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@@ -157,8 +157,8 @@ THREE.ShaderUtils = {
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"void main() {",
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- "vec3 diffuseTex = vec3( 1.0, 1.0, 1.0 );",
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- "vec3 aoTex = vec3( 1.0, 1.0, 1.0 );",
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+ "vec3 diffuseTex = vec3( 1.0 );",
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+ "vec3 aoTex = vec3( 1.0 );",
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"vec3 specularTex = vec3( 1.0, 1.0, 1.0 );",
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"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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@@ -295,6 +295,263 @@ THREE.ShaderUtils = {
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},
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+ 'normal2' : {
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+
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+ uniforms: THREE.UniformsUtils.merge( [
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+
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+ THREE.UniformsLib[ "lights" ],
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+
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+ {
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+
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+ "enableAO" : { type: "i", value: 0 },
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+ "enableDiffuse" : { type: "i", value: 0 },
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+ "enableSpecular": { type: "i", value: 0 },
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+
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+ "tDiffuse" : { type: "t", value: 0, texture: null },
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+ "tNormal" : { type: "t", value: 2, texture: null },
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+ "tSpecular" : { type: "t", value: 3, texture: null },
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+ "tAO" : { type: "t", value: 4, texture: null },
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+
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+ "uNormalScale": { type: "f", value: 1.0 },
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+
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+ "tDisplacement": { type: "t", value: 5, texture: null },
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+ "uDisplacementBias": { type: "f", value: -0.5 },
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+ "uDisplacementScale": { type: "f", value: 2.5 },
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+
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+ "uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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+ "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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+ "uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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+ "uShininess": { type: "f", value: 30 },
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+ "uOpacity": { type: "f", value: 1 }
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+
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+ }
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+
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+ ] ),
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+
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+ fragmentShader: [
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+
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+ "uniform vec3 uAmbientColor;",
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+ "uniform vec3 uDiffuseColor;",
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+ "uniform vec3 uSpecularColor;",
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+ "uniform float uShininess;",
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+ "uniform float uOpacity;",
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+
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+ "uniform bool enableDiffuse;",
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+ "uniform bool enableSpecular;",
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+ "uniform bool enableAO;",
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+
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+ "uniform sampler2D tDiffuse;",
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+ "uniform sampler2D tNormal;",
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+ "uniform sampler2D tSpecular;",
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+ "uniform sampler2D tAO;",
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+
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+ "uniform float uNormalScale;",
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+
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+ "varying vec3 vTangent;",
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+ "varying vec3 vBinormal;",
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+ "varying vec3 vNormal;",
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+ "varying vec2 vUv;",
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+
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+ "uniform vec3 ambientLightColor;",
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+
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+ "#if MAX_DIR_LIGHTS > 0",
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+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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+ "#endif",
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+
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+ "#if MAX_POINT_LIGHTS > 0",
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+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
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+ "#endif",
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+
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+ "varying vec3 vViewPosition;",
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+
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+ "void main() {",
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+
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+ "gl_FragColor = vec4( 1.0 );",
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+
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+ "vec4 mColor = vec4( uDiffuseColor, uOpacity );",
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+ "vec4 mSpecular = vec4( uSpecularColor, uOpacity );",
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+
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+ "vec3 specularTex = vec3( 1.0 );",
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+
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+ "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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+ "normalTex.xy *= uNormalScale;",
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+ "normalTex = normalize( normalTex );",
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+
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+ "if( enableDiffuse )",
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+ "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
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+
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+ "if( enableAO )",
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+ "gl_FragColor = gl_FragColor * texture2D( tAO, vUv );",
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+
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+ "if( enableSpecular )",
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+ "specularTex = texture2D( tSpecular, vUv ).xyz;",
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+
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+ "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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+ "vec3 finalNormal = tsb * normalTex;",
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+
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+ "vec3 normal = normalize( finalNormal );",
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+ "vec3 viewPosition = normalize( vViewPosition );",
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+
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+ // point lights
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+
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+ "#if MAX_POINT_LIGHTS > 0",
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+
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+ "vec4 pointTotal = vec4( 0.0 );",
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+
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+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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+
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+ "vec3 pointVector = normalize( vPointLight[ 0 ].xyz );",
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+ "vec3 pointHalfVector = normalize( vPointLight[ 0 ].xyz + vViewPosition );",
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+ "float pointDistance = vPointLight[ i ].w;",
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+
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+ "float pointDotNormalHalf = dot( normal, pointHalfVector );",
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+ "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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+
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+ "float pointSpecularWeight = 0.0;",
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+ "if ( pointDotNormalHalf >= 0.0 )",
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+ "pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );",
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+
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+ "pointTotal += pointDistance * vec4( pointLightColor[ 0 ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );",
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+
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+ "}",
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+
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+ "#endif",
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+
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+ // directional lights
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+
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+ "#if MAX_DIR_LIGHTS > 0",
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+
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+ "vec4 dirTotal = vec4( 0.0 );",
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+
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+ "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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+
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+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ 0 ], 0.0 );",
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+
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+ "vec3 dirVector = normalize( lDirection.xyz );",
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+ "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
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+
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+ "float dirDotNormalHalf = dot( normal, dirHalfVector );",
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+ "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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+
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+ "float dirSpecularWeight = 0.0;",
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+ "if ( dirDotNormalHalf >= 0.0 )",
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+ "dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );",
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+
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+ "dirTotal += vec4( directionalLightColor[ 0 ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );",
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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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+ // all lights contribution summation
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+
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+ "vec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );",
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+
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+ "#if MAX_DIR_LIGHTS > 0",
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+ "totalLight += dirTotal;",
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+ "#endif",
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+
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+ "#if MAX_POINT_LIGHTS > 0",
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+ "totalLight += pointTotal;",
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+ "#endif",
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+
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+ "gl_FragColor = gl_FragColor * totalLight;",
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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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+ "attribute vec4 tangent;",
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+
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+ "#ifdef VERTEX_TEXTURES",
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+
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+ "uniform sampler2D tDisplacement;",
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+ "uniform float uDisplacementScale;",
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+ "uniform float uDisplacementBias;",
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+
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+ "#endif",
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+
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+ "varying vec3 vTangent;",
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+ "varying vec3 vBinormal;",
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+ "varying vec3 vNormal;",
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+ "varying vec2 vUv;",
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+
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+ "#if MAX_POINT_LIGHTS > 0",
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+
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+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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+
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+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
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+
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+ "#endif",
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+
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+ "varying vec3 vViewPosition;",
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+
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+ "void main() {",
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+
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+ "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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+ "vViewPosition = cameraPosition - mPosition.xyz;",
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+
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+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+ "vNormal = normalize( normalMatrix * normal );",
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+
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+ // tangent and binormal vectors
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+
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+ "vTangent = normalize( normalMatrix * tangent.xyz );",
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+
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+ "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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+ "vBinormal = normalize( vBinormal );",
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+
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+ "vUv = uv;",
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+
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+ // point lights
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+
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+ "#if MAX_POINT_LIGHTS > 0",
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+
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+ "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
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+
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+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
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+
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+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
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+
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+ "float lDistance = 1.0;",
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+
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+ "if ( pointLightDistance[ i ] > 0.0 )",
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+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
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+
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+ "lVector = normalize( lVector );",
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+
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+ "vPointLight[ i ] = vec4( lVector, lDistance );",
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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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+ // displacement mapping
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+
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+ "#ifdef VERTEX_TEXTURES",
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+
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+ "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
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+ "float df = uDisplacementScale * dv.x + uDisplacementBias;",
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+ "vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
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+ "gl_Position = projectionMatrix * displacedPosition;",
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+
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+ "#else",
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+
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+ "gl_Position = projectionMatrix * mvPosition;",
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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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/* -------------------------------------------------------------------------
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// Cube map shader
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------------------------------------------------------------------------- */
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