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@@ -86,217 +86,11 @@ THREE.ShaderUtils = {
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// Normal map shader
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// - Blinn-Phong
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// - normal + diffuse + specular + AO + displacement maps
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- // - 1 point and 1 directional lights
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+ // - point and directional lights (use with "lights: true" material option)
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------------------------------------------------------------------------- */
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'normal' : {
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- uniforms: {
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-
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- "enableAO" : { type: "i", value: 0 },
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- "enableDiffuse" : { type: "i", value: 0 },
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- "enableSpecular": { type: "i", value: 0 },
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-
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- "tDiffuse" : { type: "t", value: 0, texture: null },
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- "tNormal" : { type: "t", value: 2, texture: null },
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- "tSpecular" : { type: "t", value: 3, texture: null },
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- "tAO" : { type: "t", value: 4, texture: null },
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-
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- "uNormalScale": { type: "f", value: 1.0 },
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-
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- "tDisplacement": { type: "t", value: 5, texture: null },
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- "uDisplacementBias": { type: "f", value: -0.5 },
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- "uDisplacementScale": { type: "f", value: 2.5 },
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-
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- "uPointLightPos": { type: "v3", value: new THREE.Vector3() },
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- "uPointLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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-
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- "uDirLightPos": { type: "v3", value: new THREE.Vector3() },
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- "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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-
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- "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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-
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- "uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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- "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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- "uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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- "uShininess": { type: "f", value: 30 }
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-
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- },
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-
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- fragmentShader: [
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-
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- "uniform vec3 uDirLightPos;",
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-
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- "uniform vec3 uAmbientLightColor;",
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- "uniform vec3 uDirLightColor;",
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- "uniform vec3 uPointLightColor;",
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-
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- "uniform vec3 uAmbientColor;",
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- "uniform vec3 uDiffuseColor;",
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- "uniform vec3 uSpecularColor;",
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- "uniform float uShininess;",
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-
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- "uniform bool enableDiffuse;",
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- "uniform bool enableSpecular;",
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- "uniform bool enableAO;",
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-
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- "uniform sampler2D tDiffuse;",
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- "uniform sampler2D tNormal;",
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- "uniform sampler2D tSpecular;",
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- "uniform sampler2D tAO;",
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-
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- "uniform float uNormalScale;",
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-
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- "varying vec3 vTangent;",
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- "varying vec3 vBinormal;",
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- "varying vec3 vNormal;",
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- "varying vec2 vUv;",
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-
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- "varying vec3 vPointLightVector;",
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- "varying vec3 vViewPosition;",
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-
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- "void main() {",
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-
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- "vec3 diffuseTex = vec3( 1.0 );",
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- "vec3 aoTex = vec3( 1.0 );",
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- "vec3 specularTex = vec3( 1.0, 1.0, 1.0 );",
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-
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- "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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- "normalTex.xy *= uNormalScale;",
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- "normalTex = normalize( normalTex );",
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-
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- "if( enableDiffuse )",
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- "diffuseTex = texture2D( tDiffuse, vUv ).xyz;",
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-
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- "if( enableAO )",
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- "aoTex = texture2D( tAO, vUv ).xyz;",
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-
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- "if( enableSpecular )",
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- "specularTex = texture2D( tSpecular, vUv ).xyz;",
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-
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- "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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- "vec3 finalNormal = tsb * normalTex;",
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-
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- "vec3 normal = normalize( finalNormal );",
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- "vec3 viewPosition = normalize( vViewPosition );",
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-
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- // point light
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-
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- "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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-
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- "vec3 pointVector = normalize( vPointLightVector );",
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- "vec3 pointHalfVector = normalize( vPointLightVector + vViewPosition );",
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-
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- "float pointDotNormalHalf = dot( normal, pointHalfVector );",
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- "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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-
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- "float pointSpecularWeight = 0.0;",
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- "if ( pointDotNormalHalf >= 0.0 )",
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- "pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );",
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-
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- "pointDiffuse += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;",
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- "pointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight * pointDiffuseWeight;",
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-
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- // directional light
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-
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- "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );",
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- "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );",
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-
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- "vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );",
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-
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- "vec3 dirVector = normalize( lDirection.xyz );",
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- "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
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-
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- "float dirDotNormalHalf = dot( normal, dirHalfVector );",
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- "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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-
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- "float dirSpecularWeight = 0.0;",
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- "if ( dirDotNormalHalf >= 0.0 )",
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- "dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );",
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-
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- "dirDiffuse += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;",
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- "dirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight * dirDiffuseWeight;",
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-
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- // all lights contribution summation
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-
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- "vec4 totalLight = vec4( uAmbientLightColor * uAmbientColor, 1.0 );",
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- "totalLight += vec4( uDirLightColor, 1.0 ) * ( dirDiffuse + dirSpecular );",
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- "totalLight += vec4( uPointLightColor, 1.0 ) * ( pointDiffuse + pointSpecular );",
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-
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- "gl_FragColor = vec4( totalLight.xyz * aoTex * diffuseTex, 1.0 );",
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-
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- "}"
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-
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- ].join("\n"),
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-
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- vertexShader: [
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-
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- "attribute vec4 tangent;",
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-
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- "uniform vec3 uPointLightPos;",
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-
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- "#ifdef VERTEX_TEXTURES",
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-
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- "uniform sampler2D tDisplacement;",
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- "uniform float uDisplacementScale;",
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- "uniform float uDisplacementBias;",
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-
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- "#endif",
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-
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- "varying vec3 vTangent;",
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- "varying vec3 vBinormal;",
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- "varying vec3 vNormal;",
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- "varying vec2 vUv;",
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-
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- "varying vec3 vPointLightVector;",
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- "varying vec3 vViewPosition;",
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-
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- "void main() {",
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-
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- "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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- "vViewPosition = cameraPosition - mPosition.xyz;",
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-
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- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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- "vNormal = normalize( normalMatrix * normal );",
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-
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- // tangent and binormal vectors
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-
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- "vTangent = normalize( normalMatrix * tangent.xyz );",
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-
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- "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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- "vBinormal = normalize( vBinormal );",
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-
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- "vUv = uv;",
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-
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- // point light
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-
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- "vec4 lPosition = viewMatrix * vec4( uPointLightPos, 1.0 );",
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- "vPointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
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-
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- // displacement mapping
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-
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- "#ifdef VERTEX_TEXTURES",
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-
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- "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
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- "float df = uDisplacementScale * dv.x + uDisplacementBias;",
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- "vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
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- "gl_Position = projectionMatrix * displacedPosition;",
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-
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- "#else",
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-
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- "gl_Position = projectionMatrix * mvPosition;",
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-
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- "#endif",
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-
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- "}"
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-
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- ].join("\n")
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-
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- },
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-
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- 'normal2' : {
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-
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "lights" ],
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@@ -551,7 +345,7 @@ THREE.ShaderUtils = {
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].join("\n")
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},
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-
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+
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/* -------------------------------------------------------------------------
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// Cube map shader
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------------------------------------------------------------------------- */
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