecularWeight = pow( pointDotNormalHalf, uShininess );",
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- "pointDiffuse += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;",
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- "pointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight;",
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+ "pointDiffuse += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;",
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+ "pointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight;",
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- // directional light
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+ // directional light
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- "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+ "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+ "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );",
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+ "vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );",
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- "vec3 dirVector = normalize( lDirection.xyz );",
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- "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
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+ "vec3 dirVector = normalize( lDirection.xyz );",
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+ "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
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- "float dirDotNormalHalf = dot( normal, dirHalfVector );",
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- "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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+ "float dirDotNormalHalf = dot( normal, dirHalfVector );",
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+ "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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- "float dirSpecularWeight = 0.0;",
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- "if ( dirDotNormalHalf >= 0.0 )",
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- "dirSpecularWeight = pow( dirDotNormalHalf, uShininess );",
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+ "float dirSpecularWeight = 0.0;",
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+ "if ( dirDotNormalHalf >= 0.0 )",
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+ "dirSpecularWeight = pow( dirDotNormalHalf, uShininess );",
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- "dirDiffuse += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;",
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- "dirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight;",
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+ "dirDiffuse += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;",
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+ "dirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight;",
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- // all lights contribution summation
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+ // all lights contribution summation
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- "vec4 totalLight = vec4( uAmbientLightColor * uAmbientColor, 1.0 );",
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- "totalLight += vec4( uDirLightColor, 1.0 ) * ( dirDiffuse + dirSpecular );",
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- "totalLight += vec4( uPointLightColor, 1.0 ) * ( pointDiffuse + pointSpecular );",
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+ "vec4 totalLight = vec4( uAmbientLightColor * uAmbientColor, 1.0 );",
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+ "totalLight += vec4( uDirLightColor, 1.0 ) * ( dirDiffuse + dirSpecular );",
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+ "totalLight += vec4( uPointLightColor, 1.0 ) * ( pointDiffuse + pointSpecular );",
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- "gl_FragColor = vec4( totalLight.xyz * aoTex * diffuseTex, 1.0 );",
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+ "gl_FragColor = vec4( totalLight.xyz * aoTex * diffuseTex, 1.0 );",
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- "}"
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- ].join("\n"),
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+ "}"
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+ ].join("\n"),
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- vertex_shader: [
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+ vertex_shader: [
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- "attribute vec4 tangent;",
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+ "attribute vec4 tangent;",
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- "uniform vec3 uPointLightPos;",
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+ "uniform vec3 uPointLightPos;",
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- "#ifdef VERTEX_TEXTURES",
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+ "#ifdef VERTEX_TEXTURES",
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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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+ "uniform sampler2D tDisplacement;",
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+ "uniform float uDisplacementScale;",
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+ "uniform float uDisplacementBias;",
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- "#endif",
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+ "#endif",
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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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+ "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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- "varying vec3 vPointLightVector;",
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- "varying vec3 vViewPosition;",
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+ "varying vec3 vPointLightVector;",
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+ "varying vec3 vViewPosition;",
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- "void main() {",
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+ "void main() {",
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- "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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- "vViewPosition = cameraPosition - mPosition.xyz;",
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+ "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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+ "vViewPosition = cameraPosition - mPosition.xyz;",
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- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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- "vNormal = normalize( normalMatrix * normal );",
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+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+ "vNormal = normalize( normalMatrix * normal );",
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- // tangent and binormal vectors
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+ // tangent and binormal vectors
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- "vTangent = normalize( normalMatrix * tangent.xyz );",
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+ "vTangent = normalize( normalMatrix * tangent.xyz );",
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- "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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- "vBinormal = normalize( vBinormal );",
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+ "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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+ "vBinormal = normalize( vBinormal );",
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- "vUv = uv;",
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+ "vUv = uv;",
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- // point light
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+ // point light
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- "vec4 lPosition = viewMatrix * vec4( uPointLightPos, 1.0 );",
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- "vPointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
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+ "vec4 lPosition = viewMatrix * vec4( uPointLightPos, 1.0 );",
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+ "vPointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
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- // displacement mapping
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+ // displacement mapping
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- "#ifdef VERTEX_TEXTURES",
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+ "#ifdef VERTEX_TEXTURES",
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- "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
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- "float df = uDisplacementScale * dv.x + uDisplacementBias;",
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- "vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
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- "gl_Position = projectionMatrix * displacedPosition;",
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+ "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
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+ "float df = uDisplacementScale * dv.x + uDisplacementBias;",
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+ "vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
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+ "gl_Position = projectionMatrix * displacedPosition;",
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- "#else",
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+ "#else",
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- "gl_Position = projectionMatrix * mvPosition;",
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+ "gl_Position = projectionMatrix * mvPosition;",
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- "#endif",
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+ "#endif",
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- "}"
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+ "}"
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- ].join("\n")
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+ ].join("\n")
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},
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+ /* -------------------------------------------------------------------------
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+ Cube map shader
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+ ------------------------------------------------------------------------- */
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+
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'cube': {
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- uniforms: { "tCube": { type: "t", value: 1, texture: null } },
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+ uniforms: { "tCube": { type: "t", value: 1, texture: null } },
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- vertex_shader: [
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+ vertex_shader: [
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- "varying vec3 vViewPosition;",
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+ "varying vec3 vViewPosition;",
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- "void main() {",
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+ "void main() {",
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- "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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- "vViewPosition = cameraPosition - mPosition.xyz;",
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+ "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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+ "vViewPosition = cameraPosition - mPosition.xyz;",
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- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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- "}"
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+ "}"
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- ].join("\n"),
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+ ].join("\n"),
|
|
|
|
|
|
- fragment_shader: [
|
|
|
+ fragment_shader: [
|
|
|
|
|
|
- "uniform samplerCube tCube;",
|
|
|
+ "uniform samplerCube tCube;",
|
|
|
|
|
|
- "varying vec3 vViewPosition;",
|
|
|
+ "varying vec3 vViewPosition;",
|
|
|
|
|
|
- "void main() {",
|
|
|
+ "void main() {",
|
|
|
|
|
|
- "vec3 wPos = cameraPosition - vViewPosition;",
|
|
|
- "gl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );",
|
|
|
+ "vec3 wPos = cameraPosition - vViewPosition;",
|
|
|
+ "gl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );",
|
|
|
|
|
|
- "}"
|
|
|
+ "}"
|
|
|
|
|
|
- ].join("\n")
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* ------------------------------------------------------------------------
|
|
|
+ Convolution shader
|
|
|
+ - ported from o3d sample to WebGL / GLSL
|
|
|
+ http://o3d.googlecode.com/svn/trunk/samples/convolution.html
|
|
|
+ ------------------------------------------------------------------------ */
|
|
|
+
|
|
|
+ 'convolution': {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ "tDiffuse" : { type: "t", value: 0, texture: null },
|
|
|
+ "uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
|
|
|
+ "cKernel" : { type: "fv1", value: [] }
|
|
|
+ },
|
|
|
+
|
|
|
+ vertex_shader: [
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "uniform vec2 uImageIncrement;",
|
|
|
+ "#define KERNEL_SIZE 25.0",
|
|
|
+
|
|
|
+ "void main(void) {",
|
|
|
+ "vUv = uv - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;",
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragment_shader: [
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "uniform sampler2D tDiffuse;",
|
|
|
+ "uniform vec2 uImageIncrement;",
|
|
|
+
|
|
|
+ "#define KERNEL_SIZE 25",
|
|
|
+ "uniform float cKernel[KERNEL_SIZE];",
|
|
|
+
|
|
|
+ "void main(void) {",
|
|
|
+ "vec2 imageCoord = vUv;",
|
|
|
+ "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
|
|
|
+ "for( int i=0; i<KERNEL_SIZE; ++i ) {",
|
|
|
+ "sum += texture2D( tDiffuse, imageCoord ) * cKernel[i];",
|
|
|
+ "imageCoord += uImageIncrement;",
|
|
|
+ "}",
|
|
|
+ "gl_FragColor = sum;",
|
|
|
+ "}"
|
|
|
+
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
|
|
|
},
|
|
|
|
|
|
+ /* -------------------------------------------------------------------------
|
|
|
+ Simple test shader
|
|
|
+ ------------------------------------------------------------------------- */
|
|
|
+
|
|
|
'basic': {
|
|
|
|
|
|
- uniforms: {},
|
|
|
+ uniforms: {},
|
|
|
|
|
|
- vertex_shader: [
|
|
|
+ vertex_shader: [
|
|
|
|
|
|
- "void main() {",
|
|
|
+ "void main() {",
|
|
|
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
|
|
- "}"
|
|
|
+ "}"
|
|
|
|
|
|
- ].join("\n"),
|
|
|
+ ].join("\n"),
|
|
|
|
|
|
- fragment_shader: [
|
|
|
+ fragment_shader: [
|
|
|
|
|
|
- "void main() {",
|
|
|
+ "void main() {",
|
|
|
|
|
|
- "gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);",
|
|
|
+ "gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);",
|
|
|
|
|
|
- "}"
|
|
|
+ "}"
|
|
|
|
|
|
- ].join("\n")
|
|
|
+ ].join("\n")
|
|
|
|
|
|
}
|
|
|
|
|
|
+ },
|
|
|
+
|
|
|
+ buildKernel: function( sigma ) {
|
|
|
+
|
|
|
+ // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
|
|
|
+
|
|
|
+ function gauss( x, sigma ) {
|
|
|
+
|
|
|
+ return Math.exp( - (x * x) / (2.0 * sigma * sigma) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
|
|
|
+
|
|
|
+ if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
|
|
|
+ halfWidth = ( kernelSize - 1 ) * 0.5
|
|
|
+
|
|
|
+ values = new Array( kernelSize );
|
|
|
+ sum = 0.0;
|
|
|
+ for( i = 0; i < kernelSize; ++i ) {
|
|
|
+
|
|
|
+ values[ i ] = gauss( i - halfWidth, sigma );
|
|
|
+ sum += values[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // normalize the kernel
|
|
|
+
|
|
|
+ for( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
|
|
|
+
|
|
|
+ return values;
|
|
|
+
|
|
|
}
|
|
|
|
|
|
};
|