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Moved shaders in ShaderUtils.lib into ShaderLib.
ShaderUtils relied on ShaderChunks so this created troubles when trying to use three-canvas and three-extras. Besides, better to keep a single library of shaders.

Mr.doob 12 年之前
父節點
當前提交
4276c9f588

+ 0 - 37
docs/api/extras/ShaderUtils.html

@@ -1,37 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-	<head>
-		<meta charset="utf-8">
-		<script src="../../list.js"></script>
-		<script src="../../page.js"></script>
-		<link type="text/css" rel="stylesheet" href="../../page.css" />
-	</head>
-	<body>
-		<h1>[name]</h1>
-
-		<div class="desc">todo</div>
-
-
-		<h2>Constructor</h2>
-
-		<h3>[name]()</h3>
-
-
-		<h2>Properties</h2>
-
-		<h3>.[page:Vector3 todo]</h3>
-
-
-		<h2>Methods</h2>
-
-		<h3>.todo( [page:Vector3 todo] )</h3>
-		<div>
-		todo — todo<br />
-		</div>
-
-
-		<h2>Source</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>

+ 1 - 2
docs/list.js

@@ -132,8 +132,7 @@ var list = {
 			[ "FontUtils", "api/extras/FontUtils" ],
 			[ "GeometryUtils", "api/extras/GeometryUtils" ],
 			[ "ImageUtils", "api/extras/ImageUtils" ],
-			[ "SceneUtils", "api/extras/SceneUtils" ],
-			[ "ShaderUtils", "api/extras/ShaderUtils" ]
+			[ "SceneUtils", "api/extras/SceneUtils" ]
 		],
 
 		"Extras / Animation": [

+ 1 - 1
examples/misc_controls_fly.html

@@ -117,7 +117,7 @@
 
 				var moonTexture = THREE.ImageUtils.loadTexture( "textures/planets/moon_1024.jpg" );
 
-				var shader = THREE.ShaderUtils.lib[ "normal" ];
+				var shader = THREE.ShaderLib[ "normal2" ];
 				var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
 				uniforms[ "tNormal" ].value = normalTexture;

+ 1 - 1
examples/webgl_loader_ctm.html

@@ -188,7 +188,7 @@
 
 					var ambient = 0xffffff, diffuse = 0xffffff, specular = 0x0e0e0e, shininess = 50;
 
-					var shader = THREE.ShaderUtils.lib[ "normal" ];
+					var shader = THREE.ShaderLib[ "normal2" ];
 					var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
 					uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );

+ 1 - 1
examples/webgl_loader_ctm_materials.html

@@ -114,7 +114,7 @@
 
 				textureCube = THREE.ImageUtils.loadTextureCube( urls );
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cars.html

@@ -191,7 +191,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cars_anaglyph.html

@@ -185,7 +185,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cars_parallaxbarrier.html

@@ -185,7 +185,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cubemap.html

@@ -118,7 +118,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = reflectionCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cubemap_balls_reflection.html

@@ -108,7 +108,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cubemap_balls_reflection_anaglyph.html

@@ -106,7 +106,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cubemap_balls_refraction.html

@@ -107,7 +107,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cubemap_balls_refraction_crosseyed.html

@@ -107,7 +107,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cubemap_escher.html

@@ -96,7 +96,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_cubemap_refraction.html

@@ -111,7 +111,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_materials_normalmap.html

@@ -155,7 +155,7 @@
 
 				// normal map shader
 
-				var shader = THREE.ShaderUtils.lib[ "normal" ];
+				var shader = THREE.ShaderLib[ "normal2" ];
 				var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
 				uniforms[ "enableAO" ].value = true;

+ 1 - 1
examples/webgl_materials_normalmap2.html

@@ -122,7 +122,7 @@
 
 				var ambient = 0x111111, diffuse = 0xbbbbbb, specular = 0x060606, shininess = 35;
 
-				var shader = THREE.ShaderUtils.lib[ "normal" ];
+				var shader = THREE.ShaderLib[ "normal2" ];
 				var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
 				uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );

+ 2 - 2
examples/webgl_materials_shaders_fresnel.html

@@ -90,7 +90,7 @@
 				var textureCube = THREE.ImageUtils.loadTextureCube( urls );
 				textureCube.format = THREE.RGBFormat;
 
-				var shader = THREE.ShaderUtils.lib[ "fresnel" ];
+				var shader = THREE.ShaderLib[ "fresnel" ];
 				var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
 				uniforms[ "tCube" ].value = textureCube;
@@ -118,7 +118,7 @@
 
 				// Skybox
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].value = textureCube;
 
 				var material = new THREE.ShaderMaterial( {

+ 1 - 1
examples/webgl_postprocessing_advanced.html

@@ -330,7 +330,7 @@
 
 				var ambient = 0x444444, diffuse = 0x999999, specular = 0x080808, shininess = 20;
 
-				var shader = THREE.ShaderUtils.lib[ "normal" ];
+				var shader = THREE.ShaderLib[ "normal2" ];
 				var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
 				uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );

+ 1 - 1
examples/webgl_shading_physical.html

@@ -202,7 +202,7 @@
 
 				// MATERIALS
 
-				var shader = THREE.ShaderUtils.lib[ "cube" ];
+				var shader = THREE.ShaderLib[ "cube" ];
 				shader.uniforms[ "tCube" ].texture = cubeCamera.renderTarget;
 				shader.uniforms[ "tFlip" ].value = 1;
 

+ 0 - 777
src/extras/ShaderUtils.js

@@ -1,777 +0,0 @@
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- *
- * ShaderUtils currently contains:
- *
- *	fresnel
- *	normal
- * 	cube
- *
- */
-
-THREE.ShaderUtils = {
-
-	lib: {
-
-		/* -------------------------------------------------------------------------
-		//	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")
-
-		},
-
-		/* -------------------------------------------------------------------------
-		//	Normal map shader
-		//		- Blinn-Phong
-		//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
-		//		- point and directional lights (use with "lights: true" material option)
-		 ------------------------------------------------------------------------- */
-
-		'normal' : {
-
-			uniforms: THREE.UniformsUtils.merge( [
-
-				THREE.UniformsLib[ "fog" ],
-				THREE.UniformsLib[ "lights" ],
-				THREE.UniformsLib[ "shadowmap" ],
-
-				{
-
-				"enableAO"		  : { type: "i", value: 0 },
-				"enableDiffuse"	  : { type: "i", value: 0 },
-				"enableSpecular"  : { type: "i", value: 0 },
-				"enableReflection": { type: "i", value: 0 },
-				"enableDisplacement": { type: "i", value: 0 },
-
-				"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
-				"tDiffuse"	   : { type: "t", value: null },
-				"tCube"		   : { type: "t", value: null },
-				"tNormal"	   : { type: "t", value: null },
-				"tSpecular"	   : { type: "t", value: null },
-				"tAO"		   : { type: "t", value: null },
-
-				"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-				"uDisplacementBias": { type: "f", value: 0.0 },
-				"uDisplacementScale": { type: "f", value: 1.0 },
-
-				"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
-				"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
-				"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
-				"uShininess": { type: "f", value: 30 },
-				"uOpacity": { type: "f", value: 1 },
-
-				"useRefract": { type: "i", value: 0 },
-				"uRefractionRatio": { type: "f", value: 0.98 },
-				"uReflectivity": { type: "f", value: 0.5 },
-
-				"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
-				"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
-
-				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
-
-				}
-
-			] ),
-
-			fragmentShader: [
-
-				"uniform vec3 uAmbientColor;",
-				"uniform vec3 uDiffuseColor;",
-				"uniform vec3 uSpecularColor;",
-				"uniform float uShininess;",
-				"uniform float uOpacity;",
-
-				"uniform bool enableDiffuse;",
-				"uniform bool enableSpecular;",
-				"uniform bool enableAO;",
-				"uniform bool enableReflection;",
-
-				"uniform sampler2D tDiffuse;",
-				"uniform sampler2D tNormal;",
-				"uniform sampler2D tSpecular;",
-				"uniform sampler2D tAO;",
-
-				"uniform samplerCube tCube;",
-
-				"uniform vec2 uNormalScale;",
-
-				"uniform bool useRefract;",
-				"uniform float uRefractionRatio;",
-				"uniform float uReflectivity;",
-
-				"varying vec3 vTangent;",
-				"varying vec3 vBinormal;",
-				"varying vec3 vNormal;",
-				"varying vec2 vUv;",
-
-				"uniform vec3 ambientLightColor;",
-
-				"#if MAX_DIR_LIGHTS > 0",
-
-					"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
-					"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
-
-				"#endif",
-
-				"#if MAX_HEMI_LIGHTS > 0",
-
-					"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
-					"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
-					"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
-
-				"#endif",
-
-				"#if MAX_POINT_LIGHTS > 0",
-
-					"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
-					"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
-					"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
-
-				"#endif",
-
-				"#if MAX_SPOT_LIGHTS > 0",
-
-					"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
-					"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
-					"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
-					"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
-					"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
-					"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
-
-				"#endif",
-
-				"#ifdef WRAP_AROUND",
-
-					"uniform vec3 wrapRGB;",
-
-				"#endif",
-
-				"varying vec3 vWorldPosition;",
-				"varying vec3 vViewPosition;",
-
-				THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
-				THREE.ShaderChunk[ "fog_pars_fragment" ],
-
-				"void main() {",
-
-					"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
-
-					"vec3 specularTex = vec3( 1.0 );",
-
-					"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
-					"normalTex.xy *= uNormalScale;",
-					"normalTex = normalize( normalTex );",
-
-					"if( enableDiffuse ) {",
-
-						"#ifdef GAMMA_INPUT",
-
-							"vec4 texelColor = texture2D( tDiffuse, vUv );",
-							"texelColor.xyz *= texelColor.xyz;",
-
-							"gl_FragColor = gl_FragColor * texelColor;",
-
-						"#else",
-
-							"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
-
-						"#endif",
-
-					"}",
-
-					"if( enableAO ) {",
-
-						"#ifdef GAMMA_INPUT",
-
-							"vec4 aoColor = texture2D( tAO, vUv );",
-							"aoColor.xyz *= aoColor.xyz;",
-
-							"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
-
-						"#else",
-
-							"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
-
-						"#endif",
-
-					"}",
-
-					"if( enableSpecular )",
-						"specularTex = texture2D( tSpecular, vUv ).xyz;",
-
-					"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
-					"vec3 finalNormal = tsb * normalTex;",
-
-					"#ifdef FLIP_SIDED",
-
-						"finalNormal = -finalNormal;",
-
-					"#endif",
-
-					"vec3 normal = normalize( finalNormal );",
-					"vec3 viewPosition = normalize( vViewPosition );",
-
-					// point lights
-
-					"#if MAX_POINT_LIGHTS > 0",
-
-						"vec3 pointDiffuse = vec3( 0.0 );",
-						"vec3 pointSpecular = vec3( 0.0 );",
-
-						"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
-
-							"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
-							"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
-
-							"float pointDistance = 1.0;",
-							"if ( pointLightDistance[ i ] > 0.0 )",
-								"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
-
-							"pointVector = normalize( pointVector );",
-
-							// diffuse
-
-							"#ifdef WRAP_AROUND",
-
-								"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
-								"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
-
-								"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
-
-							"#else",
-
-								"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
-
-							"#endif",
-
-							"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
-
-							// specular
-
-							"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
-							"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
-							"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
-
-							"#ifdef PHYSICALLY_BASED_SHADING",
-
-								// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
-								"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
-
-							"#else",
-
-								"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
-
-							"#endif",
-
-						"}",
-
-					"#endif",
-
-					// spot lights
-
-					"#if MAX_SPOT_LIGHTS > 0",
-
-						"vec3 spotDiffuse = vec3( 0.0 );",
-						"vec3 spotSpecular = vec3( 0.0 );",
-
-						"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
-
-							"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
-							"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
-
-							"float spotDistance = 1.0;",
-							"if ( spotLightDistance[ i ] > 0.0 )",
-								"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
-
-							"spotVector = normalize( spotVector );",
-
-							"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
-
-							"if ( spotEffect > spotLightAngleCos[ i ] ) {",
-
-								"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
-
-								// diffuse
-
-								"#ifdef WRAP_AROUND",
-
-									"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
-									"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
-
-									"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
-
-								"#else",
-
-									"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
-
-								"#endif",
-
-								"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
-
-								// specular
-
-								"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
-								"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
-								"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
-
-								"#ifdef PHYSICALLY_BASED_SHADING",
-
-									// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-									"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-									"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
-									"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
-
-								"#else",
-
-									"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
-
-								"#endif",
-
-							"}",
-
-						"}",
-
-					"#endif",
-
-					// directional lights
-
-					"#if MAX_DIR_LIGHTS > 0",
-
-						"vec3 dirDiffuse = vec3( 0.0 );",
-						"vec3 dirSpecular = vec3( 0.0 );",
-
-						"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
-
-							"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
-							"vec3 dirVector = normalize( lDirection.xyz );",
-
-							// diffuse
-
-							"#ifdef WRAP_AROUND",
-
-								"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
-								"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
-
-								"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
-
-							"#else",
-
-								"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
-
-							"#endif",
-
-							"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
-
-							// specular
-
-							"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
-							"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
-							"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
-
-							"#ifdef PHYSICALLY_BASED_SHADING",
-
-								// 2.0 => 2.0001 is hack to work around ANGLE bug
-
-								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
-
-								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
-								"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
-
-							"#else",
-
-								"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
-
-							"#endif",
-
-						"}",
-
-					"#endif",
-
-					// hemisphere lights
-
-					"#if MAX_HEMI_LIGHTS > 0",
-
-						"vec3 hemiDiffuse  = vec3( 0.0 );",
-						"vec3 hemiSpecular = vec3( 0.0 );" ,
-
-						"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
-
-							"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
-							"vec3 lVector = normalize( lDirection.xyz );",
-
-							// diffuse
-
-							"float dotProduct = dot( normal, lVector );",
-							"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
-
-							"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")
-
-		}
-
-	}
-
-};

+ 1 - 1
src/loaders/Loader.js

@@ -371,7 +371,7 @@ THREE.Loader.prototype = {
 
 		if ( m.mapNormal ) {
 
-			var shader = THREE.ShaderUtils.lib[ "normal" ];
+			var shader = THREE.ShaderLib[ "normal2" ];
 			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
 			uniforms[ "tNormal" ].value = mpars.normalMap;

+ 1 - 1
src/loaders/SceneLoader.js

@@ -1048,7 +1048,7 @@ THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
 
 		if ( matJSON.parameters.normalMap ) {
 
-			var shader = THREE.ShaderUtils.lib[ "normal" ];
+			var shader = THREE.ShaderLib[ "normal2" ];
 			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
 
 			var diffuse = matJSON.parameters.color;

+ 758 - 0
src/renderers/WebGLShaders.js

@@ -2474,6 +2474,764 @@ THREE.ShaderLib = {
 
 	},
 
+	/* -------------------------------------------------------------------------
+	//	Normal map shader
+	//		- Blinn-Phong
+	//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
+	//		- point and directional lights (use with "lights: true" material option)
+	 ------------------------------------------------------------------------- */
+
+	'normal2' : {
+
+		uniforms: THREE.UniformsUtils.merge( [
+
+			THREE.UniformsLib[ "fog" ],
+			THREE.UniformsLib[ "lights" ],
+			THREE.UniformsLib[ "shadowmap" ],
+
+			{
+
+			"enableAO"		  : { type: "i", value: 0 },
+			"enableDiffuse"	  : { type: "i", value: 0 },
+			"enableSpecular"  : { type: "i", value: 0 },
+			"enableReflection": { type: "i", value: 0 },
+			"enableDisplacement": { type: "i", value: 0 },
+
+			"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
+			"tDiffuse"	   : { type: "t", value: null },
+			"tCube"		   : { type: "t", value: null },
+			"tNormal"	   : { type: "t", value: null },
+			"tSpecular"	   : { type: "t", value: null },
+			"tAO"		   : { type: "t", value: null },
+
+			"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+			"uDisplacementBias": { type: "f", value: 0.0 },
+			"uDisplacementScale": { type: "f", value: 1.0 },
+
+			"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+			"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
+			"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
+			"uShininess": { type: "f", value: 30 },
+			"uOpacity": { type: "f", value: 1 },
+
+			"useRefract": { type: "i", value: 0 },
+			"uRefractionRatio": { type: "f", value: 0.98 },
+			"uReflectivity": { type: "f", value: 0.5 },
+
+			"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
+			"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
+
+			"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
+
+			}
+
+		] ),
+
+		fragmentShader: [
+
+			"uniform vec3 uAmbientColor;",
+			"uniform vec3 uDiffuseColor;",
+			"uniform vec3 uSpecularColor;",
+			"uniform float uShininess;",
+			"uniform float uOpacity;",
+
+			"uniform bool enableDiffuse;",
+			"uniform bool enableSpecular;",
+			"uniform bool enableAO;",
+			"uniform bool enableReflection;",
+
+			"uniform sampler2D tDiffuse;",
+			"uniform sampler2D tNormal;",
+			"uniform sampler2D tSpecular;",
+			"uniform sampler2D tAO;",
+
+			"uniform samplerCube tCube;",
+
+			"uniform vec2 uNormalScale;",
+
+			"uniform bool useRefract;",
+			"uniform float uRefractionRatio;",
+			"uniform float uReflectivity;",
+
+			"varying vec3 vTangent;",
+			"varying vec3 vBinormal;",
+			"varying vec3 vNormal;",
+			"varying vec2 vUv;",
+
+			"uniform vec3 ambientLightColor;",
+
+			"#if MAX_DIR_LIGHTS > 0",
+
+				"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
+				"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
+
+			"#endif",
+
+			"#if MAX_HEMI_LIGHTS > 0",
+
+				"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
+				"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
+				"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
+
+			"#endif",
+
+			"#if MAX_POINT_LIGHTS > 0",
+
+				"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
+				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
+				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
+
+			"#endif",
+
+			"#if MAX_SPOT_LIGHTS > 0",
+
+				"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
+				"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
+				"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
+				"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
+				"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
+				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
+
+			"#endif",
+
+			"#ifdef WRAP_AROUND",
+
+				"uniform vec3 wrapRGB;",
+
+			"#endif",
+
+			"varying vec3 vWorldPosition;",
+			"varying vec3 vViewPosition;",
+
+			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
+			THREE.ShaderChunk[ "fog_pars_fragment" ],
+
+			"void main() {",
+
+				"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
+
+				"vec3 specularTex = vec3( 1.0 );",
+
+				"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
+				"normalTex.xy *= uNormalScale;",
+				"normalTex = normalize( normalTex );",
+
+				"if( enableDiffuse ) {",
+
+					"#ifdef GAMMA_INPUT",
+
+						"vec4 texelColor = texture2D( tDiffuse, vUv );",
+						"texelColor.xyz *= texelColor.xyz;",
+
+						"gl_FragColor = gl_FragColor * texelColor;",
+
+					"#else",
+
+						"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
+
+					"#endif",
+
+				"}",
+
+				"if( enableAO ) {",
+
+					"#ifdef GAMMA_INPUT",
+
+						"vec4 aoColor = texture2D( tAO, vUv );",
+						"aoColor.xyz *= aoColor.xyz;",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
+
+					"#else",
+
+						"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
+
+					"#endif",
+
+				"}",
+
+				"if( enableSpecular )",
+					"specularTex = texture2D( tSpecular, vUv ).xyz;",
+
+				"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
+				"vec3 finalNormal = tsb * normalTex;",
+
+				"#ifdef FLIP_SIDED",
+
+					"finalNormal = -finalNormal;",
+
+				"#endif",
+
+				"vec3 normal = normalize( finalNormal );",
+				"vec3 viewPosition = normalize( vViewPosition );",
+
+				// point lights
+
+				"#if MAX_POINT_LIGHTS > 0",
+
+					"vec3 pointDiffuse = vec3( 0.0 );",
+					"vec3 pointSpecular = vec3( 0.0 );",
+
+					"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
+
+						"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
+						"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
+
+						"float pointDistance = 1.0;",
+						"if ( pointLightDistance[ i ] > 0.0 )",
+							"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
+
+						"pointVector = normalize( pointVector );",
+
+						// diffuse
+
+						"#ifdef WRAP_AROUND",
+
+							"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
+							"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
+
+							"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
+
+						"#else",
+
+							"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+						"#endif",
+
+						"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
+
+						// specular
+
+						"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
+						"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
+						"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
+
+						"#ifdef PHYSICALLY_BASED_SHADING",
+
+							// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
+							"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
+
+						"#else",
+
+							"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
+
+						"#endif",
+
+					"}",
+
+				"#endif",
+
+				// spot lights
+
+				"#if MAX_SPOT_LIGHTS > 0",
+
+					"vec3 spotDiffuse = vec3( 0.0 );",
+					"vec3 spotSpecular = vec3( 0.0 );",
+
+					"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
+
+						"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
+						"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
+
+						"float spotDistance = 1.0;",
+						"if ( spotLightDistance[ i ] > 0.0 )",
+							"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
+
+						"spotVector = normalize( spotVector );",
+
+						"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
+
+						"if ( spotEffect > spotLightAngleCos[ i ] ) {",
+
+							"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
+
+							// diffuse
+
+							"#ifdef WRAP_AROUND",
+
+								"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
+								"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
+
+								"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
+
+							"#else",
+
+								"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
+
+							"#endif",
+
+							"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
+
+							// specular
+
+							"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
+							"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
+							"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
+
+							"#ifdef PHYSICALLY_BASED_SHADING",
+
+								// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
+								"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
+
+							"#else",
+
+								"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
+
+							"#endif",
+
+						"}",
+
+					"}",
+
+				"#endif",
+
+				// directional lights
+
+				"#if MAX_DIR_LIGHTS > 0",
+
+					"vec3 dirDiffuse = vec3( 0.0 );",
+					"vec3 dirSpecular = vec3( 0.0 );",
+
+					"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
+
+						"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
+						"vec3 dirVector = normalize( lDirection.xyz );",
+
+						// diffuse
+
+						"#ifdef WRAP_AROUND",
+
+							"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
+							"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
+
+							"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
+
+						"#else",
+
+							"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+						"#endif",
+
+						"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
+
+						// specular
+
+						"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
+						"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
+						"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
+
+						"#ifdef PHYSICALLY_BASED_SHADING",
+
+							// 2.0 => 2.0001 is hack to work around ANGLE bug
+
+							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
+
+							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
+							"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
+
+						"#else",
+
+							"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
+
+						"#endif",
+
+					"}",
+
+				"#endif",
+
+				// hemisphere lights
+
+				"#if MAX_HEMI_LIGHTS > 0",
+
+					"vec3 hemiDiffuse  = vec3( 0.0 );",
+					"vec3 hemiSpecular = vec3( 0.0 );" ,
+
+					"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
+
+						"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
+						"vec3 lVector = normalize( lDirection.xyz );",
+
+						// diffuse
+
+						"float dotProduct = dot( normal, lVector );",
+						"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
+
+						"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

+ 0 - 1
utils/includes/extras.json

@@ -3,7 +3,6 @@
 	"../src/extras/GeometryUtils.js",
 	"../src/extras/ImageUtils.js",
 	"../src/extras/SceneUtils.js",
-	"../src/extras/ShaderUtils.js",
 	"../src/extras/FontUtils.js",
 	"../src/extras/core/Curve.js",
 	"../src/extras/core/CurvePath.js",