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@@ -2474,6 +2474,764 @@ THREE.ShaderLib = {
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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 + 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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+ 'normal2' : {
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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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+ "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
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+ "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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+ "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
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+ "uShininess": { type: "f", value: 30 },
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+ "uOpacity": { type: "f", value: 1 },
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+
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+ "useRefract": { type: "i", value: 0 },
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+ "uRefractionRatio": { type: "f", value: 0.98 },
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+ "uReflectivity": { 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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+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 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 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 float uOpacity;",
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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 bool useRefract;",
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+ "uniform float uRefractionRatio;",
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+ "uniform float uReflectivity;",
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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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+ "#ifdef WRAP_AROUND",
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+
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+ "uniform vec3 wrapRGB;",
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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[ "shadowmap_pars_fragment" ],
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+ THREE.ShaderChunk[ "fog_pars_fragment" ],
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+
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+ "void main() {",
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+
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+ "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
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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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+ "gl_FragColor = gl_FragColor * texelColor;",
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+
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+ "#else",
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+
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+ "gl_FragColor = gl_FragColor * 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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+ "#ifdef GAMMA_INPUT",
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+
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+ "vec4 aoColor = texture2D( tAO, vUv );",
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+ "aoColor.xyz *= aoColor.xyz;",
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+
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+ "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
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+
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+ "#else",
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+
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+ "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
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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( 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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+ // point lights
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+
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+ "#if MAX_POINT_LIGHTS > 0",
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+
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+ "vec3 pointDiffuse = vec3( 0.0 );",
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+ "vec3 pointSpecular = vec3( 0.0 );",
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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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+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
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+ "vec3 pointVector = lPosition.xyz + 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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+ "#ifdef WRAP_AROUND",
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+
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+ "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
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+ "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
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+
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+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
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+
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+ "#else",
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+
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+ "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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+
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+ "#endif",
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+
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+ "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * 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, uShininess ), 0.0 );",
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+
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+ "#ifdef PHYSICALLY_BASED_SHADING",
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+
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+ // 2.0 => 2.0001 is hack to work around ANGLE bug
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+
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+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
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+
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+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
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+ "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
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+
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+ "#else",
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+
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+ "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
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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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+ "#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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+ "vec3 spotDiffuse = vec3( 0.0 );",
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+ "vec3 spotSpecular = vec3( 0.0 );",
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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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+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
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+ "vec3 spotVector = lPosition.xyz + 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 ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
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+
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+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
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+
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+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
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+
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+ // diffuse
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+
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+ "#ifdef WRAP_AROUND",
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+
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+ "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
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+ "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
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+
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+ "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
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+
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+ "#else",
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+
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+ "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
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+
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+ "#endif",
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+
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+ "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * 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, uShininess ), 0.0 );",
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+
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+ "#ifdef PHYSICALLY_BASED_SHADING",
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+
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+ // 2.0 => 2.0001 is hack to work around ANGLE bug
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+
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+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
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+
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+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
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+ "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
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+
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+ "#else",
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+
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+ "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
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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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+ "}",
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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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+ "vec3 dirDiffuse = vec3( 0.0 );",
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+ "vec3 dirSpecular = vec3( 0.0 );",
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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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+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
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+ "vec3 dirVector = normalize( lDirection.xyz );",
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+
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+ // diffuse
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+
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+ "#ifdef WRAP_AROUND",
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+
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+ "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
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+ "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
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+
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+ "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
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+
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+ "#else",
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+
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+ "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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+
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+ "#endif",
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+
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+ "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * 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, uShininess ), 0.0 );",
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+
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+ "#ifdef PHYSICALLY_BASED_SHADING",
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+
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+ // 2.0 => 2.0001 is hack to work around ANGLE bug
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+
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+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
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+
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+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
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+ "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
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+
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+ "#else",
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+
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+ "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
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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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+ "#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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+ "vec3 hemiDiffuse = vec3( 0.0 );",
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+ "vec3 hemiSpecular = vec3( 0.0 );" ,
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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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+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
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+ "vec3 lVector = normalize( lDirection.xyz );",
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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 );",
|
|
|
+
|
|
|
+ "hemiDiffuse += uDiffuseColor * hemiColor;",
|
|
|
+
|
|
|
+ // specular (sky light)
|
|
|
+
|
|
|
+
|
|
|
+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
|
|
+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
|
|
+ "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
|
|
|
+
|
|
|
+ // specular (ground light)
|
|
|
+
|
|
|
+ "vec3 lVectorGround = -lVector;",
|
|
|
+
|
|
|
+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
|
|
+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
|
|
+ "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
+
|
|
|
+ "float dotProductGround = dot( normal, lVectorGround );",
|
|
|
+
|
|
|
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
+
|
|
|
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
|
|
|
+ "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
|
|
+ "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ // all lights contribution summation
|
|
|
+
|
|
|
+ "vec3 totalDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 totalSpecular = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "#if MAX_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += dirDiffuse;",
|
|
|
+ "totalSpecular += dirSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_HEMI_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += hemiDiffuse;",
|
|
|
+ "totalSpecular += hemiSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += pointDiffuse;",
|
|
|
+ "totalSpecular += pointSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += spotDiffuse;",
|
|
|
+ "totalSpecular += spotSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef METAL",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "if ( enableReflection ) {",
|
|
|
+
|
|
|
+ "vec3 vReflect;",
|
|
|
+ "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
|
|
+
|
|
|
+ "if ( useRefract ) {",
|
|
|
+
|
|
|
+ "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "vReflect = reflect( cameraToVertex, normal );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
|
|
+
|
|
|
+ "#ifdef GAMMA_INPUT",
|
|
|
+
|
|
|
+ "cubeColor.xyz *= cubeColor.xyz;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "attribute vec4 tangent;",
|
|
|
+
|
|
|
+ "uniform vec2 uOffset;",
|
|
|
+ "uniform vec2 uRepeat;",
|
|
|
+
|
|
|
+ "uniform bool enableDisplacement;",
|
|
|
+
|
|
|
+ "#ifdef VERTEX_TEXTURES",
|
|
|
+
|
|
|
+ "uniform sampler2D tDisplacement;",
|
|
|
+ "uniform float uDisplacementScale;",
|
|
|
+ "uniform float uDisplacementBias;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "varying vec3 vTangent;",
|
|
|
+ "varying vec3 vBinormal;",
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "varying vec3 vWorldPosition;",
|
|
|
+ "varying vec3 vViewPosition;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
+
|
|
|
+ // normal, tangent and binormal vectors
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
|
|
|
+
|
|
|
+ "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
|
|
|
+ "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "vNormal = normalize( normalMatrix * normal );",
|
|
|
+ "vTangent = normalize( normalMatrix * tangent.xyz );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
|
|
|
+
|
|
|
+ "vUv = uv * uRepeat + uOffset;",
|
|
|
+
|
|
|
+ // displacement mapping
|
|
|
+
|
|
|
+ "vec3 displacedPosition;",
|
|
|
+
|
|
|
+ "#ifdef VERTEX_TEXTURES",
|
|
|
+
|
|
|
+ "if ( enableDisplacement ) {",
|
|
|
+
|
|
|
+ "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
|
|
+ "float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
|
|
+ "displacedPosition = position + normalize( normal ) * df;",
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
+
|
|
|
+ "displacedPosition = skinned.xyz;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "displacedPosition = position;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
+
|
|
|
+ "displacedPosition = skinned.xyz;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "displacedPosition = position;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
+ "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * mvPosition;",
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ "vWorldPosition = worldPosition.xyz;",
|
|
|
+ "vViewPosition = -mvPosition.xyz;",
|
|
|
+
|
|
|
+ // shadows
|
|
|
+
|
|
|
+ "#ifdef USE_SHADOWMAP",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
|
|
+
|
|
|
+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* -------------------------------------------------------------------------
|
|
|
+ // Cube map shader
|
|
|
+ ------------------------------------------------------------------------- */
|
|
|
+
|
|
|
+ 'cube': {
|
|
|
+
|
|
|
+ uniforms: { "tCube": { type: "t", value: null },
|
|
|
+ "tFlip": { type: "f", value: -1 } },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec3 vWorldPosition;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
|
|
+ "vWorldPosition = worldPosition.xyz;",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform samplerCube tCube;",
|
|
|
+ "uniform float tFlip;",
|
|
|
+
|
|
|
+ "varying vec3 vWorldPosition;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* -------------------------------------------------------------------------
|
|
|
+ // Fresnel shader
|
|
|
+ // - based on Nvidia Cg tutorial
|
|
|
+ ------------------------------------------------------------------------- */
|
|
|
+
|
|
|
+ 'fresnel': {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ "mRefractionRatio": { type: "f", value: 1.02 },
|
|
|
+ "mFresnelBias": { type: "f", value: 0.1 },
|
|
|
+ "mFresnelPower": { type: "f", value: 2.0 },
|
|
|
+ "mFresnelScale": { type: "f", value: 1.0 },
|
|
|
+ "tCube": { type: "t", value: null }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform samplerCube tCube;",
|
|
|
+
|
|
|
+ "varying vec3 vReflect;",
|
|
|
+ "varying vec3 vRefract[3];",
|
|
|
+ "varying float vReflectionFactor;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
|
|
+ "vec4 refractedColor = vec4( 1.0 );",
|
|
|
+
|
|
|
+ "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
|
|
|
+ "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
|
|
|
+ "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
|
|
|
+
|
|
|
+ "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "uniform float mRefractionRatio;",
|
|
|
+ "uniform float mFresnelBias;",
|
|
|
+ "uniform float mFresnelScale;",
|
|
|
+ "uniform float mFresnelPower;",
|
|
|
+
|
|
|
+ "varying vec3 vReflect;",
|
|
|
+ "varying vec3 vRefract[3];",
|
|
|
+ "varying float vReflectionFactor;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
|
|
|
+
|
|
|
+ "vec3 I = worldPosition.xyz - cameraPosition;",
|
|
|
+
|
|
|
+ "vReflect = reflect( I, worldNormal );",
|
|
|
+ "vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
|
|
|
+ "vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
|
|
|
+ "vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
|
|
|
+ "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * mvPosition;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
// Depth encoding into RGBA texture
|
|
|
// based on SpiderGL shadow map example
|
|
|
// http://spidergl.org/example.php?id=6
|