Browse Source

Messing with ShaderUtils.

Mr.doob 14 years ago
parent
commit
aa1ccd185f
1 changed files with 329 additions and 213 deletions
  1. 329 213
      src/extras/ShaderUtils.js

+ 329 - 213
src/extras/ShaderUtils.js

@@ -1,40 +1,41 @@
 var ShaderUtils = {
 
 	lib: { 'fresnel': {
-		
-			uniforms: { 
-			
+
+			uniforms: {
+
 			"mRefractionRatio": { type: "f", value: 1.02 },
-			"mFresnelBias": 	{ type: "f", value: 0.1 },
-			"mFresnelPower":    { type: "f", value: 2.0 },
-			"mFresnelScale":    { type: "f", value: 1.0 },
-			"tCube":			{ type: "t", value: 1, texture: null }
-			
+			"mFresnelBias": { type: "f", value: 0.1 },
+			"mFresnelPower": { type: "f", value: 2.0 },
+			"mFresnelScale": { type: "f", value: 1.0 },
+			"tCube": { type: "t", value: 1, texture: null }
+
 			},
-			
+
 			fragment_shader: [
-			
+
 			"uniform samplerCube tCube;",
-			
+
 			"varying vec3 vReflect;",
 			"varying vec3 vRefract[3];",
 			"varying float vReflectionFactor;",
-			
+
 			"void main() {",
 				"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
 				"vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
-				
+
 				"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
 				"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
 				"refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
 				"refractedColor.a = 1.0;",
-				
+
 				"gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
-			"}"	
+			"}"
+
 			].join("\n"),
-				
+
 			vertex_shader: [
-			
+
 			"uniform float mRefractionRatio;",
 			"uniform float mFresnelBias;",
 			"uniform float mFresnelScale;",
@@ -47,217 +48,332 @@ var ShaderUtils = {
 			"void main(void) {",
 				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
 				"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
-				
+
 				"vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );",
-				
+
 				"vec3 I = mPosition.xyz - cameraPosition;",
-				
+
 				"vReflect = reflect( I, nWorld );",
 				"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
 				"vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );",
 				"vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );",
 				"vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );",
-				
+
 				"gl_Position = projectionMatrix * mvPosition;",
-			"}"	
+			"}"
+
 			].join("\n")
-			
+
 		},
-		
+
 		'normal' : {
-			
-		uniforms: {
-		
-		"tNormal":			{ type: "t", value: 2, texture: null },
-		"tAO":				{ type: "t", value: 3, texture: null },
-		
-		"tDisplacement":	 { type: "t", value: 4, texture: null },
-		"uDisplacementBias": { type: "f", value: -0.5 },
-		"uDisplacementScale":{ type: "f", value: 2.5 },
-		
-		"uPointLightPos":	{ type: "v3", value: new THREE.Vector3() },
-		"uPointLightColor":	{ type: "c", value: new THREE.Color( 0xeeeeee ) },
-		
-		"uDirLightPos":		{ type: "v3", value: new THREE.Vector3() },
-		"uDirLightColor":	{ type: "c", value: new THREE.Color( 0xeeeeee ) },
-		
-		"uAmbientLightColor":{ type: "c", value: new THREE.Color( 0x050505 ) },
-		
-		"uDiffuseColor":	{ type: "c", value: new THREE.Color( 0xeeeeee ) },
-		"uSpecularColor":	{ type: "c", value: new THREE.Color( 0x111111 ) },
-		"uAmbientColor":	{ type: "c", value: new THREE.Color( 0x050505 ) },
-		"uShininess":		{ type: "f", value: 30 }
-		
-		},
-		
-		fragment_shader: [
-		
-		"uniform vec3 uDirLightPos;",
-		"uniform vec3 uDirLightColor;",
-
-		"uniform vec3 uPointLightPos;",
-		"uniform vec3 uPointLightColor;",
-
-		"uniform vec3 uAmbientColor;",
-		"uniform vec3 uDiffuseColor;",
-		"uniform vec3 uSpecularColor;",
-		"uniform float uShininess;",
-		
-		"uniform sampler2D tNormal;",
-		"uniform sampler2D tAO;",
-		
-		"varying vec3 vTangent;",
-		"varying vec3 vBinormal;",
-		"varying vec3 vNormal;",
-		"varying vec2 vUv;",
-		
-		"varying vec3 vLightWeighting;",
-		"varying vec3 vPointLightVector;",
-		"varying vec3 vViewPosition;",
-		
-		"void main() {",
-			
-			"vec3 normalTex = normalize( texture2D( tNormal, vUv ).xyz * 2.0 - 1.0 );",
-			"vec3 aoTex = texture2D( tAO, vUv ).xyz;",
-			
-			"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
-			"vec3 finalNormal = tsb * normalTex;",
-			
-			"vec3 normal = normalize( finalNormal );",
-			"vec3 viewPosition = normalize( vViewPosition );",
-
-			// point light
-
-			"vec4 pointDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );",
-			"vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
-
-			"vec3 pointVector = normalize( vPointLightVector );",
-			"vec3 pointHalfVector = normalize( vPointLightVector + vViewPosition );",
-
-			"float pointDotNormalHalf = dot( normal, pointHalfVector );",
-			"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
-
-			"float pointSpecularWeight = 0.0;",
-			"if ( pointDotNormalHalf >= 0.0 )",
-				"pointSpecularWeight = pow( pointDotNormalHalf, uShininess );",
-
-			"pointDiffuse  += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;",
-			"pointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight;",
-
-			// directional light
-
-			"vec4 dirDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );",
-			"vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
-
-			"vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );",
-
-			"vec3 dirVector = normalize( lDirection.xyz );",
-			"vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
-
-			"float dirDotNormalHalf = dot( normal, dirHalfVector );",
-			"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
-
-			"float dirSpecularWeight = 0.0;",
-			"if ( dirDotNormalHalf >= 0.0 )",
-				"dirSpecularWeight = pow( dirDotNormalHalf, uShininess );",
-
-			"dirDiffuse  += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;",
-			"dirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight;",
-
-			// all lights contribution summation
-
-			"vec4 totalLight = vec4( uAmbientColor, 1.0 );",
-			"totalLight += dirDiffuse + dirSpecular;",
-			"totalLight += pointDiffuse + pointSpecular;",
-
-			"gl_FragColor = vec4( totalLight.xyz * vLightWeighting * aoTex, 1.0 );",
-			
-		"}"	
-		].join("\n"),
-				
-		vertex_shader: [
-
-		"attribute vec4 tangent;",
-
-		"uniform vec3 uDirLightPos;",
-		"uniform vec3 uDirLightColor;",
-
-		"uniform vec3 uPointLightPos;",
-		"uniform vec3 uPointLightColor;",
-		
-		"uniform vec3 uAmbientLightColor;",
-		
-		"#ifdef VERTEX_TEXTURES",
-		
-		"uniform sampler2D tDisplacement;",
-		"uniform float uDisplacementScale;",
-		"uniform float uDisplacementBias;",
-		
-		"#endif",
-		
-		"varying vec3 vTangent;",
-		"varying vec3 vBinormal;",
-		"varying vec3 vNormal;",
-		"varying vec2 vUv;",
-		
-		"varying vec3 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
-			
+
+			uniforms: {
+
+			"tNormal": { type: "t", value: 2, texture: null },
+			"tAO": { type: "t", value: 3, texture: null },
+
+			"tDisplacement": { type: "t", value: 4, texture: null },
+			"uDisplacementBias": { type: "f", value: -0.5 },
+			"uDisplacementScale": { type: "f", value: 2.5 },
+
+			"uPointLightPos": { type: "v3", value: new THREE.Vector3() },
+			"uPointLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
+
+			"uDirLightPos":	{ type: "v3", value: new THREE.Vector3() },
+			"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
+
+			"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
+
+			"uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
+			"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
+			"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
+			"uShininess": { type: "f", value: 30 }
+
+			},
+
+			fragment_shader: [
+
+			"uniform vec3 uDirLightPos;",
+			"uniform vec3 uDirLightColor;",
+
+			"uniform vec3 uPointLightPos;",
+			"uniform vec3 uPointLightColor;",
+
+			"uniform vec3 uAmbientLightColor;",
+			"uniform vec3 uDiffuseColor;",
+			"uniform vec3 uSpecularColor;",
+			"uniform float uShininess;",
+
+			"uniform sampler2D tNormal;",
+			"uniform sampler2D tAO;",
+
+			"varying vec3 vTangent;",
+			"varying vec3 vBinormal;",
+			"varying vec3 vNormal;",
+			"varying vec2 vUv;",
+
+			"varying vec3 vLightWeighting;",
+			"varying vec3 vPointLightVector;",
+			"varying vec3 vViewPosition;",
+
+			"void main() {",
+
+				"vec3 normalTex = normalize( texture2D( tNormal, vUv ).xyz * 2.0 - 1.0 );",
+				"vec3 aoTex = texture2D( tAO, vUv ).xyz;",
+
+				"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
+				"vec3 finalNormal = tsb * normalTex;",
+
+				"vec3 normal = normalize( finalNormal );",
+				"vec3 viewPosition = normalize( vViewPosition );",
+
+				// point light
+
+				"vec4 pointDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );",
+				"vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
+
+				"vec3 pointVector = normalize( vPointLightVector );",
+				"vec3 pointHalfVector = normalize( vPointLightVector + vViewPosition );",
+
+				"float pointDotNormalHalf = dot( normal, pointHalfVector );",
+				"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
+
+				"float pointSpecularWeight = 0.0;",
+				"if ( pointDotNormalHalf >= 0.0 )",
+					"pointSpecularWeight = pow( pointDotNormalHalf, uShininess );",
+
+				"pointDiffuse  += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;",
+				"pointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight;",
+
+				// directional light
+
+				"vec4 dirDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );",
+				"vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
+
+				"vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );",
+
+				"vec3 dirVector = normalize( lDirection.xyz );",
+				"vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
+
+				"float dirDotNormalHalf = dot( normal, dirHalfVector );",
+				"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
+
+				"float dirSpecularWeight = 0.0;",
+				"if ( dirDotNormalHalf >= 0.0 )",
+					"dirSpecularWeight = pow( dirDotNormalHalf, uShininess );",
+
+				"dirDiffuse  += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;",
+				"dirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight;",
+
+				// all lights contribution summation
+
+				"vec4 totalLight = vec4( uAmbientLightColor, 1.0 );",
+				"totalLight += dirDiffuse + dirSpecular;",
+				"totalLight += pointDiffuse + pointSpecular;",
+
+				"gl_FragColor = vec4( totalLight.xyz * vLightWeighting * aoTex, 1.0 );",
+
+			"}"
+			].join("\n"),
+
+			vertex_shader: [
+
+			"attribute vec4 tangent;",
+
+			"uniform vec3 uDirLightPos;",
+			"uniform vec3 uDirLightColor;",
+
+			"uniform vec3 uPointLightPos;",
+			"uniform vec3 uPointLightColor;",
+
+			"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")
 
 		}
+
 	}
 
 };