// // Luma // THREE.NodeLib.add( new THREE.ConstNode( "vec3 LUMA vec3(0.2125, 0.7154, 0.0721)" ) ); // // NormalMap // THREE.NodeLib.add( new THREE.FunctionNode( [ // Per-Pixel Tangent Space Normal Mapping // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 map, vec2 mUv, vec2 normalScale ) {", // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988 " vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );", " vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );", " vec2 st0 = dFdx( mUv.st );", " vec2 st1 = dFdy( mUv.st );", " float scale = sign( st1.t * st0.s - st0.t * st1.s );", // we do not care about the magnitude " vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );", " vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );", " vec3 N = normalize( surf_norm );", " mat3 tsn = mat3( S, T, N );", " vec3 mapN = map * 2.0 - 1.0;", " mapN.xy *= normalScale;", " mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );", " return normalize( tsn * mapN );", "}" ].join( "\n" ), null, { derivatives: true } ) ); // // BumpMap // THREE.NodeLib.add( new THREE.FunctionNode( [ // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen // http://api.unrealengine.com/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2) "vec2 dHdxy_fwd( sampler2D bumpMap, vec2 vUv, float bumpScale ) {", // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988 " vec2 dSTdx = dFdx( vUv );", " vec2 dSTdy = dFdy( vUv );", " float Hll = bumpScale * texture2D( bumpMap, vUv ).x;", " float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;", " float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;", " return vec2( dBx, dBy );", "}" ].join( "\n" ), null, { derivatives: true } ) ); THREE.NodeLib.add( new THREE.FunctionNode( [ "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {", // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988 " vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );", " vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );", " vec3 vN = surf_norm;", // normalized " vec3 R1 = cross( vSigmaY, vN );", " vec3 R2 = cross( vN, vSigmaX );", " float fDet = dot( vSigmaX, R1 );", " fDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );", " vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );", " return normalize( abs( fDet ) * surf_norm - vGrad );", "}" ].join( "\n" ), null, { derivatives: true } ) ); // // Noise // THREE.NodeLib.add( new THREE.FunctionNode( [ "float snoise(vec2 co) {", " return fract( sin( dot(co.xy, vec2(12.9898,78.233) ) ) * 43758.5453 );", "}" ].join( "\n" ) ) ); // // Hue // THREE.NodeLib.add( new THREE.FunctionNode( [ "vec3 hue_rgb(vec3 rgb, float adjustment) {", " const mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.595716, -0.274453, -0.321263, 0.211456, -0.522591, 0.311135);", " const mat3 YIQtoRGB = mat3(1.0, 0.9563, 0.6210, 1.0, -0.2721, -0.6474, 1.0, -1.107, 1.7046);", " vec3 yiq = RGBtoYIQ * rgb;", " float hue = atan(yiq.z, yiq.y) + adjustment;", " float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y);", " return YIQtoRGB * vec3(yiq.x, chroma * cos(hue), chroma * sin(hue));", "}" ].join( "\n" ) ) ); // // Saturation // THREE.NodeLib.add( new THREE.FunctionNode( [ // Algorithm from Chapter 16 of OpenGL Shading Language "vec3 saturation_rgb(vec3 rgb, float adjustment) {", " vec3 intensity = vec3(dot(rgb, LUMA));", " return mix(intensity, rgb, adjustment);", "}" ].join( "\n" ) ) ); // // Luminance // THREE.NodeLib.add( new THREE.FunctionNode( [ // Algorithm from Chapter 10 of Graphics Shaders "float luminance_rgb(vec3 rgb) {", " return dot(rgb, LUMA);", "}" ].join( "\n" ) ) ); // // Vibrance // THREE.NodeLib.add( new THREE.FunctionNode( [ // Shader by Evan Wallace adapted by @lo-th "vec3 vibrance_rgb(vec3 rgb, float adjustment) {", " float average = (rgb.r + rgb.g + rgb.b) / 3.0;", " float mx = max(rgb.r, max(rgb.g, rgb.b));", " float amt = (mx - average) * (-3.0 * adjustment);", " return mix(rgb.rgb, vec3(mx), amt);", "}" ].join( "\n" ) ) );