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@@ -1,40 +1,41 @@
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var ShaderUtils = {
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lib: { 'fresnel': {
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-
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- uniforms: {
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-
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+
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+ uniforms: {
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+
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"mRefractionRatio": { type: "f", value: 1.02 },
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- "mFresnelBias": { type: "f", value: 0.1 },
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- "mFresnelPower": { type: "f", value: 2.0 },
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- "mFresnelScale": { type: "f", value: 1.0 },
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- "tCube": { type: "t", value: 1, texture: null }
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-
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+ "mFresnelBias": { type: "f", value: 0.1 },
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+ "mFresnelPower": { type: "f", value: 2.0 },
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+ "mFresnelScale": { type: "f", value: 1.0 },
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+ "tCube": { type: "t", value: 1, texture: null }
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+
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},
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-
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+
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fragment_shader: [
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-
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+
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"uniform samplerCube tCube;",
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-
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+
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"varying vec3 vReflect;",
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"varying vec3 vRefract[3];",
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"varying float vReflectionFactor;",
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-
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+
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"void main() {",
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"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
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"vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
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-
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+
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"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
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"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
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"refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
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"refractedColor.a = 1.0;",
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-
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+
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"gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
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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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vertex_shader: [
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-
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+
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"uniform float mRefractionRatio;",
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"uniform float mFresnelBias;",
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"uniform float mFresnelScale;",
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@@ -47,217 +48,332 @@ var ShaderUtils = {
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"void main(void) {",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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-
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+
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"vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );",
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-
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+
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"vec3 I = mPosition.xyz - cameraPosition;",
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-
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+
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"vReflect = reflect( I, nWorld );",
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"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
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"vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );",
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"vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );",
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"vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );",
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-
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+
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"gl_Position = projectionMatrix * mvPosition;",
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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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+
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'normal' : {
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-
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- uniforms: {
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-
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- "tNormal": { type: "t", value: 2, texture: null },
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- "tAO": { type: "t", value: 3, texture: null },
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-
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- "tDisplacement": { type: "t", value: 4, texture: null },
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- "uDisplacementBias": { type: "f", value: -0.5 },
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- "uDisplacementScale":{ type: "f", value: 2.5 },
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-
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- "uPointLightPos": { type: "v3", value: new THREE.Vector3() },
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- "uPointLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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-
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- "uDirLightPos": { type: "v3", value: new THREE.Vector3() },
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- "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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-
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- "uAmbientLightColor":{ type: "c", value: new THREE.Color( 0x050505 ) },
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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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-
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- },
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-
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- fragment_shader: [
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-
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- "uniform vec3 uDirLightPos;",
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- "uniform vec3 uDirLightColor;",
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-
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- "uniform vec3 uPointLightPos;",
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- "uniform vec3 uPointLightColor;",
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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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-
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- "uniform sampler2D tNormal;",
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- "uniform sampler2D tAO;",
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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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- "varying vec3 vLightWeighting;",
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- "varying vec3 vPointLightVector;",
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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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- "vec3 normalTex = normalize( texture2D( tNormal, vUv ).xyz * 2.0 - 1.0 );",
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- "vec3 aoTex = texture2D( tAO, 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 light
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-
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- "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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-
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- "vec3 pointVector = normalize( vPointLightVector );",
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- "vec3 pointHalfVector = normalize( vPointLightVector + vViewPosition );",
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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 = pow( pointDotNormalHalf, uShininess );",
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-
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- "pointDiffuse += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;",
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- "pointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight;",
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-
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- // directional light
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-
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- "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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-
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- "vec4 lDirection = viewMatrix * vec4( uDirLightPos, 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 = pow( dirDotNormalHalf, uShininess );",
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-
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- "dirDiffuse += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;",
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- "dirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight;",
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-
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- // all lights contribution summation
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-
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- "vec4 totalLight = vec4( uAmbientColor, 1.0 );",
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- "totalLight += dirDiffuse + dirSpecular;",
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- "totalLight += pointDiffuse + pointSpecular;",
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-
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- "gl_FragColor = vec4( totalLight.xyz * vLightWeighting * aoTex, 1.0 );",
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-
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- "}"
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- ].join("\n"),
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-
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- vertex_shader: [
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-
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- "attribute vec4 tangent;",
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-
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- "uniform vec3 uDirLightPos;",
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- "uniform vec3 uDirLightColor;",
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-
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- "uniform vec3 uPointLightPos;",
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- "uniform vec3 uPointLightColor;",
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-
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- "uniform vec3 uAmbientLightColor;",
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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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- "varying vec3 vLightWeighting;",
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- "varying vec3 vPointLightVector;",
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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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- // ambient light
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-
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- "vLightWeighting = uAmbientLightColor;",
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-
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- // point light
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-
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- "vec4 lPosition = viewMatrix * vec4( uPointLightPos, 1.0 );",
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- "vPointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
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- "float pointLightWeighting = max( dot( vNormal, vPointLightVector ), 0.0 );",
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- "vLightWeighting += uPointLightColor * pointLightWeighting;",
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-
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- // directional light
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-
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- "vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );",
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- "float directionalLightWeighting = max( dot( vNormal, normalize( lDirection.xyz ) ), 0.0 );",
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- "vLightWeighting += uDirLightColor * directionalLightWeighting;",
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-
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- // displacement mapping
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-
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+
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+ uniforms: {
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+
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+ "tNormal": { type: "t", value: 2, texture: null },
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+ "tAO": { type: "t", value: 3, texture: null },
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+
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+ "tDisplacement": { type: "t", value: 4, texture: null },
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+ "uDisplacementBias": { type: "f", value: -0.5 },
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+ "uDisplacementScale": { type: "f", value: 2.5 },
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+
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+ "uPointLightPos": { type: "v3", value: new THREE.Vector3() },
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+ "uPointLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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+
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+ "uDirLightPos": { type: "v3", value: new THREE.Vector3() },
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+ "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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+
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+ "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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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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+ "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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+ "uShininess": { type: "f", value: 30 }
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+
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+ },
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+
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+ fragment_shader: [
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+
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+ "uniform vec3 uDirLightPos;",
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+ "uniform vec3 uDirLightColor;",
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+
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+ "uniform vec3 uPointLightPos;",
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+ "uniform vec3 uPointLightColor;",
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+
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+ "uniform vec3 uAmbientLightColor;",
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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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+
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+ "uniform sampler2D tNormal;",
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+ "uniform sampler2D tAO;",
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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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+ "varying vec3 vLightWeighting;",
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+ "varying vec3 vPointLightVector;",
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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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+ "vec3 normalTex = normalize( texture2D( tNormal, vUv ).xyz * 2.0 - 1.0 );",
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+ "vec3 aoTex = texture2D( tAO, 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 light
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+
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+ "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+ "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+
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+ "vec3 pointVector = normalize( vPointLightVector );",
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+ "vec3 pointHalfVector = normalize( vPointLightVector + vViewPosition );",
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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 = pow( pointDotNormalHalf, uShininess );",
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+
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+ "pointDiffuse += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;",
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+ "pointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight;",
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+
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+ // directional light
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+
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+ "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+ "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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+
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+ "vec4 lDirection = viewMatrix * vec4( uDirLightPos, 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 = pow( dirDotNormalHalf, uShininess );",
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+
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+ "dirDiffuse += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;",
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+ "dirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight;",
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+
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+ // all lights contribution summation
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+
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+ "vec4 totalLight = vec4( uAmbientLightColor, 1.0 );",
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+ "totalLight += dirDiffuse + dirSpecular;",
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+ "totalLight += pointDiffuse + pointSpecular;",
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+
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+ "gl_FragColor = vec4( totalLight.xyz * vLightWeighting * aoTex, 1.0 );",
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+
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+ "}"
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+ ].join("\n"),
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+
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+ vertex_shader: [
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+
|
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+ "attribute vec4 tangent;",
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+
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+ "uniform vec3 uDirLightPos;",
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+ "uniform vec3 uDirLightColor;",
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+
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+ "uniform vec3 uPointLightPos;",
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+ "uniform vec3 uPointLightColor;",
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+
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|
|
+ "uniform vec3 uAmbientLightColor;",
|
|
|
+
|
|
|
"#ifdef VERTEX_TEXTURES",
|
|
|
-
|
|
|
- "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
|
|
- "float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
|
|
- "vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
|
|
|
- "gl_Position = projectionMatrix * displacedPosition;",
|
|
|
-
|
|
|
- "#else",
|
|
|
-
|
|
|
- "gl_Position = projectionMatrix * mvPosition;",
|
|
|
-
|
|
|
+
|
|
|
+ "uniform sampler2D tDisplacement;",
|
|
|
+ "uniform float uDisplacementScale;",
|
|
|
+ "uniform float uDisplacementBias;",
|
|
|
+
|
|
|
"#endif",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
+
|
|
|
+ "varying vec3 vTangent;",
|
|
|
+ "varying vec3 vBinormal;",
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "varying vec3 vLightWeighting;",
|
|
|
+ "varying vec3 vPointLightVector;",
|
|
|
+ "varying vec3 vViewPosition;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
|
|
|
+ "vViewPosition = cameraPosition - mPosition.xyz;",
|
|
|
+
|
|
|
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+ "vNormal = normalize( normalMatrix * normal );",
|
|
|
+
|
|
|
+ // tangent and binormal vectors
|
|
|
+
|
|
|
+ "vTangent = normalize( normalMatrix * tangent.xyz );",
|
|
|
+
|
|
|
+ "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
|
|
|
+ "vBinormal = normalize( vBinormal );",
|
|
|
+
|
|
|
+ "vUv = uv;",
|
|
|
+
|
|
|
+ // ambient light
|
|
|
+
|
|
|
+ "vLightWeighting = uAmbientLightColor;",
|
|
|
+
|
|
|
+ // point light
|
|
|
+
|
|
|
+ "vec4 lPosition = viewMatrix * vec4( uPointLightPos, 1.0 );",
|
|
|
+ "vPointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
|
|
|
+ "float pointLightWeighting = max( dot( vNormal, vPointLightVector ), 0.0 );",
|
|
|
+ "vLightWeighting += uPointLightColor * pointLightWeighting;",
|
|
|
+
|
|
|
+ // directional light
|
|
|
+
|
|
|
+ "vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );",
|
|
|
+ "float directionalLightWeighting = max( dot( vNormal, normalize( lDirection.xyz ) ), 0.0 );",
|
|
|
+ "vLightWeighting += uDirLightColor * directionalLightWeighting;",
|
|
|
+
|
|
|
+ // displacement mapping
|
|
|
+
|
|
|
+ "#ifdef VERTEX_TEXTURES",
|
|
|
+
|
|
|
+ "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
|
|
+ "float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
|
|
+ "vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
|
|
|
+ "gl_Position = projectionMatrix * displacedPosition;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * mvPosition;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ 'hatching' : {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ "uSampler": { type: "t", value: 2, texture: null },
|
|
|
+
|
|
|
+ "uDirLightPos": { type: "v3", value: new THREE.Vector3() },
|
|
|
+ "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
|
|
|
+
|
|
|
+ "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertex_shader: [
|
|
|
+
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+ "vNormal = normalize( normalMatrix * normal );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragment_shader: [
|
|
|
+
|
|
|
+ "uniform vec3 uDirLightPos;",
|
|
|
+ "uniform vec3 uDirLightColor;",
|
|
|
+
|
|
|
+ "uniform vec3 uAmbientLightColor;",
|
|
|
+
|
|
|
+ "uniform sampler2D uSampler;",
|
|
|
+
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "float directionalLightWeighting = max(dot(normalize(vNormal), uDirLightPos), 0.0);",
|
|
|
+ "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);",
|
|
|
+
|
|
|
+ "if (length(lightWeighting) < 1.00) {",
|
|
|
+
|
|
|
+ "if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "if (length(lightWeighting) < 0.75) {",
|
|
|
+
|
|
|
+ "if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);",
|
|
|
+
|
|
|
+ "}",
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "if (length(lightWeighting) < 0.50) {",
|
|
|
+
|
|
|
+ "if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);",
|
|
|
+
|
|
|
+ "}",
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "if (length(lightWeighting) < 0.3465) {",
|
|
|
+
|
|
|
+ "if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);",
|
|
|
+
|
|
|
+ "}",
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ 'new': {
|
|
|
+
|
|
|
+ uniforms: {},
|
|
|
+
|
|
|
+ vertex_shader: [
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragment_shader: [
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
|
|
|
};
|