|
@@ -11469,71 +11469,14 @@ THREE.Loader.prototype = {
|
|
|
|
|
|
}
|
|
|
|
|
|
- // special case for normal mapped material
|
|
|
+ if ( m.mapNormalFactor ) {
|
|
|
|
|
|
- if ( m.mapNormal ) {
|
|
|
-
|
|
|
- var shader = THREE.ShaderLib[ 'normalmap' ];
|
|
|
- var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
|
|
|
-
|
|
|
- uniforms[ 'tNormal' ].value = mpars.normalMap;
|
|
|
-
|
|
|
- if ( m.mapNormalFactor ) {
|
|
|
-
|
|
|
- uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( mpars.map ) {
|
|
|
-
|
|
|
- uniforms[ 'tDiffuse' ].value = mpars.map;
|
|
|
- uniforms[ 'enableDiffuse' ].value = true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( mpars.specularMap ) {
|
|
|
-
|
|
|
- uniforms[ 'tSpecular' ].value = mpars.specularMap;
|
|
|
- uniforms[ 'enableSpecular' ].value = true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( mpars.lightMap ) {
|
|
|
-
|
|
|
- uniforms[ 'tAO' ].value = mpars.lightMap;
|
|
|
- uniforms[ 'enableAO' ].value = true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // for the moment don't handle displacement texture
|
|
|
-
|
|
|
- uniforms[ 'diffuse' ].value.setHex( mpars.color );
|
|
|
- uniforms[ 'specular' ].value.setHex( mpars.specular );
|
|
|
- uniforms[ 'ambient' ].value.setHex( mpars.ambient );
|
|
|
-
|
|
|
- uniforms[ 'shininess' ].value = mpars.shininess;
|
|
|
-
|
|
|
- if ( mpars.opacity !== undefined ) {
|
|
|
-
|
|
|
- uniforms[ 'opacity' ].value = mpars.opacity;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
|
|
|
- var material = new THREE.ShaderMaterial( parameters );
|
|
|
-
|
|
|
- if ( mpars.transparent ) {
|
|
|
-
|
|
|
- material.transparent = true;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- } else {
|
|
|
-
|
|
|
- var material = new THREE[ mtype ]( mpars );
|
|
|
+ mpars.normalScale = new THREE.Vector2( m.mapNormalFactor, m.mapNormalFactor );
|
|
|
|
|
|
}
|
|
|
|
|
|
+ var material = new THREE[ mtype ]( mpars );
|
|
|
+
|
|
|
if ( m.DbgName !== undefined ) material.name = m.DbgName;
|
|
|
|
|
|
return material;
|
|
@@ -17236,621 +17179,6 @@ THREE.ShaderLib = {
|
|
|
|
|
|
},
|
|
|
|
|
|
- /* -------------------------------------------------------------------------
|
|
|
- // Normal map shader
|
|
|
- // - Blinn-Phong
|
|
|
- // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
|
|
|
- // - point and directional lights (use with "lights: true" material option)
|
|
|
- ------------------------------------------------------------------------- */
|
|
|
-
|
|
|
- 'normalmap' : {
|
|
|
-
|
|
|
- uniforms: THREE.UniformsUtils.merge( [
|
|
|
-
|
|
|
- THREE.UniformsLib[ "fog" ],
|
|
|
- THREE.UniformsLib[ "lights" ],
|
|
|
- THREE.UniformsLib[ "shadowmap" ],
|
|
|
-
|
|
|
- {
|
|
|
-
|
|
|
- "enableAO" : { type: "i", value: 0 },
|
|
|
- "enableDiffuse" : { type: "i", value: 0 },
|
|
|
- "enableSpecular" : { type: "i", value: 0 },
|
|
|
- "enableReflection" : { type: "i", value: 0 },
|
|
|
- "enableDisplacement": { type: "i", value: 0 },
|
|
|
-
|
|
|
- "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
|
|
|
- "tDiffuse" : { type: "t", value: null },
|
|
|
- "tCube" : { type: "t", value: null },
|
|
|
- "tNormal" : { type: "t", value: null },
|
|
|
- "tSpecular" : { type: "t", value: null },
|
|
|
- "tAO" : { type: "t", value: null },
|
|
|
-
|
|
|
- "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
|
|
-
|
|
|
- "uDisplacementBias": { type: "f", value: 0.0 },
|
|
|
- "uDisplacementScale": { type: "f", value: 1.0 },
|
|
|
-
|
|
|
- "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
|
- "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
|
|
|
- "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
|
- "shininess": { type: "f", value: 30 },
|
|
|
- "opacity": { type: "f", value: 1 },
|
|
|
-
|
|
|
- "refractionRatio": { type: "f", value: 0.98 },
|
|
|
- "reflectivity": { type: "f", value: 0.5 },
|
|
|
-
|
|
|
- "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
|
|
|
- "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
|
|
-
|
|
|
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- ] ),
|
|
|
-
|
|
|
- fragmentShader: [
|
|
|
-
|
|
|
- "uniform vec3 ambient;",
|
|
|
- "uniform vec3 diffuse;",
|
|
|
- "uniform vec3 specular;",
|
|
|
- "uniform float shininess;",
|
|
|
- "uniform float opacity;",
|
|
|
-
|
|
|
- "uniform bool enableDiffuse;",
|
|
|
- "uniform bool enableSpecular;",
|
|
|
- "uniform bool enableAO;",
|
|
|
- "uniform bool enableReflection;",
|
|
|
-
|
|
|
- "uniform sampler2D tDiffuse;",
|
|
|
- "uniform sampler2D tNormal;",
|
|
|
- "uniform sampler2D tSpecular;",
|
|
|
- "uniform sampler2D tAO;",
|
|
|
-
|
|
|
- "uniform samplerCube tCube;",
|
|
|
-
|
|
|
- "uniform vec2 uNormalScale;",
|
|
|
-
|
|
|
- "uniform float refractionRatio;",
|
|
|
- "uniform float reflectivity;",
|
|
|
-
|
|
|
- "varying vec3 vTangent;",
|
|
|
- "varying vec3 vBinormal;",
|
|
|
- "varying vec3 vNormal;",
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "uniform vec3 ambientLightColor;",
|
|
|
-
|
|
|
- "#if MAX_DIR_LIGHTS > 0",
|
|
|
-
|
|
|
- " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
|
|
- " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#if MAX_HEMI_LIGHTS > 0",
|
|
|
-
|
|
|
- " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
|
|
- " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
|
|
- " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#if MAX_POINT_LIGHTS > 0",
|
|
|
-
|
|
|
- " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
|
|
- " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
|
|
- " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#if MAX_SPOT_LIGHTS > 0",
|
|
|
-
|
|
|
- " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
|
|
- " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
|
|
- " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
|
|
- " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
|
|
- " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
|
|
- " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "#ifdef WRAP_AROUND",
|
|
|
-
|
|
|
- " uniform vec3 wrapRGB;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "varying vec3 vWorldPosition;",
|
|
|
- "varying vec3 vViewPosition;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
|
|
|
-
|
|
|
- " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
|
|
|
-
|
|
|
- " vec3 specularTex = vec3( 1.0 );",
|
|
|
-
|
|
|
- " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
|
|
|
- " normalTex.xy *= uNormalScale;",
|
|
|
- " normalTex = normalize( normalTex );",
|
|
|
-
|
|
|
- " if( enableDiffuse ) {",
|
|
|
-
|
|
|
- " #ifdef GAMMA_INPUT",
|
|
|
-
|
|
|
- " vec4 texelColor = texture2D( tDiffuse, vUv );",
|
|
|
- " texelColor.xyz *= texelColor.xyz;",
|
|
|
-
|
|
|
- " gl_FragColor = gl_FragColor * texelColor;",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- " if( enableAO ) {",
|
|
|
-
|
|
|
- " #ifdef GAMMA_INPUT",
|
|
|
-
|
|
|
- " vec4 aoColor = texture2D( tAO, vUv );",
|
|
|
- " aoColor.xyz *= aoColor.xyz;",
|
|
|
-
|
|
|
- " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "alphatest_fragment" ],
|
|
|
-
|
|
|
- " if( enableSpecular )",
|
|
|
- " specularTex = texture2D( tSpecular, vUv ).xyz;",
|
|
|
-
|
|
|
- " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
|
|
|
- " vec3 finalNormal = tsb * normalTex;",
|
|
|
-
|
|
|
- " #ifdef FLIP_SIDED",
|
|
|
-
|
|
|
- " finalNormal = -finalNormal;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " vec3 normal = normalize( finalNormal );",
|
|
|
- " vec3 viewPosition = normalize( vViewPosition );",
|
|
|
-
|
|
|
- // point lights
|
|
|
-
|
|
|
- " #if MAX_POINT_LIGHTS > 0",
|
|
|
-
|
|
|
- " vec3 pointDiffuse = vec3( 0.0 );",
|
|
|
- " vec3 pointSpecular = vec3( 0.0 );",
|
|
|
-
|
|
|
- " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
|
|
-
|
|
|
- " 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 );",
|
|
|
-
|
|
|
- " pointVector = normalize( pointVector );",
|
|
|
-
|
|
|
- // diffuse
|
|
|
-
|
|
|
- " #ifdef WRAP_AROUND",
|
|
|
-
|
|
|
- " 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 );",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
|
|
|
-
|
|
|
- // specular
|
|
|
-
|
|
|
- " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
|
|
|
- " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
|
|
- " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
|
|
|
-
|
|
|
- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
|
|
|
-
|
|
|
- " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
|
|
|
- " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- // spot lights
|
|
|
-
|
|
|
- " #if MAX_SPOT_LIGHTS > 0",
|
|
|
-
|
|
|
- " vec3 spotDiffuse = vec3( 0.0 );",
|
|
|
- " vec3 spotSpecular = vec3( 0.0 );",
|
|
|
-
|
|
|
- " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
|
|
-
|
|
|
- " 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 );",
|
|
|
-
|
|
|
- " spotVector = normalize( spotVector );",
|
|
|
-
|
|
|
- " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
|
|
-
|
|
|
- " if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
|
|
-
|
|
|
- " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
|
|
|
-
|
|
|
- // diffuse
|
|
|
-
|
|
|
- " #ifdef WRAP_AROUND",
|
|
|
-
|
|
|
- " 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 );",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
|
|
|
-
|
|
|
- // specular
|
|
|
-
|
|
|
- " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
|
|
|
- " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
|
|
- " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
|
|
|
-
|
|
|
- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
|
|
|
-
|
|
|
- " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
|
|
|
- " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- // directional lights
|
|
|
-
|
|
|
- " #if MAX_DIR_LIGHTS > 0",
|
|
|
-
|
|
|
- " vec3 dirDiffuse = vec3( 0.0 );",
|
|
|
- " vec3 dirSpecular = vec3( 0.0 );",
|
|
|
-
|
|
|
- " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
|
|
|
-
|
|
|
- " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
|
|
- " vec3 dirVector = normalize( lDirection.xyz );",
|
|
|
-
|
|
|
- // diffuse
|
|
|
-
|
|
|
- " #ifdef WRAP_AROUND",
|
|
|
-
|
|
|
- " 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 );",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
|
|
|
-
|
|
|
- // specular
|
|
|
-
|
|
|
- " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
|
|
- " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
|
|
- " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
|
|
|
-
|
|
|
- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
|
|
|
-
|
|
|
- " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
|
|
|
- " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- // hemisphere lights
|
|
|
-
|
|
|
- " #if MAX_HEMI_LIGHTS > 0",
|
|
|
-
|
|
|
- " vec3 hemiDiffuse = vec3( 0.0 );",
|
|
|
- " vec3 hemiSpecular = vec3( 0.0 );" ,
|
|
|
-
|
|
|
- " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
|
|
-
|
|
|
- " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
|
|
- " vec3 lVector = normalize( lDirection.xyz );",
|
|
|
-
|
|
|
- // diffuse
|
|
|
-
|
|
|
- " float dotProduct = dot( normal, lVector );",
|
|
|
- " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
|
|
-
|
|
|
- " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
|
|
-
|
|
|
- " hemiDiffuse += diffuse * hemiColor;",
|
|
|
-
|
|
|
- // specular (sky light)
|
|
|
-
|
|
|
-
|
|
|
- " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
|
|
- " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
|
|
- " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
|
|
|
-
|
|
|
- // specular (ground light)
|
|
|
-
|
|
|
- " vec3 lVectorGround = -lVector;",
|
|
|
-
|
|
|
- " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
|
|
- " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
|
|
- " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
|
|
|
-
|
|
|
- " float dotProductGround = dot( normal, lVectorGround );",
|
|
|
-
|
|
|
- " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
|
|
|
-
|
|
|
- " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
|
|
|
- " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
|
|
|
- " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- // all lights contribution summation
|
|
|
-
|
|
|
- " vec3 totalDiffuse = vec3( 0.0 );",
|
|
|
- " vec3 totalSpecular = vec3( 0.0 );",
|
|
|
-
|
|
|
- " #if MAX_DIR_LIGHTS > 0",
|
|
|
-
|
|
|
- " totalDiffuse += dirDiffuse;",
|
|
|
- " totalSpecular += dirSpecular;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " #if MAX_HEMI_LIGHTS > 0",
|
|
|
-
|
|
|
- " totalDiffuse += hemiDiffuse;",
|
|
|
- " totalSpecular += hemiSpecular;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " #if MAX_POINT_LIGHTS > 0",
|
|
|
-
|
|
|
- " totalDiffuse += pointDiffuse;",
|
|
|
- " totalSpecular += pointSpecular;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " #if MAX_SPOT_LIGHTS > 0",
|
|
|
-
|
|
|
- " totalDiffuse += spotDiffuse;",
|
|
|
- " totalSpecular += spotSpecular;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " #ifdef METAL",
|
|
|
-
|
|
|
- " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " if ( enableReflection ) {",
|
|
|
-
|
|
|
- " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
|
|
-
|
|
|
- " #ifdef ENVMAP_MODE_REFLECTION",
|
|
|
-
|
|
|
- " vec3 vReflect = reflect( cameraToVertex, normal );",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " vec3 vReflect = refract( cameraToVertex, normal, refractionRatio );",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
|
|
-
|
|
|
- " #ifdef GAMMA_INPUT",
|
|
|
-
|
|
|
- " cubeColor.xyz *= cubeColor.xyz;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
|
- THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n"),
|
|
|
-
|
|
|
- vertexShader: [
|
|
|
-
|
|
|
- "attribute vec4 tangent;",
|
|
|
-
|
|
|
- "uniform vec2 uOffset;",
|
|
|
- "uniform vec2 uRepeat;",
|
|
|
-
|
|
|
- "uniform bool enableDisplacement;",
|
|
|
-
|
|
|
- "#ifdef VERTEX_TEXTURES",
|
|
|
-
|
|
|
- " uniform sampler2D tDisplacement;",
|
|
|
- " uniform float uDisplacementScale;",
|
|
|
- " uniform float uDisplacementBias;",
|
|
|
-
|
|
|
- "#endif",
|
|
|
-
|
|
|
- "varying vec3 vTangent;",
|
|
|
- "varying vec3 vBinormal;",
|
|
|
- "varying vec3 vNormal;",
|
|
|
- "varying vec2 vUv;",
|
|
|
-
|
|
|
- "varying vec3 vWorldPosition;",
|
|
|
- "varying vec3 vViewPosition;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
|
|
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
|
|
|
-
|
|
|
- "void main() {",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
- THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
-
|
|
|
- // normal, tangent and binormal vectors
|
|
|
-
|
|
|
- " #ifdef USE_SKINNING",
|
|
|
-
|
|
|
- " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
|
|
|
-
|
|
|
- " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
|
|
|
- " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " vNormal = normalize( normalMatrix * normal );",
|
|
|
- " vTangent = normalize( normalMatrix * tangent.xyz );",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
|
|
|
-
|
|
|
- " vUv = uv * uRepeat + uOffset;",
|
|
|
-
|
|
|
- // displacement mapping
|
|
|
-
|
|
|
- " vec3 displacedPosition;",
|
|
|
-
|
|
|
- " #ifdef VERTEX_TEXTURES",
|
|
|
-
|
|
|
- " if ( enableDisplacement ) {",
|
|
|
-
|
|
|
- " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
|
|
- " float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
|
|
- " displacedPosition = position + normalize( normal ) * df;",
|
|
|
-
|
|
|
- " } else {",
|
|
|
-
|
|
|
- " #ifdef USE_SKINNING",
|
|
|
-
|
|
|
- " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- " vec4 skinned = vec4( 0.0 );",
|
|
|
- " skinned += boneMatX * skinVertex * skinWeight.x;",
|
|
|
- " skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
- " skinned += boneMatZ * skinVertex * skinWeight.z;",
|
|
|
- " skinned += boneMatW * skinVertex * skinWeight.w;",
|
|
|
- " skinned = bindMatrixInverse * skinned;",
|
|
|
-
|
|
|
- " displacedPosition = skinned.xyz;",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " displacedPosition = position;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " #ifdef USE_SKINNING",
|
|
|
-
|
|
|
- " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
|
|
|
-
|
|
|
- " vec4 skinned = vec4( 0.0 );",
|
|
|
- " skinned += boneMatX * skinVertex * skinWeight.x;",
|
|
|
- " skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
- " skinned += boneMatZ * skinVertex * skinWeight.z;",
|
|
|
- " skinned += boneMatW * skinVertex * skinWeight.w;",
|
|
|
- " skinned = bindMatrixInverse * skinned;",
|
|
|
-
|
|
|
- " displacedPosition = skinned.xyz;",
|
|
|
-
|
|
|
- " #else",
|
|
|
-
|
|
|
- " displacedPosition = position;",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- //
|
|
|
-
|
|
|
- " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
- " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
-
|
|
|
- " gl_Position = projectionMatrix * mvPosition;",
|
|
|
-
|
|
|
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
|
|
|
-
|
|
|
- //
|
|
|
-
|
|
|
- " vWorldPosition = worldPosition.xyz;",
|
|
|
- " vViewPosition = -mvPosition.xyz;",
|
|
|
-
|
|
|
- // shadows
|
|
|
-
|
|
|
- " #ifdef USE_SHADOWMAP",
|
|
|
-
|
|
|
- " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
|
|
-
|
|
|
- " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
|
|
-
|
|
|
- " }",
|
|
|
-
|
|
|
- " #endif",
|
|
|
-
|
|
|
- "}"
|
|
|
-
|
|
|
- ].join("\n")
|
|
|
-
|
|
|
- },
|
|
|
-
|
|
|
/* -------------------------------------------------------------------------
|
|
|
// Cube map shader
|
|
|
------------------------------------------------------------------------- */
|