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@@ -0,0 +1,1574 @@
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+/**
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+ * @author alteredq / http://alteredqualia.com/
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+ * @author MPanknin / http://www.redplant.de/
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+ * @author takahiro / https://github.com/takahirox
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+ *
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+ * Dependencies
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+ * - THREE.CopyShader
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+ * - THREE.RenderPass
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+ * - THREE.ShaderPass
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+ * - THREE.EffectComposer
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+ * - THREE.FXAAShader
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+ *
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+ * TODO
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+ * - reuse existing glsl
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+ * - shared material
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+ * - shadow
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+ * - optimization
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+ * - MRT (when it's available on Three.js)
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+ * - AmbientLight
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+ * - HemisphereLight
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+ * - PointLight (distance < 0)
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+ * - morphNormals
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+ * - BumpMap
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+ * - ToneMap
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+ * - envMap
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+ * - wrapAround
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+ * - addEffect
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+ */
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+
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+THREE.WebGLDeferredRenderer = function ( parameters ) {
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+
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+ parameters = parameters || {};
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+
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+ // private properties
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+
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+ var _this = this;
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+
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+ var _gl;
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+
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+ var _width, _height;
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+
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+ var _compColor, _compNormalDepth, _compLight, _compFinal;
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+ var _passColor, _passNormalDepth, _passLight, _passLightFullscreen, _passFinal, _passForward, _passCopy, _passFXAA;
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+
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+ var _lightScene, _lightFullscreenScene;
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+
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+ var _antialias = false, _hasTransparentObject = false;
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+
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+ var _invisibleMaterial = new THREE.ShaderMaterial( { visible: false } );
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+
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+ var _tmpVector3 = new THREE.Vector3();
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+
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+ // external properties
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+
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+ this.renderer;
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+ this.domElement;
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+
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+ this.forwardRendering = false; // for debug
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+
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+ // private methods
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+
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+ var init = function ( parameters ) {
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+
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+ _this.renderer = parameters.renderer !== undefined ? parameters.renderer : new THREE.WebGLRenderer( { antialias: false } );
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+ _this.domElement = _this.renderer.domElement;
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+
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+ _gl = _this.renderer.context;
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+
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+ _width = parameters.width !== undefined ? parameters.width : _this.renderer.getSize().width;
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+ _height = parameters.height !== undefined ? parameters.height : _this.renderer.getSize().height;
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+
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+ var antialias = parameters.antialias !== undefined ? parameters.antialias : false;
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+
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+ initPassFXAA();
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+ initPassNormalDepth();
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+ initPassColor();
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+ initPassLight();
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+ initPassFinal();
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+
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+ _this.setSize( _width, _height );
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+ _this.setAntialias( antialias );
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+
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+ };
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+
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+ var initPassFXAA = function () {
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+
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+ _passFXAA = new THREE.ShaderPass( THREE.FXAAShader );
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+
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+ };
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+
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+ var initPassNormalDepth = function () {
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+
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+ _passNormalDepth = new THREE.RenderPass();
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+ _passNormalDepth.clear = true;
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+
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+ var rt = new THREE.WebGLRenderTarget( _width, _height, {
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+ minFilter: THREE.NearestFilter,
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+ magFilter: THREE.NearestFilter,
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+ format: THREE.RGBAFormat,
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+ type: THREE.FloatType,
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+ stencilBuffer: true,
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+ depthTexture: new THREE.DepthTexture(
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+ _width,
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+ _height,
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+ THREE.UnsignedInt248Type,
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+ undefined,
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+ undefined,
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+ undefined,
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+ undefined,
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+ undefined,
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+ undefined,
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+ THREE.DepthStencilFormat
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+ )
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+ } );
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+
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+ rt.texture.generateMipamps = false;
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+
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+ _compNormalDepth = new THREE.EffectComposer( _this.renderer, rt );
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+ _compNormalDepth.addPass( _passNormalDepth );
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+
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+ };
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+
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+ var initPassColor = function () {
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+
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+ _passColor = new THREE.RenderPass();
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+ _passColor.clear = true;
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+
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+ var rt = new THREE.WebGLRenderTarget( _width, _height, {
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+ minFilter: THREE.NearestFilter,
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+ magFilter: THREE.NearestFilter,
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+ format: THREE.RGBAFormat,
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+ type: THREE.FloatType,
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+ depthTexture: _compNormalDepth.renderTarget2.depthTexture
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+ } );
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+
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+ rt.texture.generateMipamps = false;
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+
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+ _compColor = new THREE.EffectComposer( _this.renderer, rt );
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+ _compColor.addPass( _passColor );
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+
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+ };
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+
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+ var initPassLight = function () {
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+
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+ _passLightFullscreen = new THREE.RenderPass();
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+ _passLightFullscreen.clear = true;
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+ _passLightFullscreen.camera = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
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+
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+ _passLight = new THREE.RenderPass();
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+ _passLight.clear = false;
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+
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+ var rt = new THREE.WebGLRenderTarget( _width, _height, {
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+ minFilter: THREE.NearestFilter,
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+ magFilter: THREE.NearestFilter,
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+ format: THREE.RGBAFormat,
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+ type: THREE.FloatType,
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+ depthTexture: _compNormalDepth.renderTarget2.depthTexture
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+ } );
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+
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+ rt.texture.generateMipamps = false;
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+
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+ _compLight = new THREE.EffectComposer( _this.renderer, rt );
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+ _compLight.addPass( _passLightFullscreen );
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+ _compLight.addPass( _passLight );
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+
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+ };
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+
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+ var initPassFinal = function () {
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+
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+ _passFinal = new THREE.ShaderPass( THREE.ShaderDeferred[ 'composite' ] );
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+ _passFinal.clear = true;
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+ _passFinal.uniforms.samplerLight.value = _compLight.renderTarget2.texture;
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+ _passFinal.material.blending = THREE.NoBlending;
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+ _passFinal.material.depthWrite = false;
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+ _passFinal.material.depthTest = false;
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+
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+ _passForward = new THREE.RenderPass();
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+ _passForward.clear = false;
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+
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+ _passCopy = new THREE.ShaderPass( THREE.CopyShader );
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+
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+ var rt = new THREE.WebGLRenderTarget( _width, _height, {
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+ minFilter: THREE.NearestFilter,
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+ magFilter: THREE.LinearFilter,
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+ format: THREE.RGBFormat,
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+ type: THREE.UnsignedByteType,
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+ depthTexture: _compNormalDepth.renderTarget2.depthTexture
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+ } );
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+
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+ rt.texture.generateMipamps = false;
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+
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+ _compFinal = new THREE.EffectComposer( _this.renderer, rt );
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+ _compFinal.addPass( _passFinal );
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+ _compFinal.addPass( _passForward );
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+ _compFinal.addPass( _passCopy );
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+ _compFinal.addPass( _passFXAA );
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+
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+ };
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+
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+ var initLightScene = function ( scene ) {
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+
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+ if ( scene.userData.lightScene === undefined ) {
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+
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+ var lightScene = new THREE.Scene();
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+ lightScene.userData.lights = {};
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+
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+ scene.userData.lightScene = lightScene;
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+
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+ }
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+
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+ if ( scene.userData.lightFullscreenScene === undefined ) {
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+
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+ var lightScene = new THREE.Scene();
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+ lightScene.userData.lights = {};
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+
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+ lightScene.userData.emissiveLight = createDeferredEmissiveLight();
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+ lightScene.add( lightScene.userData.emissiveLight );
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+
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+ scene.userData.lightFullscreenScene = lightScene;
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+
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+ }
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+
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+ _lightScene = scene.userData.lightScene;
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+ _lightFullscreenScene = scene.userData.lightFullscreenScene;
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+
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+ };
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+
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+ var initDeferredProperties = function ( object ) {
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+
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+ if ( object.userData.deferredInitialized === true ) return;
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+
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+ if ( object.material ) initDeferredMaterials( object );
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+
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+ if ( object instanceof THREE.Light ) initDeferredLight( object );
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+
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+ object.userData.deferredInitialized = true;
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+
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+ };
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+
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+ var initDeferredMaterials = function ( object ) {
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+
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+ if ( object.material instanceof THREE.MultiMaterial ) {
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+
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+ var normalDepthMaterials = [];
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+ var colorMaterials = [];
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+ var forwardMaterials = [];
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+
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+ var materials = object.material.materials;
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+
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+ for ( var i = 0, il = materials.length; i < il; i ++ ) {
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+
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+ normalDepthMaterials.push( createDeferredNormalDepthMaterial( materials[ i ] ) );
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+ colorMaterials.push( createDeferredColorMaterial( materials[ i ] ) );
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+ forwardMaterials.push( _invisibleMaterial );
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+
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+ }
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+
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+ object.userData.normalDepthMaterial = new THREE.MultiMaterial( normalDepthMaterials );
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+ object.userData.colorMaterial = new THREE.MultiMaterial( colorMaterials );
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+ object.userData.forwardMaterial = new THREE.MultiMaterial( forwardMaterials );
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+
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+ } else {
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+
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+ object.userData.normalDepthMaterial = createDeferredNormalDepthMaterial( object.material );
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+ object.userData.colorMaterial = createDeferredColorMaterial( object.material );
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+
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+ }
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+
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+ };
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+
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+ var createDeferredNormalDepthMaterial = function ( originalMaterial ) {
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+
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+ var shader = THREE.ShaderDeferred[ 'normalDepth' ];
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+
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+ var material = new THREE.ShaderMaterial( {
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+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
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+ fragmentShader: shader.fragmentShader,
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+ vertexShader: shader.vertexShader,
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+ blending: THREE.NoBlending
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+ } );
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+
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+ return material;
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+
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+ };
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+
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+ var updateDeferredNormalDepthMaterial = function ( material, originalMaterial ) {
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+
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+ if ( originalMaterial.skinning !== undefined ) material.skinning = originalMaterial.skinning;
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+ if ( originalMaterial.morphTargets !== undefined ) material.morphTargets = originalMaterial.morphTargets;
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+
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+ if ( originalMaterial.visible === true ) {
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+
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+ material.visible = ! originalMaterial.transparent;
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+
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+ } else {
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+
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+ material.visible = false;
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+
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+ }
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+
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+ };
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+
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+ var createDeferredColorMaterial = function ( originalMaterial ) {
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+
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+ var shader = THREE.ShaderDeferred[ 'color' ];
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+
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+ var material = new THREE.ShaderMaterial( {
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+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
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+ fragmentShader: shader.fragmentShader,
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+ vertexShader: shader.vertexShader,
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+ blending: THREE.NoBlending
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+ } );
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+
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+ if ( originalMaterial.map !== undefined ) material.map = originalMaterial.map;
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+
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+ return material;
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+
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+ };
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+
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+ var updateDeferredColorMaterial = function ( material, originalMaterial ) {
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+
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+ var diffuse, emissive;
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+
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+ if ( originalMaterial instanceof THREE.MeshBasicMaterial ) {
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+
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+ emissive = originalMaterial.color;
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+
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+ } else {
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+
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+ diffuse = originalMaterial.color;
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+ emissive = originalMaterial.emissive;
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+
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+ }
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+
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+ var specular = originalMaterial.specular;
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+ var shininess = originalMaterial.shininess;
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+ var map = originalMaterial.map;
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+
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+ if ( ( originalMaterial instanceof THREE.ShaderMaterial ) && originalMaterial.uniforms !== undefined ) {
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+
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+ if ( diffuse === undefined && originalMaterial.uniforms.diffuse !== undefined ) diffuse = originalMaterial.uniforms.diffuse.value;
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+ if ( emissive === undefined && originalMaterial.uniforms.emissive !== undefined ) emissive = originalMaterial.uniforms.emissive.value;
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+ if ( specular === undefined && originalMaterial.uniforms.specular !== undefined ) specular = originalMaterial.uniforms.specular.value;
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+ if ( shininess === undefined && originalMaterial.uniforms.shininess !== undefined ) shininess = originalMaterial.uniforms.shininess.value;
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+
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+ }
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+
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+ if ( diffuse !== undefined ) material.uniforms.diffuse.value.copy( diffuse );
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+ if ( emissive !== undefined ) material.uniforms.emissive.value.copy( emissive );
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+ if ( specular !== undefined ) material.uniforms.specular.value.copy( specular );
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+ if ( shininess !== undefined ) material.uniforms.shininess.value = shininess;
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+
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+ if ( map !== undefined ) {
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+
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+ material.map = map;
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+ material.uniforms.map.value = map;
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+
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+ }
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+
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+ if ( originalMaterial.skinning !== undefined ) material.skinning = originalMaterial.skinning;
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+ if ( originalMaterial.morphTargets !== undefined ) material.morphTargets = originalMaterial.morphTargets;
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+
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+ if ( originalMaterial.visible === true ) {
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+
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+ material.visible = ! originalMaterial.transparent;
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+
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+ } else {
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+
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+ material.visible = false;
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+
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+ }
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+
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+ };
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+
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+ var getForwardRenderingMaterial = function ( originalMaterial ) {
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+
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+ if ( originalMaterial.transparent === true && originalMaterial.visible === true ) {
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+
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+ return originalMaterial
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+
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+ } else {
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+
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+ return _invisibleMaterial;
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+
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+ }
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+
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+ };
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+
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+ var initDeferredLight = function ( light ) {
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+
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+ var deferredLight;
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+
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+ if ( light instanceof THREE.PointLight ) {
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+
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+ deferredLight = createDeferredPointLight( light );
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+
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+ } else if ( light instanceof THREE.SpotLight ) {
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+
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+ deferredLight = createDeferredSpotLight( light );
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+
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+ } else if ( light instanceof THREE.DirectionalLight ) {
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+
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+ deferredLight = createDeferredDirectionalLight( light );
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+
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+ }
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+
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+ light.userData.deferredLight = deferredLight;
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+
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+ };
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+
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+ var updateDeferredLight = function ( light, camera ) {
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+
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+ var originalLight = light.userData.originalLight;
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+
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+ if ( originalLight instanceof THREE.PointLight ) {
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+
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+ updateDeferredPointLight( light, camera );
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+
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+ } else if ( originalLight instanceof THREE.SpotLight ) {
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+
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+ updateDeferredSpotLight( light, camera );
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+
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+ } else if ( originalLight instanceof THREE.DirectionalLight ) {
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+
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+ updateDeferredDirectionalLight( light, camera );
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+
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+ }
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+
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+ };
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+
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+ var createDeferredEmissiveLight = function () {
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+
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+ var shader = THREE.ShaderDeferred[ 'emissiveLight' ];
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+
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+ var material = new THREE.ShaderMaterial( {
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+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
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+ vertexShader: shader.vertexShader,
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+ fragmentShader: shader.fragmentShader,
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+ blending: THREE.NoBlending,
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+ depthWrite: false
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+ } );
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+
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+ material.uniforms.samplerColor.value = _compColor.renderTarget2.texture;
|
|
|
+
|
|
|
+ var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
|
|
|
+ var mesh = new THREE.Mesh( geometry, material );
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var updateDeferredEmissiveLight = function ( light, camera ) {
|
|
|
+
|
|
|
+ var uniforms = light.material.uniforms;
|
|
|
+
|
|
|
+ uniforms.viewWidth.value = _width;
|
|
|
+ uniforms.viewHeight.value = _height;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var createDeferredPointLight = function ( light ) {
|
|
|
+
|
|
|
+ var shader = THREE.ShaderDeferred[ 'pointLight' ];
|
|
|
+
|
|
|
+ var material = new THREE.ShaderMaterial( {
|
|
|
+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
|
|
|
+ vertexShader: shader.vertexShader,
|
|
|
+ fragmentShader: shader.fragmentShader,
|
|
|
+ transparent: true,
|
|
|
+ side: THREE.BackSide,
|
|
|
+ blending: THREE.AdditiveBlending,
|
|
|
+ depthWrite: false,
|
|
|
+ depthFunc: THREE.GreaterEqualDepth
|
|
|
+ } );
|
|
|
+
|
|
|
+ material.uniforms.samplerNormalDepth.value = _compNormalDepth.renderTarget2.texture;
|
|
|
+ material.uniforms.samplerColor.value = _compColor.renderTarget2.texture;
|
|
|
+
|
|
|
+ var geometry = new THREE.SphereGeometry( 1, 16, 8 );
|
|
|
+ var mesh = new THREE.Mesh( geometry, material );
|
|
|
+
|
|
|
+ mesh.userData.originalLight = light;
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var updateDeferredPointLight = function ( light, camera ) {
|
|
|
+
|
|
|
+ var originalLight = light.userData.originalLight;
|
|
|
+ var distance = originalLight.distance;
|
|
|
+ var uniforms = light.material.uniforms;
|
|
|
+
|
|
|
+ uniforms.matProjInverse.value.getInverse( camera.projectionMatrix );
|
|
|
+ uniforms.viewWidth.value = _width;
|
|
|
+ uniforms.viewHeight.value = _height;
|
|
|
+ uniforms.lightColor.value.copy( originalLight.color );
|
|
|
+
|
|
|
+ if ( distance > 0 ) {
|
|
|
+
|
|
|
+ light.scale.set( 1, 1, 1 ).multiplyScalar( distance );
|
|
|
+ uniforms.lightRadius.value = distance;
|
|
|
+ uniforms.lightIntensity.value = originalLight.intensity;
|
|
|
+ uniforms.lightPositionVS.value.setFromMatrixPosition( originalLight.matrixWorld ).applyMatrix4( camera.matrixWorldInverse );
|
|
|
+ light.position.setFromMatrixPosition( originalLight.matrixWorld );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms.lightRadius.value = Infinity;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var createDeferredSpotLight = function ( light ) {
|
|
|
+
|
|
|
+ var shader = THREE.ShaderDeferred[ 'spotLight' ];
|
|
|
+
|
|
|
+ var material = new THREE.ShaderMaterial( {
|
|
|
+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
|
|
|
+ vertexShader: shader.vertexShader,
|
|
|
+ fragmentShader: shader.fragmentShader,
|
|
|
+ transparent: true,
|
|
|
+ blending: THREE.AdditiveBlending,
|
|
|
+ depthWrite: false,
|
|
|
+ depthTest: false
|
|
|
+ } );
|
|
|
+
|
|
|
+ material.uniforms.samplerNormalDepth.value = _compNormalDepth.renderTarget2.texture;
|
|
|
+ material.uniforms.samplerColor.value = _compColor.renderTarget2.texture;
|
|
|
+
|
|
|
+ var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
|
|
|
+ var mesh = new THREE.Mesh( geometry, material );
|
|
|
+
|
|
|
+ mesh.userData.originalLight = light;
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var updateDeferredSpotLight = function ( light, camera ) {
|
|
|
+
|
|
|
+ var originalLight = light.userData.originalLight;
|
|
|
+ var uniforms = light.material.uniforms;
|
|
|
+
|
|
|
+ uniforms.matProjInverse.value.getInverse( camera.projectionMatrix );
|
|
|
+ uniforms.viewWidth.value = _width;
|
|
|
+ uniforms.viewHeight.value = _height;
|
|
|
+ uniforms.lightAngle.value = originalLight.angle;
|
|
|
+ uniforms.lightColor.value.copy( originalLight.color );
|
|
|
+ uniforms.lightIntensity.value = originalLight.intensity;
|
|
|
+ uniforms.lightPositionVS.value.setFromMatrixPosition( originalLight.matrixWorld ).applyMatrix4( camera.matrixWorldInverse );
|
|
|
+
|
|
|
+ var vec = uniforms.lightDirectionVS.value;
|
|
|
+ var vec2 = _tmpVector3;
|
|
|
+
|
|
|
+ vec.setFromMatrixPosition( originalLight.matrixWorld );
|
|
|
+ vec2.setFromMatrixPosition( originalLight.target.matrixWorld );
|
|
|
+ vec.sub( vec2 ).normalize().transformDirection( camera.matrixWorldInverse );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var createDeferredDirectionalLight = function ( light ) {
|
|
|
+
|
|
|
+ var shader = THREE.ShaderDeferred[ 'directionalLight' ];
|
|
|
+
|
|
|
+ var material = new THREE.ShaderMaterial( {
|
|
|
+ uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
|
|
|
+ vertexShader: shader.vertexShader,
|
|
|
+ fragmentShader: shader.fragmentShader,
|
|
|
+ transparent: true,
|
|
|
+ blending: THREE.AdditiveBlending,
|
|
|
+ depthWrite: false,
|
|
|
+ depthTest: false
|
|
|
+ } );
|
|
|
+
|
|
|
+ material.uniforms.samplerNormalDepth.value = _compNormalDepth.renderTarget2.texture;
|
|
|
+ material.uniforms.samplerColor.value = _compColor.renderTarget2.texture;
|
|
|
+
|
|
|
+ var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
|
|
|
+ var mesh = new THREE.Mesh( geometry, material );
|
|
|
+
|
|
|
+ mesh.userData.originalLight = light;
|
|
|
+
|
|
|
+ return mesh;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var updateDeferredDirectionalLight = function ( light, camera ) {
|
|
|
+
|
|
|
+ var originalLight = light.userData.originalLight;
|
|
|
+ var uniforms = light.material.uniforms;
|
|
|
+
|
|
|
+ uniforms.matProjInverse.value.getInverse( camera.projectionMatrix );
|
|
|
+ uniforms.viewWidth.value = _width;
|
|
|
+ uniforms.viewHeight.value = _height;
|
|
|
+ uniforms.lightColor.value.copy( originalLight.color );
|
|
|
+ uniforms.lightIntensity.value = originalLight.intensity;
|
|
|
+
|
|
|
+ var vec = uniforms.lightDirectionVS.value;
|
|
|
+ var vec2 = _tmpVector3;
|
|
|
+
|
|
|
+ vec.setFromMatrixPosition( originalLight.matrixWorld );
|
|
|
+ vec2.setFromMatrixPosition( originalLight.target.matrixWorld );
|
|
|
+ vec.sub( vec2 ).normalize().transformDirection( camera.matrixWorldInverse );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var setMaterialNormalDepth = function ( object ) {
|
|
|
+
|
|
|
+ if ( object.material === undefined ) return;
|
|
|
+
|
|
|
+ if ( object.userData.normalDepthMaterial !== undefined ) {
|
|
|
+
|
|
|
+ object.material = object.userData.normalDepthMaterial;
|
|
|
+
|
|
|
+ if ( object.userData.originalMaterial instanceof THREE.MultiMaterial ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = object.userData.originalMaterial.materials.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ updateDeferredNormalDepthMaterial( object.material.materials[ i ], object.userData.originalMaterial.materials[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ updateDeferredNormalDepthMaterial( object.material, object.userData.originalMaterial );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var setMaterialColor = function ( object ) {
|
|
|
+
|
|
|
+ if ( object.material === undefined ) return;
|
|
|
+
|
|
|
+ if ( object.userData.colorMaterial !== undefined ) {
|
|
|
+
|
|
|
+ object.material = object.userData.colorMaterial;
|
|
|
+
|
|
|
+ if ( object.userData.originalMaterial instanceof THREE.MultiMaterial ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = object.userData.originalMaterial.materials.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ updateDeferredColorMaterial( object.material.materials[ i ], object.userData.originalMaterial.materials[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ updateDeferredColorMaterial( object.material, object.userData.originalMaterial );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var setMaterialForwardRendering = function ( object ) {
|
|
|
+
|
|
|
+ if ( object.material === undefined ) return;
|
|
|
+
|
|
|
+ if ( object.userData.originalMaterial instanceof THREE.MultiMaterial ) {
|
|
|
+
|
|
|
+ object.material = object.userData.forwardMaterial;
|
|
|
+
|
|
|
+ for ( var i = 0, il = object.userData.originalMaterial.materials.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ object.material.materials[ i ] = getForwardRenderingMaterial( object.userData.originalMaterial.materials[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ object.material = getForwardRenderingMaterial( object.userData.originalMaterial );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var saveOriginalMaterialAndCheckTransparency = function ( object ) {
|
|
|
+
|
|
|
+ if ( object.material !== undefined ) {
|
|
|
+
|
|
|
+ object.userData.originalMaterial = object.material;
|
|
|
+
|
|
|
+ if ( object.material instanceof THREE.MultiMaterial ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = object.material.materials.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ if ( object.material.materials[ i ].transparent === true ) _hasTransparentObject = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( object.material.transparent === true ) _hasTransparentObject = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var restoreOriginalMaterial = function ( object ) {
|
|
|
+
|
|
|
+ if ( object.userData.originalMaterial !== undefined ) object.material = object.userData.originalMaterial;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var enableCompositePasses = function () {
|
|
|
+
|
|
|
+ if ( _hasTransparentObject ) {
|
|
|
+
|
|
|
+ if ( _antialias ) {
|
|
|
+
|
|
|
+ _passFinal.renderToScreen = false;
|
|
|
+
|
|
|
+ _passForward.renderToScreen = false;
|
|
|
+ _passForward.enabled = true;
|
|
|
+
|
|
|
+ _passCopy.renderToScreen = false;
|
|
|
+ _passCopy.enabled = false;
|
|
|
+
|
|
|
+ _passFXAA.renderToScreen = true;
|
|
|
+ _passFXAA.enabled = true;
|
|
|
+
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _passFinal.renderToScreen = false;
|
|
|
+
|
|
|
+ _passForward.renderToScreen = false;
|
|
|
+ _passForward.enabled = true;
|
|
|
+
|
|
|
+ _passCopy.renderToScreen = true;
|
|
|
+ _passCopy.enabled = true;
|
|
|
+
|
|
|
+ _passFXAA.renderToScreen = false;
|
|
|
+ _passFXAA.enabled = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( _antialias ) {
|
|
|
+
|
|
|
+ _passFinal.renderToScreen = false;
|
|
|
+
|
|
|
+ _passForward.renderToScreen = false;
|
|
|
+ _passForward.enabled = false;
|
|
|
+
|
|
|
+ _passCopy.renderToScreen = false;
|
|
|
+ _passCopy.enabled = false;
|
|
|
+
|
|
|
+ _passFXAA.renderToScreen = true;
|
|
|
+ _passFXAA.enabled = true;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _passFinal.renderToScreen = true;
|
|
|
+
|
|
|
+ _passForward.renderToScreen = false;
|
|
|
+ _passForward.enabled = false;
|
|
|
+
|
|
|
+ _passCopy.renderToScreen = false;
|
|
|
+ _passCopy.enabled = false;
|
|
|
+
|
|
|
+ _passFXAA.renderToScreen = false;
|
|
|
+ _passFXAA.enabled = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var addDeferredLightsToLightScene = function ( object ) {
|
|
|
+
|
|
|
+ var light = object.userData.deferredLight;
|
|
|
+
|
|
|
+ if ( light !== undefined ) {
|
|
|
+
|
|
|
+ var originalLight = light.userData.originalLight;
|
|
|
+ var scene;
|
|
|
+
|
|
|
+ if ( originalLight instanceof THREE.PointLight ) {
|
|
|
+
|
|
|
+ scene = _lightScene;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ scene = _lightFullscreenScene;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var lights = scene.userData.lights;
|
|
|
+
|
|
|
+ if ( lights[ light.uuid ] === undefined ) {
|
|
|
+
|
|
|
+ scene.add( light );
|
|
|
+
|
|
|
+ lights[ light.uuid ] = {
|
|
|
+ light: light,
|
|
|
+ found: true
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ lights[ light.uuid ].found = true;
|
|
|
+
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var updateDeferredLightsInLightScene = function ( scene, camera ) {
|
|
|
+
|
|
|
+ var lights = scene.userData.lights;
|
|
|
+ var keys = Object.keys( lights );
|
|
|
+
|
|
|
+ for ( var i = 0, il = keys.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var key = keys[ i ];
|
|
|
+
|
|
|
+ if ( lights[ key ].found === false ) {
|
|
|
+
|
|
|
+ scene.remove( lights[ key ].light );
|
|
|
+ delete lights[ key ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ updateDeferredLight( lights[ key ].light, camera );
|
|
|
+ lights[ key ].found = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ /*
|
|
|
+ * 1) g-buffer normal + depth pass
|
|
|
+ *
|
|
|
+ * RGB: normal
|
|
|
+ * A: depth
|
|
|
+ */
|
|
|
+
|
|
|
+ var renderNormalDepth = function ( scene, camera ) {
|
|
|
+
|
|
|
+ scene.traverse( setMaterialNormalDepth );
|
|
|
+
|
|
|
+ _passNormalDepth.scene = scene;
|
|
|
+ _passNormalDepth.camera = camera;
|
|
|
+
|
|
|
+ _this.renderer.autoClearDepth = true;
|
|
|
+ _this.renderer.autoClearStencil = true;
|
|
|
+
|
|
|
+ _gl.enable( _gl.STENCIL_TEST );
|
|
|
+ _gl.stencilFunc( _gl.ALWAYS, 1, 0xffffffff );
|
|
|
+ _gl.stencilOp( _gl.REPLACE, _gl.REPLACE, _gl.REPLACE );
|
|
|
+
|
|
|
+ _compNormalDepth.render();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ /*
|
|
|
+ * 2) g-buffer color pass
|
|
|
+ *
|
|
|
+ * R: diffuse
|
|
|
+ * G: emissive
|
|
|
+ * B: specular
|
|
|
+ * A: shininess
|
|
|
+ */
|
|
|
+
|
|
|
+ var renderColor = function ( scene, camera ) {
|
|
|
+
|
|
|
+ scene.traverse( setMaterialColor );
|
|
|
+
|
|
|
+ _passColor.scene = scene;
|
|
|
+ _passColor.camera = camera;
|
|
|
+
|
|
|
+ _this.renderer.autoClearDepth = false;
|
|
|
+ _this.renderer.autoClearStencil = false;
|
|
|
+
|
|
|
+ _gl.stencilFunc( _gl.EQUAL, 1, 0xffffffff );
|
|
|
+ _gl.stencilOp( _gl.KEEP, _gl.KEEP, _gl.KEEP );
|
|
|
+
|
|
|
+ _compColor.render();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ /*
|
|
|
+ * 3) light pass
|
|
|
+ *
|
|
|
+ * optimization:
|
|
|
+ * Here renders PointLight only back face with stencil test.
|
|
|
+ */
|
|
|
+
|
|
|
+ var renderLight = function ( scene, camera ) {
|
|
|
+
|
|
|
+ updateDeferredEmissiveLight( _lightFullscreenScene.userData.emissiveLight, camera );
|
|
|
+
|
|
|
+ scene.traverse( addDeferredLightsToLightScene );
|
|
|
+
|
|
|
+ updateDeferredLightsInLightScene( _lightScene, camera );
|
|
|
+ updateDeferredLightsInLightScene( _lightFullscreenScene, camera );
|
|
|
+
|
|
|
+ _passLight.scene = _lightScene;
|
|
|
+ _passLight.camera = camera;
|
|
|
+
|
|
|
+ _passLightFullscreen.scene = _lightFullscreenScene;
|
|
|
+
|
|
|
+ _this.renderer.autoClearDepth = false;
|
|
|
+ _this.renderer.autoClearStencil = false;
|
|
|
+
|
|
|
+ _compLight.render();
|
|
|
+
|
|
|
+ _gl.disable( _gl.STENCIL_TEST );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ /*
|
|
|
+ * 4) composite pass
|
|
|
+ *
|
|
|
+ * transparency handling:
|
|
|
+ * If there's any transparent objects, here renders them on the deferred rendering result
|
|
|
+ * with forward rendering. This may be the easist way but heavy.
|
|
|
+ * We should consider any better ways someday.
|
|
|
+ *
|
|
|
+ * antialias handling:
|
|
|
+ * Here uses postprocessing FXAA for antialias.
|
|
|
+ */
|
|
|
+
|
|
|
+ var renderComposite = function ( scene, camera ) {
|
|
|
+
|
|
|
+ if ( _hasTransparentObject ) {
|
|
|
+
|
|
|
+ scene.traverse( setMaterialForwardRendering );
|
|
|
+
|
|
|
+ _passForward.scene = scene;
|
|
|
+ _passForward.camera = camera;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ enableCompositePasses();
|
|
|
+
|
|
|
+ _this.renderer.autoClearDepth = false;
|
|
|
+ _this.renderer.autoClearStencil = false;
|
|
|
+
|
|
|
+ _compFinal.render();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // external APIs
|
|
|
+
|
|
|
+ this.setSize = function ( width, height ) {
|
|
|
+
|
|
|
+ _width = width;
|
|
|
+ _height = height;
|
|
|
+
|
|
|
+ this.renderer.setSize( _width, _height );
|
|
|
+
|
|
|
+ _compNormalDepth.setSize( _width, _height );
|
|
|
+ _compColor.setSize( _width, _height );
|
|
|
+ _compLight.setSize( _width, _height );
|
|
|
+ _compFinal.setSize( _width, _height );
|
|
|
+
|
|
|
+ _compNormalDepth.renderTarget2.depthTexture.image.width = _width;
|
|
|
+ _compNormalDepth.renderTarget2.depthTexture.image.height = _height;
|
|
|
+ _compNormalDepth.renderTarget2.depthTexture.needsUpdate = true;
|
|
|
+
|
|
|
+ _passFXAA.uniforms.resolution.value.set( 1 / _width, 1 / _height );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setAntialias = function ( enabled ) {
|
|
|
+
|
|
|
+ _antialias = enabled;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.render = function ( scene, camera ) {
|
|
|
+
|
|
|
+ // for debug to compare with normal forward rendering
|
|
|
+
|
|
|
+ if ( this.forwardRendering ) {
|
|
|
+
|
|
|
+ this.renderer.render( scene, camera );
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var tmpSceneAutoUpdate = scene.autoUpdate;
|
|
|
+ var tmpAutoClearColor = this.renderer.autoClearColor;
|
|
|
+ var tmpAutoClearDepth = this.renderer.autoClearDepth;
|
|
|
+ var tmpAutoClearStencil = this.renderer.autoClearStencil;
|
|
|
+
|
|
|
+ initLightScene( scene );
|
|
|
+
|
|
|
+ scene.autoUpdate = false;
|
|
|
+ scene.updateMatrixWorld();
|
|
|
+
|
|
|
+ _hasTransparentObject = false;
|
|
|
+
|
|
|
+ scene.traverse( initDeferredProperties );
|
|
|
+ scene.traverse( saveOriginalMaterialAndCheckTransparency );
|
|
|
+
|
|
|
+ renderNormalDepth( scene, camera );
|
|
|
+ renderColor( scene, camera );
|
|
|
+ renderLight( scene, camera );
|
|
|
+ renderComposite( scene, camera );
|
|
|
+
|
|
|
+ scene.traverse( restoreOriginalMaterial );
|
|
|
+
|
|
|
+ scene.autoUpdate = tmpSceneAutoUpdate;
|
|
|
+ this.renderer.autoClearColor = tmpAutoClearColor;
|
|
|
+ this.renderer.autoClearDepth = tmpAutoClearDepth;
|
|
|
+ this.renderer.autoClearStencil = tmpAutoClearStencil;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // initialize
|
|
|
+
|
|
|
+ init( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.DeferredShaderChunk = {
|
|
|
+
|
|
|
+ packVector3: [
|
|
|
+
|
|
|
+ "float vec3_to_float( vec3 data ) {",
|
|
|
+
|
|
|
+ "const float unit = 255.0/256.0;",
|
|
|
+ "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
|
|
|
+ "return compressed;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ unpackFloat: [
|
|
|
+
|
|
|
+ "vec3 float_to_vec3( float data ) {",
|
|
|
+
|
|
|
+ "const float unit = 255.0;",
|
|
|
+ "vec3 uncompressed;",
|
|
|
+ "uncompressed.x = fract( data );",
|
|
|
+ "float zInt = floor( data / unit );",
|
|
|
+ "uncompressed.z = fract( zInt / unit );",
|
|
|
+ "uncompressed.y = fract( floor( data - ( zInt * unit ) ) / unit );",
|
|
|
+ "return uncompressed;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ computeTextureCoord: [
|
|
|
+
|
|
|
+ "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ packNormalDepth: [
|
|
|
+
|
|
|
+ "vec4 packedNormalDepth;",
|
|
|
+ "packedNormalDepth.xyz = normal * 0.5 + 0.5;",
|
|
|
+ "packedNormalDepth.w = position.z / position.w;",
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ unpackNormalDepth: [
|
|
|
+
|
|
|
+ "vec4 normalDepthMap = texture2D( samplerNormalDepth, texCoord );",
|
|
|
+ "float depth = normalDepthMap.w;",
|
|
|
+
|
|
|
+ "if ( depth == 0.0 ) discard;",
|
|
|
+
|
|
|
+ "vec3 normal = normalDepthMap.xyz * 2.0 - 1.0;"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ packColor: [
|
|
|
+
|
|
|
+ "vec4 packedColor;",
|
|
|
+ "packedColor.x = vec3_to_float( diffuseColor );",
|
|
|
+ "packedColor.y = vec3_to_float( emissiveColor );",
|
|
|
+ "packedColor.z = vec3_to_float( specularColor );",
|
|
|
+ "packedColor.w = shininess;"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ unpackColor: [
|
|
|
+
|
|
|
+ "vec4 colorMap = texture2D( samplerColor, texCoord );",
|
|
|
+ "vec3 diffuseColor = float_to_vec3( colorMap.x );",
|
|
|
+ "vec3 emissiveColor = float_to_vec3( colorMap.y );",
|
|
|
+ "vec3 specularColor = float_to_vec3( colorMap.z );",
|
|
|
+ "float shininess = colorMap.w;",
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ computeVertexPositionVS: [
|
|
|
+
|
|
|
+ "vec2 xy = texCoord * 2.0 - 1.0;",
|
|
|
+ "vec4 vertexPositionProjected = vec4( xy, depth, 1.0 );",
|
|
|
+ "vec4 vertexPositionVS = matProjInverse * vertexPositionProjected;",
|
|
|
+ "vertexPositionVS.xyz /= vertexPositionVS.w;",
|
|
|
+ "vertexPositionVS.w = 1.0;"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ computeSpecular: [
|
|
|
+
|
|
|
+ "vec3 halfVector = normalize( lightVector - normalize( vertexPositionVS.xyz ) );",
|
|
|
+ "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
|
|
|
+
|
|
|
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightVector, halfVector ), 5.0 );",
|
|
|
+ "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuseColor * max( dot( normal, lightVector ), 0.0 ) * specularNormalization;"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ combine: [
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( lightIntensity * lightColor * ( diffuseColor * max( dot( normal, lightVector ), 0.0 ) + specular ), attenuation );"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ShaderDeferred = {
|
|
|
+
|
|
|
+ normalDepth: {
|
|
|
+
|
|
|
+ uniforms: {},
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+ "varying vec4 vPosition;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "begin_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "project_vertex" ],
|
|
|
+
|
|
|
+ "vNormal = normalize( normalMatrix * objectNormal );",
|
|
|
+ "vPosition = gl_Position;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+ "varying vec4 vPosition;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec3 normal = vNormal;",
|
|
|
+ "vec4 position = vPosition;",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "packNormalDepth" ],
|
|
|
+
|
|
|
+ "gl_FragColor = packedNormalDepth;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ color: {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ map: { type: "t", value: null },
|
|
|
+ offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
|
|
|
+
|
|
|
+ diffuse: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
+ emissive: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
+ specular: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
+ shininess: { type: "f", value: 30.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "uv_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "uv_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "begin_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "beginnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "project_vertex" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform vec3 diffuse;",
|
|
|
+ "uniform vec3 emissive;",
|
|
|
+ "uniform vec3 specular;",
|
|
|
+ "uniform float shininess;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "uv_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "map_pars_fragment" ],
|
|
|
+ THREE.DeferredShaderChunk[ "packVector3" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec3 diffuseColor = diffuse;",
|
|
|
+ "vec3 emissiveColor = emissive;",
|
|
|
+ "vec3 specularColor = specular;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_fragment" ],
|
|
|
+ THREE.DeferredShaderChunk[ "packColor" ],
|
|
|
+
|
|
|
+ "gl_FragColor = packedColor;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ emissiveLight: {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ samplerColor: { type: "t", value: null },
|
|
|
+ viewWidth: { type: "f", value: 800 },
|
|
|
+ viewHeight: { type: "f", value: 600 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "void main() { ",
|
|
|
+
|
|
|
+ "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( '\n' ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform sampler2D samplerColor;",
|
|
|
+
|
|
|
+ "uniform float viewHeight;",
|
|
|
+ "uniform float viewWidth;",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "computeTextureCoord" ],
|
|
|
+ THREE.DeferredShaderChunk[ "unpackColor" ],
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( emissiveColor, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( '\n' )
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ pointLight: {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ samplerNormalDepth: { type: "t", value: null },
|
|
|
+ samplerColor: { type: "t", value: null },
|
|
|
+
|
|
|
+ matProjInverse: { type: "m4", value: new THREE.Matrix4() },
|
|
|
+
|
|
|
+ viewWidth: { type: "f", value: 800 },
|
|
|
+ viewHeight: { type: "f", value: 600 },
|
|
|
+
|
|
|
+ lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
+ lightPositionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
|
|
|
+ lightIntensity: { type: "f", value: 1.0 },
|
|
|
+ lightRadius: { type: "f", value: 1.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform sampler2D samplerNormalDepth;",
|
|
|
+ "uniform sampler2D samplerColor;",
|
|
|
+
|
|
|
+ "uniform float viewHeight;",
|
|
|
+ "uniform float viewWidth;",
|
|
|
+
|
|
|
+ "uniform vec3 lightColor;",
|
|
|
+ "uniform vec3 lightPositionVS;",
|
|
|
+ "uniform float lightIntensity;",
|
|
|
+ "uniform float lightRadius;",
|
|
|
+
|
|
|
+ "uniform mat4 matProjInverse;",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "computeTextureCoord" ],
|
|
|
+ THREE.DeferredShaderChunk[ "unpackNormalDepth" ],
|
|
|
+ THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
|
|
|
+
|
|
|
+ "vec3 lightVector = lightPositionVS - vertexPositionVS.xyz;",
|
|
|
+ "float distance = length( lightVector );",
|
|
|
+
|
|
|
+ "if ( distance > lightRadius ) discard;",
|
|
|
+
|
|
|
+ "lightVector = normalize( lightVector );",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "unpackColor" ],
|
|
|
+ THREE.DeferredShaderChunk[ "computeSpecular" ],
|
|
|
+
|
|
|
+ "//float cutoff = 0.3;",
|
|
|
+ "//float denom = distance / lightRadius + 1.0;",
|
|
|
+ "//float attenuation = 1.0 / ( denom * denom );",
|
|
|
+ "//attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
|
|
|
+ "//attenuation = max( attenuation, 0.0 );",
|
|
|
+ "//attenuation *= attenuation;",
|
|
|
+
|
|
|
+ "//diffuseColor *= saturate( -distance / lightRadius + 1.0 );",
|
|
|
+ "//float attenuation = 1.0;",
|
|
|
+
|
|
|
+ "float attenuation = saturate( -distance / lightRadius + 1.0 );",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "combine" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ spotLight: {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ samplerNormalDepth: { type: "t", value: null },
|
|
|
+ samplerColor: { type: "t", value: null },
|
|
|
+
|
|
|
+ matProjInverse: { type: "m4", value: new THREE.Matrix4() },
|
|
|
+
|
|
|
+ viewWidth: { type: "f", value: 800 },
|
|
|
+ viewHeight: { type: "f", value: 600 },
|
|
|
+
|
|
|
+ lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
+ lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
|
|
|
+ lightPositionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
|
|
|
+ lightAngle: { type: "f", value: 1.0 },
|
|
|
+ lightIntensity: { type: "f", value: 1.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "void main() { ",
|
|
|
+
|
|
|
+ "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform sampler2D samplerNormalDepth;",
|
|
|
+ "uniform sampler2D samplerColor;",
|
|
|
+
|
|
|
+ "uniform float viewHeight;",
|
|
|
+ "uniform float viewWidth;",
|
|
|
+
|
|
|
+ "uniform vec3 lightColor;",
|
|
|
+ "uniform vec3 lightPositionVS;",
|
|
|
+ "uniform vec3 lightDirectionVS;",
|
|
|
+ "uniform float lightAngle;",
|
|
|
+ "uniform float lightIntensity;",
|
|
|
+
|
|
|
+ "uniform mat4 matProjInverse;",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "computeTextureCoord" ],
|
|
|
+ THREE.DeferredShaderChunk[ "unpackNormalDepth" ],
|
|
|
+ THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
|
|
|
+ THREE.DeferredShaderChunk[ "unpackColor" ],
|
|
|
+
|
|
|
+ "vec3 lightVector = normalize( lightPositionVS.xyz - vertexPositionVS.xyz );",
|
|
|
+
|
|
|
+ "float rho = dot( lightDirectionVS, lightVector );",
|
|
|
+ "float rhoMax = cos( lightAngle * 0.5 );",
|
|
|
+
|
|
|
+ "if ( rho <= rhoMax ) discard;",
|
|
|
+
|
|
|
+ "float theta = rhoMax + 0.0001;",
|
|
|
+ "float phi = rhoMax + 0.05;",
|
|
|
+ "float falloff = 4.0;",
|
|
|
+
|
|
|
+ "float spot = 0.0;",
|
|
|
+
|
|
|
+ "if ( rho >= phi ) {",
|
|
|
+
|
|
|
+ "spot = 1.0;",
|
|
|
+
|
|
|
+ "} else if ( rho <= theta ) {",
|
|
|
+
|
|
|
+ "spot = 0.0;",
|
|
|
+
|
|
|
+ "} else { ",
|
|
|
+
|
|
|
+ "spot = pow( ( rho - theta ) / ( phi - theta ), falloff );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "diffuseColor *= spot;",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "computeSpecular" ],
|
|
|
+
|
|
|
+ "const float attenuation = 1.0;",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "combine" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ directionalLight: {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ samplerNormalDepth: { type: "t", value: null },
|
|
|
+ samplerColor: { type: "t", value: null },
|
|
|
+
|
|
|
+ matProjInverse: { type: "m4", value: new THREE.Matrix4() },
|
|
|
+
|
|
|
+ viewWidth: { type: "f", value: 800 },
|
|
|
+ viewHeight: { type: "f", value: 600 },
|
|
|
+
|
|
|
+ lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
+ lightDirectionVS : { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
|
|
|
+ lightIntensity: { type: "f", value: 1.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "void main() { ",
|
|
|
+
|
|
|
+ "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( '\n' ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform sampler2D samplerNormalDepth;",
|
|
|
+ "uniform sampler2D samplerColor;",
|
|
|
+
|
|
|
+ "uniform float viewHeight;",
|
|
|
+ "uniform float viewWidth;",
|
|
|
+
|
|
|
+ "uniform vec3 lightColor;",
|
|
|
+ "uniform vec3 lightDirectionVS;",
|
|
|
+ "uniform float lightIntensity;",
|
|
|
+
|
|
|
+ "uniform mat4 matProjInverse;",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "unpackFloat" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "computeTextureCoord" ],
|
|
|
+ THREE.DeferredShaderChunk[ "unpackNormalDepth" ],
|
|
|
+ THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
|
|
|
+ THREE.DeferredShaderChunk[ "unpackColor" ],
|
|
|
+
|
|
|
+ "vec3 lightVector = normalize( lightDirectionVS );",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "computeSpecular" ],
|
|
|
+
|
|
|
+ "const float attenuation = 1.0;",
|
|
|
+
|
|
|
+ THREE.DeferredShaderChunk[ "combine" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( '\n' ),
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ composite: {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ samplerLight: { type: "t", value: null }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec2 texCoord;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
|
|
|
+ "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
|
|
|
+ "gl_Position = pos;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "varying vec2 texCoord;",
|
|
|
+ "uniform sampler2D samplerLight;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = texture2D( samplerLight, texCoord );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|