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@@ -1,1104 +0,0 @@
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-/**
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- * @author alteredq / http://alteredqualia.com/
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- * @author MPanknin / http://www.redplant.de/
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- * @author benaadams / http://blog.illyriad.co.uk/
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- *
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- */
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-
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-
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-THREE.DeferredShaderChunk = {
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-
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- // decode float to vec3
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-
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- unpackFloat: [
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-
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- "vec3 float_to_vec3( float data ) {",
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-
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- "vec3 uncompressed;",
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- "uncompressed.x = fract( data );",
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- "float zInt = floor( data / 255.0 );",
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- "uncompressed.z = fract( zInt / 255.0 );",
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- "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
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- "return uncompressed;",
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-
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- "}"
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-
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- ].join( "\n" ),
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-
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- computeVertexPositionVS: [
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-
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- "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
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-
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- "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
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- "float z = normalDepth.w;",
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-
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- "if ( z == 0.0 ) discard;",
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-
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- "vec2 xy = texCoord * 2.0 - 1.0;",
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-
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- "vec4 vertexPositionProjected = vec4( xy, z, 1.0 );",
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- "vec4 vertexPositionVS = matProjInverse * vertexPositionProjected;",
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- "vertexPositionVS.xyz /= vertexPositionVS.w;",
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- "vertexPositionVS.w = 1.0;"
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-
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- ].join( "\n" ),
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-
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- computeNormal: [
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-
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- "vec3 normal = normalDepth.xyz * 2.0 - 1.0;"
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-
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- ].join( "\n" ),
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-
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- unpackColorMap: [
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-
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- "vec4 colorMap = texture2D( samplerColor, texCoord );",
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-
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- "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
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- "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
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- "float shininess = abs( colorMap.z );",
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- "float wrapAround = sign( colorMap.z );",
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- "float additiveSpecular = sign( colorMap.y );"
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-
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- ].join( "\n" ),
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-
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- computeDiffuse: [
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-
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- "float dotProduct = dot( normal, lightVector );",
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- "float diffuseFull = max( dotProduct, 0.0 );",
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-
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- "vec3 diffuse;",
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-
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- "if ( wrapAround < 0.0 ) {",
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-
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- // wrap around lighting
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-
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- "float diffuseHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
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-
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- "const vec3 wrapRGB = vec3( 1.0, 1.0, 1.0 );",
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- "diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
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-
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- "} else {",
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-
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- // simple lighting
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-
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- "diffuse = vec3( diffuseFull );",
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-
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- "}"
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-
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- ].join( "\n" ),
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-
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- computeSpecular: [
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-
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- "vec3 halfVector = normalize( lightVector - normalize( vertexPositionVS.xyz ) );",
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- "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
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-
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- // simple specular
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-
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- //"vec3 specular = specularColor * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
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-
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- // physically based specular
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-
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- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
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-
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- "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightVector, halfVector ), 5.0 );",
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- "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;"
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-
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- ].join( "\n" ),
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-
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- combine: [
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-
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- "vec3 light = lightIntensity * lightColor;",
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- "gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );"
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-
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- ].join( "\n" )
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-
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-};
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-
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-THREE.ShaderDeferred = {
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-
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- "color" : {
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-
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- uniforms: THREE.UniformsUtils.merge( [
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-
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- THREE.UniformsLib[ "common" ],
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- THREE.UniformsLib[ "fog" ],
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- THREE.UniformsLib[ "shadowmap" ],
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-
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- {
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- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
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- "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
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- "shininess": { type: "f", value: 30 },
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- "wrapAround": { type: "f", value: 1 },
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- "additiveSpecular": { type: "f", value: 1 },
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-
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- "samplerNormalDepth": { type: "t", value: null },
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- "viewWidth": { type: "f", value: 800 },
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- "viewHeight": { type: "f", value: 600 }
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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 diffuse;",
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- "uniform vec3 specular;",
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- "uniform vec3 emissive;",
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- "uniform float shininess;",
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- "uniform float wrapAround;",
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- "uniform float additiveSpecular;",
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-
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- THREE.ShaderChunk[ "common" ],
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- THREE.ShaderChunk[ "color_pars_fragment" ],
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- THREE.ShaderChunk[ "uv_pars_fragment" ],
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- THREE.ShaderChunk[ "uv2_pars_fragment" ],
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- THREE.ShaderChunk[ "map_pars_fragment" ],
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-
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- "#ifdef USE_ENVMAP",
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-
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- "varying vec3 vWorldPosition;",
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-
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- "uniform float reflectivity;",
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- "uniform samplerCube envMap;",
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- "uniform float flipEnvMap;",
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- "uniform int combine;",
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-
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- "uniform bool useRefract;",
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- "uniform float refractionRatio;",
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-
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- "uniform sampler2D samplerNormalDepth;",
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- "uniform float viewHeight;",
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- "uniform float viewWidth;",
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-
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- "#endif",
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-
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- THREE.ShaderChunk[ "fog_pars_fragment" ],
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- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
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-
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- "const float unit = 255.0/256.0;",
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-
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- "float vec3_to_float( vec3 data ) {",
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-
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- "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
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- "return compressed;",
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-
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- "}",
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-
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- "void main() {",
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-
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- "const float opacity = 1.0;",
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-
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- "vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
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- "vec4 diffuseColor = vec4( diffuse, opacity );",
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-
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- THREE.ShaderChunk[ "map_fragment" ],
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- THREE.ShaderChunk[ "alphatest_fragment" ],
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- THREE.ShaderChunk[ "specularmap_fragment" ],
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- THREE.ShaderChunk[ "lightmap_fragment" ],
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- THREE.ShaderChunk[ "color_fragment" ],
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-
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- "outgoingLight = diffuseColor.rgb;",
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-
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- "#ifdef USE_ENVMAP",
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-
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- "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
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- "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
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- "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
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-
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- "vec3 reflectVec;",
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-
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- "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
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-
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- "if ( useRefract ) {",
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-
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- "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
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-
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- "} else { ",
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-
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- "reflectVec = reflect( cameraToVertex, normal );",
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-
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- "}",
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-
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- "#ifdef DOUBLE_SIDED",
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-
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- "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
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- "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
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-
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- "#else",
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-
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- "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
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-
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- "#endif",
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-
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- "cubeColor.xyz = inputToLinear( cubeColor.xyz );",
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-
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- "if ( combine == 1 ) {",
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-
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- "outgoingLight = mix( outgoingLight, cubeColor.xyz, specularStrength * reflectivity );",
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-
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- "} else if ( combine == 2 ) {",
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-
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- "outgoingLight += cubeColor.xyz * specularStrength * reflectivity;",
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-
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- "} else {",
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-
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- "outgoingLight = mix( outgoingLight, diffuseColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
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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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- THREE.ShaderChunk[ "shadowmap_fragment" ],
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- THREE.ShaderChunk[ "fog_fragment" ],
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-
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- //
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-
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- "const float compressionScale = 0.999;",
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-
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- //
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-
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- "vec3 diffuseMapColor;",
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-
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- "#ifdef USE_MAP",
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-
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- "diffuseMapColor = texelColor.xyz;",
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-
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- "#else",
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-
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- "diffuseMapColor = vec3( 1.0 );",
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-
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- "#endif",
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-
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- // diffuse color
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-
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- "gl_FragColor.x = vec3_to_float( compressionScale * outgoingLight );",
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-
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- // specular color
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-
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- "if ( additiveSpecular < 0.0 ) {",
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-
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- "gl_FragColor.y = vec3_to_float( compressionScale * specular );",
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-
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- "} else {",
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-
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- "gl_FragColor.y = vec3_to_float( compressionScale * specular * diffuseMapColor );",
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-
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- "}",
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-
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- "gl_FragColor.y *= additiveSpecular;",
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-
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- // shininess
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-
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- "gl_FragColor.z = wrapAround * shininess;",
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-
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- // emissive color
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-
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- "#ifdef USE_COLOR",
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-
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- "gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor * vColor );",
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-
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- "#else",
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-
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- "gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor );",
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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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- ].join( "\n" ),
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-
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- vertexShader : [
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-
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- THREE.ShaderChunk[ "common" ],
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- THREE.ShaderChunk[ "uv_pars_vertex" ],
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- THREE.ShaderChunk[ "uv2_pars_vertex" ],
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- THREE.ShaderChunk[ "color_pars_vertex" ],
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- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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- THREE.ShaderChunk[ "skinning_pars_vertex" ],
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- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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-
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- "#ifdef USE_ENVMAP",
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-
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- "varying vec3 vWorldPosition;",
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-
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- "#endif",
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-
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- "void main() {",
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-
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- THREE.ShaderChunk[ "uv_vertex" ],
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- THREE.ShaderChunk[ "uv2_vertex" ],
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- THREE.ShaderChunk[ "color_vertex" ],
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-
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- THREE.ShaderChunk[ "skinbase_vertex" ],
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-
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- THREE.ShaderChunk[ "morphtarget_vertex" ],
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- THREE.ShaderChunk[ "skinning_vertex" ],
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- THREE.ShaderChunk[ "default_vertex" ],
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-
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- THREE.ShaderChunk[ "worldpos_vertex" ],
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- THREE.ShaderChunk[ "shadowmap_vertex" ],
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-
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- "#ifdef USE_ENVMAP",
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-
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- "vWorldPosition = worldPosition.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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- ].join( "\n" )
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-
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- },
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-
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- "normalDepth" : {
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-
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- uniforms: {
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-
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- bumpMap: { type: "t", value: null },
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- bumpScale: { type: "f", value: 1 },
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- offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
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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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- "#ifdef USE_BUMPMAP",
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-
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- "varying vec2 vUv;",
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- "varying vec3 vViewPosition;",
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-
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- THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
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-
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- "#endif",
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|
-
|
|
|
|
- "varying vec3 normalView;",
|
|
|
|
- "varying vec4 clipPos;",
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- "vec3 normal = normalize( normalView );",
|
|
|
|
-
|
|
|
|
- "#ifdef USE_BUMPMAP",
|
|
|
|
-
|
|
|
|
- "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
|
|
|
|
-
|
|
|
|
- "#endif",
|
|
|
|
-
|
|
|
|
- "gl_FragColor.xyz = normal * 0.5 + 0.5;",
|
|
|
|
- "gl_FragColor.w = clipPos.z / clipPos.w;",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" ),
|
|
|
|
-
|
|
|
|
- vertexShader : [
|
|
|
|
-
|
|
|
|
- "varying vec3 normalView;",
|
|
|
|
- "varying vec4 clipPos;",
|
|
|
|
-
|
|
|
|
- "#ifdef USE_BUMPMAP",
|
|
|
|
-
|
|
|
|
- "varying vec2 vUv;",
|
|
|
|
- "varying vec3 vViewPosition;",
|
|
|
|
-
|
|
|
|
- "uniform vec4 offsetRepeat;",
|
|
|
|
-
|
|
|
|
- "#endif",
|
|
|
|
-
|
|
|
|
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
|
|
|
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- THREE.ShaderChunk[ "morphnormal_vertex" ],
|
|
|
|
- THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
|
- THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
|
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
|
|
|
-
|
|
|
|
- THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
|
- THREE.ShaderChunk[ "skinning_vertex" ],
|
|
|
|
- THREE.ShaderChunk[ "default_vertex" ],
|
|
|
|
-
|
|
|
|
- "normalView = normalize( normalMatrix * objectNormal );",
|
|
|
|
-
|
|
|
|
- "#ifdef USE_BUMPMAP",
|
|
|
|
-
|
|
|
|
- "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
|
|
|
|
- "vViewPosition = -mvPosition.xyz;",
|
|
|
|
-
|
|
|
|
- "#endif",
|
|
|
|
-
|
|
|
|
- "clipPos = gl_Position;",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" )
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- "composite" : {
|
|
|
|
-
|
|
|
|
- uniforms: {
|
|
|
|
-
|
|
|
|
- samplerLight: { type: "t", value: null },
|
|
|
|
- brightness: { type: "f", value: 1 }
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- fragmentShader : [
|
|
|
|
-
|
|
|
|
- "varying vec2 texCoord;",
|
|
|
|
- "uniform sampler2D samplerLight;",
|
|
|
|
- "uniform float brightness;",
|
|
|
|
-
|
|
|
|
- // tonemapping operators
|
|
|
|
- // based on John Hable's HLSL snippets
|
|
|
|
- // from http://filmicgames.com/archives/75
|
|
|
|
-
|
|
|
|
- "#ifdef TONEMAP_UNCHARTED",
|
|
|
|
-
|
|
|
|
- "const float A = 0.15;",
|
|
|
|
- "const float B = 0.50;",
|
|
|
|
- "const float C = 0.10;",
|
|
|
|
- "const float D = 0.20;",
|
|
|
|
- "const float E = 0.02;",
|
|
|
|
- "const float F = 0.30;",
|
|
|
|
- "const float W = 11.2;",
|
|
|
|
-
|
|
|
|
- "vec3 Uncharted2Tonemap( vec3 x ) {",
|
|
|
|
-
|
|
|
|
- "return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;",
|
|
|
|
-
|
|
|
|
- "}",
|
|
|
|
-
|
|
|
|
- "#endif",
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- "vec3 inColor = texture2D( samplerLight, texCoord ).xyz;",
|
|
|
|
- "inColor *= brightness;",
|
|
|
|
-
|
|
|
|
- "vec3 outColor;",
|
|
|
|
-
|
|
|
|
- "#if defined( TONEMAP_SIMPLE )",
|
|
|
|
-
|
|
|
|
- "outColor = sqrt( inColor );",
|
|
|
|
-
|
|
|
|
- "#elif defined( TONEMAP_LINEAR )",
|
|
|
|
-
|
|
|
|
- // simple linear to gamma conversion
|
|
|
|
-
|
|
|
|
- "outColor = pow( inColor, vec3( 1.0 / 2.2 ) );",
|
|
|
|
-
|
|
|
|
- "#elif defined( TONEMAP_REINHARD )",
|
|
|
|
-
|
|
|
|
- // Reinhard operator
|
|
|
|
-
|
|
|
|
- "inColor = inColor / ( 1.0 + inColor );",
|
|
|
|
- "outColor = pow( inColor, vec3( 1.0 / 2.2 ) );",
|
|
|
|
-
|
|
|
|
- "#elif defined( TONEMAP_FILMIC )",
|
|
|
|
-
|
|
|
|
- // filmic operator by Jim Hejl and Richard Burgess-Dawson
|
|
|
|
-
|
|
|
|
- "vec3 x = max( vec3( 0.0 ), inColor - 0.004 );",
|
|
|
|
- "outColor = ( x * ( 6.2 * x + 0.5 ) ) / ( x * ( 6.2 * x + 1.7 ) + 0.06 );",
|
|
|
|
-
|
|
|
|
- "#elif defined( TONEMAP_UNCHARTED )",
|
|
|
|
-
|
|
|
|
- // tonemapping operator from Uncharted 2 by John Hable
|
|
|
|
-
|
|
|
|
- "float ExposureBias = 2.0;",
|
|
|
|
- "vec3 curr = Uncharted2Tonemap( ExposureBias * inColor );",
|
|
|
|
-
|
|
|
|
- "vec3 whiteScale = vec3( 1.0 ) / Uncharted2Tonemap( vec3( W ) );",
|
|
|
|
- "vec3 color = curr * whiteScale;",
|
|
|
|
-
|
|
|
|
- "outColor = pow( color, vec3( 1.0 / 2.2 ) );",
|
|
|
|
-
|
|
|
|
- "#else",
|
|
|
|
-
|
|
|
|
- "outColor = inColor;",
|
|
|
|
-
|
|
|
|
- "#endif",
|
|
|
|
-
|
|
|
|
- "gl_FragColor = vec4( outColor, 1.0 );",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" ),
|
|
|
|
-
|
|
|
|
- vertexShader : [
|
|
|
|
-
|
|
|
|
- "varying vec2 texCoord;",
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
|
- "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
|
|
|
|
- "gl_Position = pos;",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" )
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- "pointLight" : {
|
|
|
|
-
|
|
|
|
- uniforms: {
|
|
|
|
-
|
|
|
|
- samplerNormalDepth: { type: "t", value: null },
|
|
|
|
- samplerColor: { type: "t", value: null },
|
|
|
|
- matProjInverse: { type: "m4", value: new THREE.Matrix4() },
|
|
|
|
- viewWidth: { type: "f", value: 800 },
|
|
|
|
- viewHeight: { type: "f", value: 600 },
|
|
|
|
-
|
|
|
|
- lightPositionVS: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
|
|
|
|
- lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
|
- lightIntensity: { type: "f", value: 1.0 },
|
|
|
|
- lightRadius: { type: "f", value: 1.0 }
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- fragmentShader : [
|
|
|
|
-
|
|
|
|
- "uniform sampler2D samplerColor;",
|
|
|
|
- "uniform sampler2D samplerNormalDepth;",
|
|
|
|
-
|
|
|
|
- "uniform float lightRadius;",
|
|
|
|
- "uniform float lightIntensity;",
|
|
|
|
- "uniform float viewHeight;",
|
|
|
|
- "uniform float viewWidth;",
|
|
|
|
-
|
|
|
|
- "uniform vec3 lightColor;",
|
|
|
|
- "uniform vec3 lightPositionVS;",
|
|
|
|
-
|
|
|
|
- "uniform mat4 matProjInverse;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
|
|
|
|
-
|
|
|
|
- // bail out early when pixel outside of light sphere
|
|
|
|
-
|
|
|
|
- "vec3 lightVector = lightPositionVS - vertexPositionVS.xyz;",
|
|
|
|
- "float distance = length( lightVector );",
|
|
|
|
-
|
|
|
|
- "if ( distance > lightRadius ) discard;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeNormal" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackColorMap" ],
|
|
|
|
-
|
|
|
|
- // compute light
|
|
|
|
-
|
|
|
|
- "lightVector = normalize( lightVector );",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeDiffuse" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "computeSpecular" ],
|
|
|
|
-
|
|
|
|
- // combine
|
|
|
|
-
|
|
|
|
- "float cutoff = 0.3;",
|
|
|
|
- "float denom = distance / lightRadius + 1.0;",
|
|
|
|
- "float attenuation = 1.0 / ( denom * denom );",
|
|
|
|
- "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
|
|
|
|
- "attenuation = max( attenuation, 0.0 );",
|
|
|
|
- "attenuation *= attenuation;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "combine" ],
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" ),
|
|
|
|
-
|
|
|
|
- vertexShader : [
|
|
|
|
-
|
|
|
|
- "void main() { ",
|
|
|
|
-
|
|
|
|
- // sphere proxy needs real position
|
|
|
|
-
|
|
|
|
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
- "gl_Position = projectionMatrix * mvPosition;",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" )
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- "spotLight" : {
|
|
|
|
-
|
|
|
|
- uniforms: {
|
|
|
|
-
|
|
|
|
- samplerNormalDepth: { type: "t", value: null },
|
|
|
|
- samplerColor: { type: "t", value: null },
|
|
|
|
- matProjInverse: { type: "m4", value: new THREE.Matrix4() },
|
|
|
|
- viewWidth: { type: "f", value: 800 },
|
|
|
|
- viewHeight: { type: "f", value: 600 },
|
|
|
|
-
|
|
|
|
- lightPositionVS : { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
|
|
|
|
- lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
|
|
|
|
- lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
|
- lightIntensity: { type: "f", value: 1.0 },
|
|
|
|
- lightDistance: { type: "f", value: 1.0 },
|
|
|
|
- lightAngle: { type: "f", value: 1.0 }
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- fragmentShader : [
|
|
|
|
-
|
|
|
|
- "uniform vec3 lightPositionVS;",
|
|
|
|
- "uniform vec3 lightDirectionVS;",
|
|
|
|
-
|
|
|
|
- "uniform sampler2D samplerColor;",
|
|
|
|
- "uniform sampler2D samplerNormalDepth;",
|
|
|
|
-
|
|
|
|
- "uniform float viewHeight;",
|
|
|
|
- "uniform float viewWidth;",
|
|
|
|
-
|
|
|
|
- "uniform float lightAngle;",
|
|
|
|
- "uniform float lightIntensity;",
|
|
|
|
- "uniform vec3 lightColor;",
|
|
|
|
-
|
|
|
|
- "uniform mat4 matProjInverse;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "computeNormal" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackColorMap" ],
|
|
|
|
-
|
|
|
|
- // compute light
|
|
|
|
-
|
|
|
|
- "vec3 lightVector = normalize( lightPositionVS.xyz - vertexPositionVS.xyz );",
|
|
|
|
-
|
|
|
|
- "float rho = dot( lightDirectionVS, lightVector );",
|
|
|
|
- "float rhoMax = cos( lightAngle * 0.5 );",
|
|
|
|
-
|
|
|
|
- "if ( rho <= rhoMax ) discard;",
|
|
|
|
-
|
|
|
|
- "float theta = rhoMax + 0.0001;",
|
|
|
|
- "float phi = rhoMax + 0.05;",
|
|
|
|
- "float falloff = 4.0;",
|
|
|
|
-
|
|
|
|
- "float spot = 0.0;",
|
|
|
|
-
|
|
|
|
- "if ( rho >= phi ) {",
|
|
|
|
-
|
|
|
|
- "spot = 1.0;",
|
|
|
|
-
|
|
|
|
- "} else if ( rho <= theta ) {",
|
|
|
|
-
|
|
|
|
- "spot = 0.0;",
|
|
|
|
-
|
|
|
|
- "} else { ",
|
|
|
|
-
|
|
|
|
- "spot = pow( ( rho - theta ) / ( phi - theta ), falloff );",
|
|
|
|
-
|
|
|
|
- "}",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeDiffuse" ],
|
|
|
|
-
|
|
|
|
- "diffuse *= spot;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeSpecular" ],
|
|
|
|
-
|
|
|
|
- // combine
|
|
|
|
-
|
|
|
|
- "const float attenuation = 1.0;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "combine" ],
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" ),
|
|
|
|
-
|
|
|
|
- vertexShader : [
|
|
|
|
-
|
|
|
|
- "void main() { ",
|
|
|
|
-
|
|
|
|
- // full screen quad proxy
|
|
|
|
-
|
|
|
|
- "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" )
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- "directionalLight" : {
|
|
|
|
-
|
|
|
|
- uniforms: {
|
|
|
|
-
|
|
|
|
- samplerNormalDepth: { type: "t", value: null },
|
|
|
|
- samplerColor: { type: "t", value: null },
|
|
|
|
- matProjInverse: { type: "m4", value: new THREE.Matrix4() },
|
|
|
|
- viewWidth: { type: "f", value: 800 },
|
|
|
|
- viewHeight: { type: "f", value: 600 },
|
|
|
|
-
|
|
|
|
- lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
|
|
|
|
- lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
|
- lightIntensity: { type: "f", value: 1.0 }
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- fragmentShader : [
|
|
|
|
-
|
|
|
|
- "uniform sampler2D samplerColor;",
|
|
|
|
- "uniform sampler2D samplerNormalDepth;",
|
|
|
|
-
|
|
|
|
- "uniform float lightRadius;",
|
|
|
|
- "uniform float lightIntensity;",
|
|
|
|
- "uniform float viewHeight;",
|
|
|
|
- "uniform float viewWidth;",
|
|
|
|
-
|
|
|
|
- "uniform vec3 lightColor;",
|
|
|
|
- "uniform vec3 lightDirectionVS;",
|
|
|
|
-
|
|
|
|
- "uniform mat4 matProjInverse;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "computeNormal" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackColorMap" ],
|
|
|
|
-
|
|
|
|
- // compute light
|
|
|
|
-
|
|
|
|
- "vec3 lightVector = lightDirectionVS;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeDiffuse" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "computeSpecular" ],
|
|
|
|
-
|
|
|
|
- // combine
|
|
|
|
-
|
|
|
|
- "const float attenuation = 1.0;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "combine" ],
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" ),
|
|
|
|
-
|
|
|
|
- vertexShader : [
|
|
|
|
-
|
|
|
|
- "void main() { ",
|
|
|
|
-
|
|
|
|
- // full screen quad proxy
|
|
|
|
-
|
|
|
|
- "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" )
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- "hemisphereLight" : {
|
|
|
|
-
|
|
|
|
- uniforms: {
|
|
|
|
-
|
|
|
|
- samplerNormalDepth: { type: "t", value: null },
|
|
|
|
- samplerColor: { type: "t", value: null },
|
|
|
|
- matProjInverse: { type: "m4", value: new THREE.Matrix4() },
|
|
|
|
- viewWidth: { type: "f", value: 800 },
|
|
|
|
- viewHeight: { type: "f", value: 600 },
|
|
|
|
-
|
|
|
|
- lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
|
|
|
|
- lightColorSky: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
|
- lightColorGround: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
|
- lightIntensity: { type: "f", value: 1.0 }
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- fragmentShader : [
|
|
|
|
-
|
|
|
|
- "uniform sampler2D samplerColor;",
|
|
|
|
- "uniform sampler2D samplerNormalDepth;",
|
|
|
|
-
|
|
|
|
- "uniform float lightRadius;",
|
|
|
|
- "uniform float lightIntensity;",
|
|
|
|
- "uniform float viewHeight;",
|
|
|
|
- "uniform float viewWidth;",
|
|
|
|
-
|
|
|
|
- "uniform vec3 lightColorSky;",
|
|
|
|
- "uniform vec3 lightColorGround;",
|
|
|
|
- "uniform vec3 lightDirectionVS;",
|
|
|
|
-
|
|
|
|
- "uniform mat4 matProjInverse;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "computeNormal" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackColorMap" ],
|
|
|
|
-
|
|
|
|
- // compute light
|
|
|
|
-
|
|
|
|
- "vec3 lightVector = lightDirectionVS;",
|
|
|
|
-
|
|
|
|
- // diffuse
|
|
|
|
-
|
|
|
|
- "float dotProduct = dot( normal, lightVector );",
|
|
|
|
- "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
|
|
|
-
|
|
|
|
- "vec3 hemiColor = mix( lightColorGround, lightColorSky, hemiDiffuseWeight );",
|
|
|
|
-
|
|
|
|
- "vec3 diffuse = hemiColor;",
|
|
|
|
-
|
|
|
|
- // specular (sky light)
|
|
|
|
-
|
|
|
|
- "vec3 hemiHalfVectorSky = normalize( lightVector - vertexPositionVS.xyz );",
|
|
|
|
- "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
|
|
|
- "float hemiSpecularWeightSky = max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
|
|
|
|
-
|
|
|
|
- // specular (ground light)
|
|
|
|
-
|
|
|
|
- "vec3 lVectorGround = -lightVector;",
|
|
|
|
-
|
|
|
|
- "vec3 hemiHalfVectorGround = normalize( lVectorGround - vertexPositionVS.xyz );",
|
|
|
|
- "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
|
|
|
- "float hemiSpecularWeightGround = max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
|
|
|
|
-
|
|
|
|
- "float dotProductGround = dot( normal, lVectorGround );",
|
|
|
|
-
|
|
|
|
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
|
-
|
|
|
|
- "vec3 schlickSky = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightVector, hemiHalfVectorSky ), 5.0 );",
|
|
|
|
- "vec3 schlickGround = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
|
|
|
- "vec3 specular = hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
|
|
|
-
|
|
|
|
- // combine
|
|
|
|
-
|
|
|
|
- "gl_FragColor = vec4( lightIntensity * ( albedo * diffuse + specular ), 1.0 );",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" ),
|
|
|
|
-
|
|
|
|
- vertexShader : [
|
|
|
|
-
|
|
|
|
- "void main() { ",
|
|
|
|
-
|
|
|
|
- // full screen quad proxy
|
|
|
|
-
|
|
|
|
- "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" )
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- "areaLight" : {
|
|
|
|
-
|
|
|
|
- uniforms: {
|
|
|
|
-
|
|
|
|
- samplerNormalDepth: { type: "t", value: null },
|
|
|
|
- samplerColor: { type: "t", value: null },
|
|
|
|
- matProjInverse: { type: "m4", value: new THREE.Matrix4() },
|
|
|
|
- viewWidth: { type: "f", value: 800 },
|
|
|
|
- viewHeight: { type: "f", value: 600 },
|
|
|
|
-
|
|
|
|
- lightPositionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
|
|
|
|
- lightNormalVS: { type: "v3", value: new THREE.Vector3( 0, - 1, 0 ) },
|
|
|
|
- lightRightVS: { type: "v3", value: new THREE.Vector3( 1, 0, 0 ) },
|
|
|
|
- lightUpVS: { type: "v3", value: new THREE.Vector3( 1, 0, 0 ) },
|
|
|
|
-
|
|
|
|
- lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
|
- lightIntensity: { type: "f", value: 1.0 },
|
|
|
|
-
|
|
|
|
- lightWidth: { type: "f", value: 1.0 },
|
|
|
|
- lightHeight: { type: "f", value: 1.0 },
|
|
|
|
-
|
|
|
|
- constantAttenuation: { type: "f", value: 1.5 },
|
|
|
|
- linearAttenuation: { type: "f", value: 0.5 },
|
|
|
|
- quadraticAttenuation: { type: "f", value: 0.1 }
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- fragmentShader : [
|
|
|
|
-
|
|
|
|
- "uniform vec3 lightPositionVS;",
|
|
|
|
- "uniform vec3 lightNormalVS;",
|
|
|
|
- "uniform vec3 lightRightVS;",
|
|
|
|
- "uniform vec3 lightUpVS;",
|
|
|
|
-
|
|
|
|
- "uniform sampler2D samplerColor;",
|
|
|
|
- "uniform sampler2D samplerNormalDepth;",
|
|
|
|
-
|
|
|
|
- "uniform float lightWidth;",
|
|
|
|
- "uniform float lightHeight;",
|
|
|
|
-
|
|
|
|
- "uniform float constantAttenuation;",
|
|
|
|
- "uniform float linearAttenuation;",
|
|
|
|
- "uniform float quadraticAttenuation;",
|
|
|
|
-
|
|
|
|
- "uniform float lightIntensity;",
|
|
|
|
- "uniform vec3 lightColor;",
|
|
|
|
-
|
|
|
|
- "uniform float viewHeight;",
|
|
|
|
- "uniform float viewWidth;",
|
|
|
|
-
|
|
|
|
- "uniform mat4 matProjInverse;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
|
-
|
|
|
|
- "vec3 projectOnPlane( vec3 point, vec3 planeCenter, vec3 planeNorm ) {",
|
|
|
|
-
|
|
|
|
- "return point - dot( point - planeCenter, planeNorm ) * planeNorm;",
|
|
|
|
-
|
|
|
|
- "}",
|
|
|
|
-
|
|
|
|
- "bool sideOfPlane( vec3 point, vec3 planeCenter, vec3 planeNorm ) {",
|
|
|
|
-
|
|
|
|
- "return ( dot( point - planeCenter, planeNorm ) >= 0.0 );",
|
|
|
|
-
|
|
|
|
- "}",
|
|
|
|
-
|
|
|
|
- "vec3 linePlaneIntersect( vec3 lp, vec3 lv, vec3 pc, vec3 pn ) {",
|
|
|
|
-
|
|
|
|
- "return lp + lv * ( dot( pn, pc - lp ) / dot( pn, lv ) );",
|
|
|
|
-
|
|
|
|
- "}",
|
|
|
|
-
|
|
|
|
- "float calculateAttenuation( float dist ) {",
|
|
|
|
-
|
|
|
|
- "return ( 1.0 / ( constantAttenuation + linearAttenuation * dist + quadraticAttenuation * dist * dist ) );",
|
|
|
|
-
|
|
|
|
- "}",
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "computeNormal" ],
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackColorMap" ],
|
|
|
|
-
|
|
|
|
- "float w = lightWidth;",
|
|
|
|
- "float h = lightHeight;",
|
|
|
|
-
|
|
|
|
- "vec3 proj = projectOnPlane( vertexPositionVS.xyz, lightPositionVS, lightNormalVS );",
|
|
|
|
- "vec3 dir = proj - lightPositionVS;",
|
|
|
|
-
|
|
|
|
- "vec2 diagonal = vec2( dot( dir, lightRightVS ), dot( dir, lightUpVS ) );",
|
|
|
|
- "vec2 nearest2D = vec2( clamp( diagonal.x, -w, w ), clamp( diagonal.y, -h, h ) );",
|
|
|
|
- "vec3 nearestPointInside = vec3( lightPositionVS ) + ( lightRightVS * nearest2D.x + lightUpVS * nearest2D.y );",
|
|
|
|
-
|
|
|
|
- "vec3 lightDir = normalize( nearestPointInside - vertexPositionVS.xyz );",
|
|
|
|
- "float NdotL = max( dot( lightNormalVS, -lightDir ), 0.0 );",
|
|
|
|
- "float NdotL2 = max( dot( normal, lightDir ), 0.0 );",
|
|
|
|
-
|
|
|
|
- //"if ( NdotL2 * NdotL > 0.0 && sideOfPlane( vertexPositionVS.xyz, lightPositionVS, lightNormalVS ) ) {",
|
|
|
|
- "if ( NdotL2 * NdotL > 0.0 ) {",
|
|
|
|
-
|
|
|
|
- // diffuse
|
|
|
|
-
|
|
|
|
- "vec3 diffuse = vec3( sqrt( NdotL * NdotL2 ) );",
|
|
|
|
-
|
|
|
|
- // specular
|
|
|
|
-
|
|
|
|
- "vec3 specular = vec3( 0.0 );",
|
|
|
|
-
|
|
|
|
- "vec3 R = reflect( normalize( -vertexPositionVS.xyz ), normal );",
|
|
|
|
- "vec3 E = linePlaneIntersect( vertexPositionVS.xyz, R, vec3( lightPositionVS ), lightNormalVS );",
|
|
|
|
-
|
|
|
|
- "float specAngle = dot( R, lightNormalVS );",
|
|
|
|
-
|
|
|
|
- "if ( specAngle > 0.0 ) {",
|
|
|
|
-
|
|
|
|
- "vec3 dirSpec = E - vec3( lightPositionVS );",
|
|
|
|
- "vec2 dirSpec2D = vec2( dot( dirSpec, lightRightVS ), dot( dirSpec, lightUpVS ) );",
|
|
|
|
- "vec2 nearestSpec2D = vec2( clamp( dirSpec2D.x, -w, w ), clamp( dirSpec2D.y, -h, h ) );",
|
|
|
|
- "float specFactor = 1.0 - clamp( length( nearestSpec2D - dirSpec2D ) * 0.05 * shininess, 0.0, 1.0 );",
|
|
|
|
- "specular = specularColor * specFactor * specAngle * diffuse;",
|
|
|
|
-
|
|
|
|
- "}",
|
|
|
|
-
|
|
|
|
- // combine
|
|
|
|
-
|
|
|
|
- "float dist = distance( vertexPositionVS.xyz, nearestPointInside );",
|
|
|
|
- "float attenuation = calculateAttenuation( dist );",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "combine" ],
|
|
|
|
-
|
|
|
|
- "} else {",
|
|
|
|
-
|
|
|
|
- "discard;",
|
|
|
|
-
|
|
|
|
- "}",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" ),
|
|
|
|
-
|
|
|
|
- vertexShader : [
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- // full screen quad proxy
|
|
|
|
-
|
|
|
|
- "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" )
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- "emissiveLight" : {
|
|
|
|
-
|
|
|
|
- uniforms: {
|
|
|
|
-
|
|
|
|
- samplerColor: { type: "t", value: null },
|
|
|
|
- viewWidth: { type: "f", value: 800 },
|
|
|
|
- viewHeight: { type: "f", value: 600 },
|
|
|
|
-
|
|
|
|
- },
|
|
|
|
-
|
|
|
|
- fragmentShader : [
|
|
|
|
-
|
|
|
|
- "uniform sampler2D samplerColor;",
|
|
|
|
-
|
|
|
|
- "uniform float viewHeight;",
|
|
|
|
- "uniform float viewWidth;",
|
|
|
|
-
|
|
|
|
- THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
|
-
|
|
|
|
- "void main() {",
|
|
|
|
-
|
|
|
|
- "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
|
|
|
|
-
|
|
|
|
- "vec4 colorMap = texture2D( samplerColor, texCoord );",
|
|
|
|
- "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
|
|
|
|
-
|
|
|
|
- "gl_FragColor = vec4( emissiveColor, 1.0 );",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" ),
|
|
|
|
-
|
|
|
|
- vertexShader : [
|
|
|
|
-
|
|
|
|
- "void main() { ",
|
|
|
|
-
|
|
|
|
- // full screen quad proxy
|
|
|
|
-
|
|
|
|
- "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
|
-
|
|
|
|
- "}"
|
|
|
|
-
|
|
|
|
- ].join( "\n" )
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
-};
|
|
|