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@@ -36,13 +36,13 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "skinbase_vertex" ],
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THREE.ShaderChunk[ "skinbase_vertex" ],
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- "#ifdef USE_ENVMAP",
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+ " #ifdef USE_ENVMAP",
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THREE.ShaderChunk[ "morphnormal_vertex" ],
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THREE.ShaderChunk[ "morphnormal_vertex" ],
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THREE.ShaderChunk[ "skinnormal_vertex" ],
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THREE.ShaderChunk[ "skinnormal_vertex" ],
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THREE.ShaderChunk[ "defaultnormal_vertex" ],
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THREE.ShaderChunk[ "defaultnormal_vertex" ],
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- "#endif",
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+ " #endif",
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THREE.ShaderChunk[ "morphtarget_vertex" ],
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THREE.ShaderChunk[ "morphtarget_vertex" ],
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THREE.ShaderChunk[ "skinning_vertex" ],
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THREE.ShaderChunk[ "skinning_vertex" ],
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@@ -71,7 +71,7 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "gl_FragColor = vec4( diffuse, opacity );",
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+ " gl_FragColor = vec4( diffuse, opacity );",
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THREE.ShaderChunk[ "map_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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@@ -116,7 +116,7 @@ THREE.ShaderLib = {
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"#ifdef DOUBLE_SIDED",
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"#ifdef DOUBLE_SIDED",
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- "varying vec3 vLightBack;",
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+ " varying vec3 vLightBack;",
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"#endif",
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"#endif",
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@@ -161,7 +161,7 @@ THREE.ShaderLib = {
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"#ifdef DOUBLE_SIDED",
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"#ifdef DOUBLE_SIDED",
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- "varying vec3 vLightBack;",
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+ " varying vec3 vLightBack;",
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"#endif",
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"#endif",
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@@ -175,27 +175,27 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
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+ " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
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THREE.ShaderChunk[ "map_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "specularmap_fragment" ],
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THREE.ShaderChunk[ "specularmap_fragment" ],
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- "#ifdef DOUBLE_SIDED",
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+ " #ifdef DOUBLE_SIDED",
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//"float isFront = float( gl_FrontFacing );",
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//"float isFront = float( gl_FrontFacing );",
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//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
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//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
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- "if ( gl_FrontFacing )",
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- "gl_FragColor.xyz *= vLightFront;",
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- "else",
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- "gl_FragColor.xyz *= vLightBack;",
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+ " if ( gl_FrontFacing )",
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+ " gl_FragColor.xyz *= vLightFront;",
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+ " else",
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+ " gl_FragColor.xyz *= vLightBack;",
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- "#else",
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+ " #else",
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- "gl_FragColor.xyz *= vLightFront;",
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+ " gl_FragColor.xyz *= vLightFront;",
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- "#endif",
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+ " #endif",
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "color_fragment" ],
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THREE.ShaderChunk[ "color_fragment" ],
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@@ -260,13 +260,13 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "skinnormal_vertex" ],
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THREE.ShaderChunk[ "skinnormal_vertex" ],
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THREE.ShaderChunk[ "defaultnormal_vertex" ],
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THREE.ShaderChunk[ "defaultnormal_vertex" ],
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- "vNormal = normalize( transformedNormal );",
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+ " vNormal = normalize( transformedNormal );",
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THREE.ShaderChunk[ "morphtarget_vertex" ],
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THREE.ShaderChunk[ "morphtarget_vertex" ],
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THREE.ShaderChunk[ "skinning_vertex" ],
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THREE.ShaderChunk[ "skinning_vertex" ],
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THREE.ShaderChunk[ "default_vertex" ],
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THREE.ShaderChunk[ "default_vertex" ],
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- "vViewPosition = -mvPosition.xyz;",
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+ " vViewPosition = -mvPosition.xyz;",
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THREE.ShaderChunk[ "worldpos_vertex" ],
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THREE.ShaderChunk[ "worldpos_vertex" ],
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THREE.ShaderChunk[ "envmap_vertex" ],
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THREE.ShaderChunk[ "envmap_vertex" ],
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@@ -300,7 +300,7 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
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+ " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
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THREE.ShaderChunk[ "map_fragment" ],
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THREE.ShaderChunk[ "map_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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@@ -344,15 +344,15 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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- "#ifdef USE_SIZEATTENUATION",
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- "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
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- "#else",
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- "gl_PointSize = size;",
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- "#endif",
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+ " #ifdef USE_SIZEATTENUATION",
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+ " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
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+ " #else",
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+ " gl_PointSize = size;",
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+ " #endif",
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- "gl_Position = projectionMatrix * mvPosition;",
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+ " gl_Position = projectionMatrix * mvPosition;",
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THREE.ShaderChunk[ "worldpos_vertex" ],
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THREE.ShaderChunk[ "worldpos_vertex" ],
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THREE.ShaderChunk[ "shadowmap_vertex" ],
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THREE.ShaderChunk[ "shadowmap_vertex" ],
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@@ -373,7 +373,7 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "gl_FragColor = vec4( psColor, opacity );",
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+ " gl_FragColor = vec4( psColor, opacity );",
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THREE.ShaderChunk[ "map_particle_fragment" ],
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THREE.ShaderChunk[ "map_particle_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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@@ -415,10 +415,10 @@ THREE.ShaderLib = {
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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- "vLineDistance = scale * lineDistance;",
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+ " vLineDistance = scale * lineDistance;",
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- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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- "gl_Position = projectionMatrix * mvPosition;",
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+ " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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+ " gl_Position = projectionMatrix * mvPosition;",
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"}"
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"}"
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@@ -439,13 +439,13 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
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+ " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
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- "discard;",
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+ " discard;",
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- "}",
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+ " }",
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- "gl_FragColor = vec4( diffuse, opacity );",
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+ " gl_FragColor = vec4( diffuse, opacity );",
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THREE.ShaderChunk[ "color_fragment" ],
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THREE.ShaderChunk[ "color_fragment" ],
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THREE.ShaderChunk[ "fog_fragment" ],
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THREE.ShaderChunk[ "fog_fragment" ],
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@@ -470,7 +470,7 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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"}"
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@@ -484,9 +484,9 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
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- "float color = 1.0 - smoothstep( mNear, mFar, depth );",
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- "gl_FragColor = vec4( vec3( color ), opacity );",
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+ " float depth = gl_FragCoord.z / gl_FragCoord.w;",
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+ " float color = 1.0 - smoothstep( mNear, mFar, depth );",
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+ " gl_FragColor = vec4( vec3( color ), opacity );",
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"}"
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"}"
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@@ -510,7 +510,7 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "vNormal = normalize( normalMatrix * normal );",
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+ " vNormal = normalize( normalMatrix * normal );",
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THREE.ShaderChunk[ "morphtarget_vertex" ],
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THREE.ShaderChunk[ "morphtarget_vertex" ],
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THREE.ShaderChunk[ "default_vertex" ],
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THREE.ShaderChunk[ "default_vertex" ],
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@@ -526,7 +526,7 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
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+ " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
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"}"
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"}"
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@@ -623,41 +623,41 @@ THREE.ShaderLib = {
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"#if MAX_DIR_LIGHTS > 0",
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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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+ " 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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"#endif",
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"#if MAX_HEMI_LIGHTS > 0",
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"#if MAX_HEMI_LIGHTS > 0",
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- "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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- "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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- "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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+ " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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+ " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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+ " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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"#endif",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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"#if MAX_POINT_LIGHTS > 0",
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- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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+ " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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+ " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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+ " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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"#endif",
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"#endif",
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"#if MAX_SPOT_LIGHTS > 0",
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"#if MAX_SPOT_LIGHTS > 0",
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- "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
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- "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
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- "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
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- "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
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- "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
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- "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
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+ " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
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+ " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
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+ " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
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+ " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
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+ " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
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+ " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
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"#endif",
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"#endif",
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"#ifdef WRAP_AROUND",
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"#ifdef WRAP_AROUND",
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- "uniform vec3 wrapRGB;",
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+ " uniform vec3 wrapRGB;",
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"#endif",
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"#endif",
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@@ -669,340 +669,340 @@ THREE.ShaderLib = {
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"void main() {",
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"void main() {",
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- "gl_FragColor = vec4( vec3( 1.0 ), opacity );",
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+ " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
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- "vec3 specularTex = vec3( 1.0 );",
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+ " vec3 specularTex = vec3( 1.0 );",
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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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+ " 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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- "if( enableDiffuse ) {",
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+ " if( enableDiffuse ) {",
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- "#ifdef GAMMA_INPUT",
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+ " #ifdef GAMMA_INPUT",
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- "vec4 texelColor = texture2D( tDiffuse, vUv );",
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- "texelColor.xyz *= texelColor.xyz;",
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+ " vec4 texelColor = texture2D( tDiffuse, vUv );",
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+ " texelColor.xyz *= texelColor.xyz;",
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- "gl_FragColor = gl_FragColor * texelColor;",
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+ " gl_FragColor = gl_FragColor * texelColor;",
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- "#else",
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+ " #else",
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- "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
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+ " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
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- "#endif",
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+ " #endif",
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- "}",
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+ " }",
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- "if( enableAO ) {",
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+ " if( enableAO ) {",
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- "#ifdef GAMMA_INPUT",
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+ " #ifdef GAMMA_INPUT",
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- "vec4 aoColor = texture2D( tAO, vUv );",
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- "aoColor.xyz *= aoColor.xyz;",
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+ " vec4 aoColor = texture2D( tAO, vUv );",
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+ " aoColor.xyz *= aoColor.xyz;",
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- "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
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+ " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
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- "#else",
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+ " #else",
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- "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
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+ " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
- "if( enableSpecular )",
|
|
|
|
- "specularTex = texture2D( tSpecular, vUv ).xyz;",
|
|
|
|
|
|
+ " if( enableSpecular )",
|
|
|
|
+ " specularTex = texture2D( tSpecular, vUv ).xyz;",
|
|
|
|
|
|
- "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
|
|
|
|
- "vec3 finalNormal = tsb * normalTex;",
|
|
|
|
|
|
+ " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
|
|
|
|
+ " vec3 finalNormal = tsb * normalTex;",
|
|
|
|
|
|
- "#ifdef FLIP_SIDED",
|
|
|
|
|
|
+ " #ifdef FLIP_SIDED",
|
|
|
|
|
|
- "finalNormal = -finalNormal;",
|
|
|
|
|
|
+ " finalNormal = -finalNormal;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "vec3 normal = normalize( finalNormal );",
|
|
|
|
- "vec3 viewPosition = normalize( vViewPosition );",
|
|
|
|
|
|
+ " vec3 normal = normalize( finalNormal );",
|
|
|
|
+ " vec3 viewPosition = normalize( vViewPosition );",
|
|
|
|
|
|
// point lights
|
|
// point lights
|
|
|
|
|
|
- "#if MAX_POINT_LIGHTS > 0",
|
|
|
|
|
|
+ " #if MAX_POINT_LIGHTS > 0",
|
|
|
|
|
|
- "vec3 pointDiffuse = vec3( 0.0 );",
|
|
|
|
- "vec3 pointSpecular = vec3( 0.0 );",
|
|
|
|
|
|
+ " vec3 pointDiffuse = vec3( 0.0 );",
|
|
|
|
+ " vec3 pointSpecular = vec3( 0.0 );",
|
|
|
|
|
|
- "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
|
|
|
|
|
+ " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
|
|
|
|
|
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
|
|
|
- "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
|
|
|
+ " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
|
|
|
+ " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
|
|
|
- "float pointDistance = 1.0;",
|
|
|
|
- "if ( pointLightDistance[ i ] > 0.0 )",
|
|
|
|
- "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
|
|
|
|
|
|
+ " float pointDistance = 1.0;",
|
|
|
|
+ " if ( pointLightDistance[ i ] > 0.0 )",
|
|
|
|
+ " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
|
|
|
|
|
|
- "pointVector = normalize( pointVector );",
|
|
|
|
|
|
+ " pointVector = normalize( pointVector );",
|
|
|
|
|
|
// diffuse
|
|
// diffuse
|
|
|
|
|
|
- "#ifdef WRAP_AROUND",
|
|
|
|
|
|
+ " #ifdef WRAP_AROUND",
|
|
|
|
|
|
- "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
|
|
|
|
- "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
|
|
|
|
|
|
+ " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
|
|
|
|
+ " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
|
|
|
|
|
|
- "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
|
|
|
|
|
|
+ " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
|
|
|
|
|
|
- "#else",
|
|
|
|
|
|
+ " #else",
|
|
|
|
|
|
- "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
|
|
|
|
|
|
+ " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
|
|
|
|
|
|
+ " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
|
|
|
|
|
|
// specular
|
|
// specular
|
|
|
|
|
|
- "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
|
|
|
|
- "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
|
|
|
- "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
|
|
|
|
|
|
+ " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
|
|
|
|
+ " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
|
|
|
+ " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
|
|
|
|
|
|
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
|
|
|
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
|
|
|
+ " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
|
|
|
- "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
|
|
|
|
- "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
|
|
|
|
|
|
+ " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
|
|
|
|
+ " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
// spot lights
|
|
// spot lights
|
|
|
|
|
|
- "#if MAX_SPOT_LIGHTS > 0",
|
|
|
|
|
|
+ " #if MAX_SPOT_LIGHTS > 0",
|
|
|
|
|
|
- "vec3 spotDiffuse = vec3( 0.0 );",
|
|
|
|
- "vec3 spotSpecular = vec3( 0.0 );",
|
|
|
|
|
|
+ " vec3 spotDiffuse = vec3( 0.0 );",
|
|
|
|
+ " vec3 spotSpecular = vec3( 0.0 );",
|
|
|
|
|
|
- "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
|
|
|
|
|
+ " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
|
|
|
|
|
- "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
|
|
|
- "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
|
|
|
+ " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
|
|
|
+ " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
|
|
|
- "float spotDistance = 1.0;",
|
|
|
|
- "if ( spotLightDistance[ i ] > 0.0 )",
|
|
|
|
- "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
|
|
|
|
|
|
+ " float spotDistance = 1.0;",
|
|
|
|
+ " if ( spotLightDistance[ i ] > 0.0 )",
|
|
|
|
+ " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
|
|
|
|
|
|
- "spotVector = normalize( spotVector );",
|
|
|
|
|
|
+ " spotVector = normalize( spotVector );",
|
|
|
|
|
|
- "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
|
|
|
|
|
+ " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
|
|
|
|
|
- "if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
|
|
|
|
|
+ " if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
|
|
|
|
|
- "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
|
|
|
|
|
+ " spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
|
|
|
|
|
// diffuse
|
|
// diffuse
|
|
|
|
|
|
- "#ifdef WRAP_AROUND",
|
|
|
|
|
|
+ " #ifdef WRAP_AROUND",
|
|
|
|
|
|
- "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
|
|
|
|
- "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
|
|
|
|
|
|
+ " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
|
|
|
|
+ " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
|
|
|
|
|
|
- "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
|
|
|
|
|
|
+ " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
|
|
|
|
|
|
- "#else",
|
|
|
|
|
|
+ " #else",
|
|
|
|
|
|
- "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
|
|
|
|
|
|
+ " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
|
|
|
|
|
|
+ " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
|
|
|
|
|
|
// specular
|
|
// specular
|
|
|
|
|
|
- "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
|
|
|
|
- "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
|
|
|
- "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
|
|
|
|
|
|
+ " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
|
|
|
|
+ " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
|
|
|
+ " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
|
|
|
|
|
|
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
|
|
|
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
|
|
|
+ " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
|
|
|
- "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
|
|
|
|
- "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
|
|
|
|
|
|
+ " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
|
|
|
|
+ " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
// directional lights
|
|
// directional lights
|
|
|
|
|
|
- "#if MAX_DIR_LIGHTS > 0",
|
|
|
|
|
|
+ " #if MAX_DIR_LIGHTS > 0",
|
|
|
|
|
|
- "vec3 dirDiffuse = vec3( 0.0 );",
|
|
|
|
- "vec3 dirSpecular = vec3( 0.0 );",
|
|
|
|
|
|
+ " vec3 dirDiffuse = vec3( 0.0 );",
|
|
|
|
+ " vec3 dirSpecular = vec3( 0.0 );",
|
|
|
|
|
|
- "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
|
|
|
|
|
|
+ " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
|
|
|
|
|
|
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
|
|
|
- "vec3 dirVector = normalize( lDirection.xyz );",
|
|
|
|
|
|
+ " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
|
|
|
+ " vec3 dirVector = normalize( lDirection.xyz );",
|
|
|
|
|
|
// diffuse
|
|
// diffuse
|
|
|
|
|
|
- "#ifdef WRAP_AROUND",
|
|
|
|
|
|
+ " #ifdef WRAP_AROUND",
|
|
|
|
|
|
- "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
|
|
|
|
- "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
|
|
|
|
|
|
+ " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
|
|
|
|
+ " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
|
|
|
|
|
|
- "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
|
|
|
|
|
|
+ " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
|
|
|
|
|
|
- "#else",
|
|
|
|
|
|
+ " #else",
|
|
|
|
|
|
- "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
|
|
|
|
|
|
+ " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
|
|
|
|
|
|
+ " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
|
|
|
|
|
|
// specular
|
|
// specular
|
|
|
|
|
|
- "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
|
|
|
- "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
|
|
|
- "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
|
|
|
|
|
|
+ " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
|
|
|
+ " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
|
|
|
+ " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
|
|
|
|
|
|
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
|
|
|
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
|
|
|
+ " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
|
|
|
- "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
|
|
|
|
- "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
|
|
|
|
|
+ " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
|
|
|
|
+ " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
// hemisphere lights
|
|
// hemisphere lights
|
|
|
|
|
|
- "#if MAX_HEMI_LIGHTS > 0",
|
|
|
|
|
|
+ " #if MAX_HEMI_LIGHTS > 0",
|
|
|
|
|
|
- "vec3 hemiDiffuse = vec3( 0.0 );",
|
|
|
|
- "vec3 hemiSpecular = vec3( 0.0 );" ,
|
|
|
|
|
|
+ " vec3 hemiDiffuse = vec3( 0.0 );",
|
|
|
|
+ " vec3 hemiSpecular = vec3( 0.0 );" ,
|
|
|
|
|
|
- "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
|
|
|
|
|
+ " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
|
|
|
|
|
- "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
|
|
|
- "vec3 lVector = normalize( lDirection.xyz );",
|
|
|
|
|
|
+ " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
|
|
|
+ " vec3 lVector = normalize( lDirection.xyz );",
|
|
|
|
|
|
// diffuse
|
|
// diffuse
|
|
|
|
|
|
- "float dotProduct = dot( normal, lVector );",
|
|
|
|
- "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
|
|
|
|
|
+ " float dotProduct = dot( normal, lVector );",
|
|
|
|
+ " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
|
|
|
|
|
- "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
|
|
|
|
|
+ " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
|
|
|
|
|
- "hemiDiffuse += diffuse * hemiColor;",
|
|
|
|
|
|
+ " hemiDiffuse += diffuse * hemiColor;",
|
|
|
|
|
|
// specular (sky light)
|
|
// specular (sky light)
|
|
|
|
|
|
|
|
|
|
- "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
|
|
|
- "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
|
|
|
- "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
|
|
|
|
|
|
+ " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
|
|
|
+ " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
|
|
|
+ " float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
|
|
|
|
|
|
// specular (ground light)
|
|
// specular (ground light)
|
|
|
|
|
|
- "vec3 lVectorGround = -lVector;",
|
|
|
|
|
|
+ " vec3 lVectorGround = -lVector;",
|
|
|
|
|
|
- "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
|
|
|
- "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
|
|
|
- "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
|
|
|
|
|
|
+ " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
|
|
|
+ " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
|
|
|
+ " float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
|
|
|
|
|
|
- "float dotProductGround = dot( normal, lVectorGround );",
|
|
|
|
|
|
+ " float dotProductGround = dot( normal, lVectorGround );",
|
|
|
|
|
|
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
// 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
|
|
|
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
|
|
|
+ " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
|
|
|
- "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
|
|
|
|
- "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
|
|
|
- "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
|
|
|
|
|
+ " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
|
|
|
|
+ " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
|
|
|
+ " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
// all lights contribution summation
|
|
// all lights contribution summation
|
|
|
|
|
|
- "vec3 totalDiffuse = vec3( 0.0 );",
|
|
|
|
- "vec3 totalSpecular = vec3( 0.0 );",
|
|
|
|
|
|
+ " vec3 totalDiffuse = vec3( 0.0 );",
|
|
|
|
+ " vec3 totalSpecular = vec3( 0.0 );",
|
|
|
|
|
|
- "#if MAX_DIR_LIGHTS > 0",
|
|
|
|
|
|
+ " #if MAX_DIR_LIGHTS > 0",
|
|
|
|
|
|
- "totalDiffuse += dirDiffuse;",
|
|
|
|
- "totalSpecular += dirSpecular;",
|
|
|
|
|
|
+ " totalDiffuse += dirDiffuse;",
|
|
|
|
+ " totalSpecular += dirSpecular;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "#if MAX_HEMI_LIGHTS > 0",
|
|
|
|
|
|
+ " #if MAX_HEMI_LIGHTS > 0",
|
|
|
|
|
|
- "totalDiffuse += hemiDiffuse;",
|
|
|
|
- "totalSpecular += hemiSpecular;",
|
|
|
|
|
|
+ " totalDiffuse += hemiDiffuse;",
|
|
|
|
+ " totalSpecular += hemiSpecular;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "#if MAX_POINT_LIGHTS > 0",
|
|
|
|
|
|
+ " #if MAX_POINT_LIGHTS > 0",
|
|
|
|
|
|
- "totalDiffuse += pointDiffuse;",
|
|
|
|
- "totalSpecular += pointSpecular;",
|
|
|
|
|
|
+ " totalDiffuse += pointDiffuse;",
|
|
|
|
+ " totalSpecular += pointSpecular;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "#if MAX_SPOT_LIGHTS > 0",
|
|
|
|
|
|
+ " #if MAX_SPOT_LIGHTS > 0",
|
|
|
|
|
|
- "totalDiffuse += spotDiffuse;",
|
|
|
|
- "totalSpecular += spotSpecular;",
|
|
|
|
|
|
+ " totalDiffuse += spotDiffuse;",
|
|
|
|
+ " totalSpecular += spotSpecular;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "#ifdef METAL",
|
|
|
|
|
|
+ " #ifdef METAL",
|
|
|
|
|
|
- "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
|
|
|
|
|
|
+ " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
|
|
|
|
|
|
- "#else",
|
|
|
|
|
|
+ " #else",
|
|
|
|
|
|
- "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
|
|
|
|
|
|
+ " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "if ( enableReflection ) {",
|
|
|
|
|
|
+ " if ( enableReflection ) {",
|
|
|
|
|
|
- "vec3 vReflect;",
|
|
|
|
- "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
|
|
|
|
|
+ " vec3 vReflect;",
|
|
|
|
+ " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
|
|
|
|
|
- "if ( useRefract ) {",
|
|
|
|
|
|
+ " if ( useRefract ) {",
|
|
|
|
|
|
- "vReflect = refract( cameraToVertex, normal, refractionRatio );",
|
|
|
|
|
|
+ " vReflect = refract( cameraToVertex, normal, refractionRatio );",
|
|
|
|
|
|
- "} else {",
|
|
|
|
|
|
+ " } else {",
|
|
|
|
|
|
- "vReflect = reflect( cameraToVertex, normal );",
|
|
|
|
|
|
+ " vReflect = reflect( cameraToVertex, normal );",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
- "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
|
|
|
|
|
+ " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
|
|
|
|
|
- "#ifdef GAMMA_INPUT",
|
|
|
|
|
|
+ " #ifdef GAMMA_INPUT",
|
|
|
|
|
|
- "cubeColor.xyz *= cubeColor.xyz;",
|
|
|
|
|
|
+ " cubeColor.xyz *= cubeColor.xyz;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
|
|
|
|
|
|
+ " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
@@ -1023,9 +1023,9 @@ THREE.ShaderLib = {
|
|
|
|
|
|
"#ifdef VERTEX_TEXTURES",
|
|
"#ifdef VERTEX_TEXTURES",
|
|
|
|
|
|
- "uniform sampler2D tDisplacement;",
|
|
|
|
- "uniform float uDisplacementScale;",
|
|
|
|
- "uniform float uDisplacementBias;",
|
|
|
|
|
|
+ " uniform sampler2D tDisplacement;",
|
|
|
|
+ " uniform float uDisplacementScale;",
|
|
|
|
+ " uniform float uDisplacementBias;",
|
|
|
|
|
|
"#endif",
|
|
"#endif",
|
|
|
|
|
|
@@ -1047,97 +1047,97 @@ THREE.ShaderLib = {
|
|
|
|
|
|
// normal, tangent and binormal vectors
|
|
// normal, tangent and binormal vectors
|
|
|
|
|
|
- "#ifdef USE_SKINNING",
|
|
|
|
|
|
+ " #ifdef USE_SKINNING",
|
|
|
|
|
|
- "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
|
|
|
|
|
|
+ " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
|
|
|
|
|
|
- "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
|
|
|
|
- "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
|
|
|
|
|
|
+ " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
|
|
|
|
+ " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
|
|
|
|
|
|
- "#else",
|
|
|
|
|
|
+ " #else",
|
|
|
|
|
|
- "vNormal = normalize( normalMatrix * normal );",
|
|
|
|
- "vTangent = normalize( normalMatrix * tangent.xyz );",
|
|
|
|
|
|
+ " vNormal = normalize( normalMatrix * normal );",
|
|
|
|
+ " vTangent = normalize( normalMatrix * tangent.xyz );",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
|
|
|
|
|
|
+ " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
|
|
|
|
|
|
- "vUv = uv * uRepeat + uOffset;",
|
|
|
|
|
|
+ " vUv = uv * uRepeat + uOffset;",
|
|
|
|
|
|
// displacement mapping
|
|
// displacement mapping
|
|
|
|
|
|
- "vec3 displacedPosition;",
|
|
|
|
|
|
+ " vec3 displacedPosition;",
|
|
|
|
|
|
- "#ifdef VERTEX_TEXTURES",
|
|
|
|
|
|
+ " #ifdef VERTEX_TEXTURES",
|
|
|
|
|
|
- "if ( enableDisplacement ) {",
|
|
|
|
|
|
+ " if ( enableDisplacement ) {",
|
|
|
|
|
|
- "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
|
|
|
- "float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
|
|
|
- "displacedPosition = position + normalize( normal ) * df;",
|
|
|
|
|
|
+ " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
|
|
|
+ " float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
|
|
|
+ " displacedPosition = position + normalize( normal ) * df;",
|
|
|
|
|
|
- "} else {",
|
|
|
|
|
|
+ " } else {",
|
|
|
|
|
|
- "#ifdef USE_SKINNING",
|
|
|
|
|
|
+ " #ifdef USE_SKINNING",
|
|
|
|
|
|
- "vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
|
|
|
+ " vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
|
|
|
- "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
|
- "skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
|
|
|
+ " vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
|
+ " skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
|
|
|
- "displacedPosition = skinned.xyz;",
|
|
|
|
|
|
+ " displacedPosition = skinned.xyz;",
|
|
|
|
|
|
- "#else",
|
|
|
|
|
|
+ " #else",
|
|
|
|
|
|
- "displacedPosition = position;",
|
|
|
|
|
|
+ " displacedPosition = position;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
- "#else",
|
|
|
|
|
|
+ " #else",
|
|
|
|
|
|
- "#ifdef USE_SKINNING",
|
|
|
|
|
|
+ " #ifdef USE_SKINNING",
|
|
|
|
|
|
- "vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
|
|
|
+ " vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
|
|
|
- "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
|
- "skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
|
|
|
+ " vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
|
+ " skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
|
|
|
- "displacedPosition = skinned.xyz;",
|
|
|
|
|
|
+ " displacedPosition = skinned.xyz;",
|
|
|
|
|
|
- "#else",
|
|
|
|
|
|
+ " #else",
|
|
|
|
|
|
- "displacedPosition = position;",
|
|
|
|
|
|
+ " displacedPosition = position;",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
//
|
|
//
|
|
|
|
|
|
- "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
|
- "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
|
|
|
+ " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
|
+ " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
|
|
|
- "gl_Position = projectionMatrix * mvPosition;",
|
|
|
|
|
|
+ " gl_Position = projectionMatrix * mvPosition;",
|
|
|
|
|
|
//
|
|
//
|
|
|
|
|
|
- "vWorldPosition = worldPosition.xyz;",
|
|
|
|
- "vViewPosition = -mvPosition.xyz;",
|
|
|
|
|
|
+ " vWorldPosition = worldPosition.xyz;",
|
|
|
|
+ " vViewPosition = -mvPosition.xyz;",
|
|
|
|
|
|
// shadows
|
|
// shadows
|
|
|
|
|
|
- "#ifdef USE_SHADOWMAP",
|
|
|
|
|
|
+ " #ifdef USE_SHADOWMAP",
|
|
|
|
|
|
- "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
|
|
|
|
|
+ " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
|
|
|
|
|
- "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
|
|
|
|
|
+ " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
|
|
|
|
|
- "}",
|
|
|
|
|
|
+ " }",
|
|
|
|
|
|
- "#endif",
|
|
|
|
|
|
+ " #endif",
|
|
|
|
|
|
"}"
|
|
"}"
|
|
|
|
|
|
@@ -1160,10 +1160,10 @@ THREE.ShaderLib = {
|
|
|
|
|
|
"void main() {",
|
|
"void main() {",
|
|
|
|
|
|
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
|
|
|
- "vWorldPosition = worldPosition.xyz;",
|
|
|
|
|
|
+ " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
|
|
|
+ " vWorldPosition = worldPosition.xyz;",
|
|
|
|
|
|
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
|
|
+ " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
|
|
"}"
|
|
"}"
|
|
|
|
|
|
@@ -1178,7 +1178,7 @@ THREE.ShaderLib = {
|
|
|
|
|
|
"void main() {",
|
|
"void main() {",
|
|
|
|
|
|
- "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
|
|
|
|
|
|
+ " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
|
|
|
|
|
|
"}"
|
|
"}"
|
|
|
|
|
|
@@ -1218,17 +1218,17 @@ THREE.ShaderLib = {
|
|
|
|
|
|
"vec4 pack_depth( const in float depth ) {",
|
|
"vec4 pack_depth( const in float depth ) {",
|
|
|
|
|
|
- "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
|
|
|
|
- "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
|
|
|
|
- "vec4 res = fract( depth * bit_shift );",
|
|
|
|
- "res -= res.xxyz * bit_mask;",
|
|
|
|
- "return res;",
|
|
|
|
|
|
+ " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
|
|
|
|
+ " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
|
|
|
|
+ " vec4 res = fract( depth * bit_shift );",
|
|
|
|
+ " res -= res.xxyz * bit_mask;",
|
|
|
|
+ " return res;",
|
|
|
|
|
|
"}",
|
|
"}",
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"void main() {",
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"void main() {",
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- "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
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+ " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
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//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
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//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
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//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
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//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
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