|
@@ -0,0 +1,616 @@
|
|
|
+/*
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * Normal map shader
|
|
|
+ * - Blinn-Phong
|
|
|
+ * - normal + diffuse + specular + AO + displacement + reflection + shadow maps
|
|
|
+ * - point and directional lights (use with "lights: true" material option)
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.NormalDisplacementShader = {
|
|
|
+
|
|
|
+ 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")
|
|
|
+
|
|
|
+};
|