/** * @author alteredq / http://alteredqualia.com/ * @author MPanknin / http://www.redplant.de/ * @author benaadams / http://blog.illyriad.co.uk/ * */ THREE.ShaderDeferred = { "color" : { uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "common" ], THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ "shadowmap" ], { "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, "shininess": { type: "f", value: 30 }, "wrapAround": { type: "f", value: 1 }, "additiveSpecular": { type: "f", value: 1 } } ] ), fragmentShader : [ "uniform vec3 diffuse;", "uniform vec3 specular;", "uniform vec3 emissive;", "uniform float shininess;", "uniform float wrapAround;", "uniform float additiveSpecular;", THREE.ShaderChunk[ "color_pars_fragment" ], THREE.ShaderChunk[ "map_pars_fragment" ], THREE.ShaderChunk[ "lightmap_pars_fragment" ], THREE.ShaderChunk[ "envmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], THREE.ShaderChunk[ "specularmap_pars_fragment" ], "const float unit = 255.0/256.0;", "float vec3_to_float( vec3 data ) {", "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;", "return compressed;", "}", "void main() {", "const float opacity = 1.0;", "gl_FragColor = vec4( diffuse, opacity );", THREE.ShaderChunk[ "map_fragment" ], THREE.ShaderChunk[ "alphatest_fragment" ], THREE.ShaderChunk[ "specularmap_fragment" ], THREE.ShaderChunk[ "lightmap_fragment" ], THREE.ShaderChunk[ "color_fragment" ], THREE.ShaderChunk[ "envmap_fragment" ], THREE.ShaderChunk[ "shadowmap_fragment" ], THREE.ShaderChunk[ "linear_to_gamma_fragment" ], THREE.ShaderChunk[ "fog_fragment" ], // "const float compressionScale = 0.999;", // diffuse color "gl_FragColor.x = vec3_to_float( compressionScale * gl_FragColor.xyz );", // specular color "gl_FragColor.y = additiveSpecular * vec3_to_float( compressionScale * specular );", // shininess "gl_FragColor.z = wrapAround * shininess;", // emissive color "#ifdef USE_MAP", "gl_FragColor.w = vec3_to_float( compressionScale * emissive * texelColor.xyz );", "#else", "gl_FragColor.w = vec3_to_float( compressionScale * emissive );", "#endif", "}" ].join("\n"), vertexShader : [ THREE.ShaderChunk[ "map_pars_vertex" ], THREE.ShaderChunk[ "lightmap_pars_vertex" ], THREE.ShaderChunk[ "envmap_pars_vertex" ], THREE.ShaderChunk[ "color_pars_vertex" ], THREE.ShaderChunk[ "morphtarget_pars_vertex" ], THREE.ShaderChunk[ "skinning_pars_vertex" ], THREE.ShaderChunk[ "shadowmap_pars_vertex" ], "void main() {", THREE.ShaderChunk[ "map_vertex" ], THREE.ShaderChunk[ "lightmap_vertex" ], THREE.ShaderChunk[ "color_vertex" ], THREE.ShaderChunk[ "skinbase_vertex" ], THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "skinning_vertex" ], THREE.ShaderChunk[ "default_vertex" ], THREE.ShaderChunk[ "worldpos_vertex" ], THREE.ShaderChunk[ "envmap_vertex" ], THREE.ShaderChunk[ "shadowmap_vertex" ], "}" ].join("\n") }, "normalDepth" : { uniforms: { bumpMap: { type: "t", value: null }, bumpScale: { type: "f", value: 1 }, offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) } }, fragmentShader : [ "#ifdef USE_BUMPMAP", "#extension GL_OES_standard_derivatives : enable\n", "varying vec2 vUv;", "varying vec3 vViewPosition;", THREE.ShaderChunk[ "bumpmap_pars_fragment" ], "#endif", "varying vec3 normalView;", "varying vec4 clipPos;", "void main() {", "vec3 normal = normalize( normalView );", "#ifdef USE_BUMPMAP", "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", "#endif", "gl_FragColor.xyz = normal * 0.5 + 0.5;", "gl_FragColor.w = clipPos.z / clipPos.w;", "}" ].join("\n"), vertexShader : [ "varying vec3 normalView;", "varying vec4 clipPos;", "#ifdef USE_BUMPMAP", "varying vec2 vUv;", "varying vec3 vViewPosition;", "uniform vec4 offsetRepeat;", "#endif", THREE.ShaderChunk[ "morphtarget_pars_vertex" ], THREE.ShaderChunk[ "skinning_pars_vertex" ], "void main() {", THREE.ShaderChunk[ "morphnormal_vertex" ], THREE.ShaderChunk[ "skinbase_vertex" ], THREE.ShaderChunk[ "skinnormal_vertex" ], THREE.ShaderChunk[ "defaultnormal_vertex" ], THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "skinning_vertex" ], THREE.ShaderChunk[ "default_vertex" ], "normalView = normalize( normalMatrix * objectNormal );", "#ifdef USE_BUMPMAP", "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", "vViewPosition = -mvPosition.xyz;", "#endif", "clipPos = gl_Position;", "}" ].join("\n") }, "composite" : { uniforms: { samplerLight: { type: "t", value: null }, brightness: { type: "f", value: 1 } }, fragmentShader : [ "varying vec2 texCoord;", "uniform sampler2D samplerLight;", "uniform float brightness;", "void main() {", "vec3 color = texture2D( samplerLight, texCoord ).xyz;", "gl_FragColor = vec4( brightness * sqrt( color ), 1.0 );", "}" ].join("\n"), 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") }, "pointLight" : { uniforms: { samplerNormalDepth: { type: "t", value: null }, samplerColor: { type: "t", value: null }, matView: { type: "m4", value: new THREE.Matrix4() }, matProjInverse: { type: "m4", value: new THREE.Matrix4() }, viewWidth: { type: "f", value: 800 }, viewHeight: { type: "f", value: 600 }, lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }, lightColor: { type: "c", value: new THREE.Color( 0x000000 ) }, lightIntensity: { type: "f", value: 1.0 }, lightRadius: { type: "f", value: 1.0 } }, fragmentShader : [ "varying vec3 lightView;", "varying vec4 clipPos;", "uniform sampler2D samplerColor;", "uniform sampler2D samplerNormalDepth;", "uniform float lightRadius;", "uniform float lightIntensity;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "uniform mat4 matProjInverse;", "vec3 float_to_vec3( float data ) {", "vec3 uncompressed;", "uncompressed.x = fract( data );", "float zInt = floor( data / 255.0 );", "uncompressed.z = fract( zInt / 255.0 );", "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );", "return uncompressed;", "}", "void main() {", "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );", "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );", "float z = normalDepth.w;", "float lightZ = clipPos.z / clipPos.w;", "if ( z == 0.0 || lightZ > z ) discard;", "float x = texCoord.x * 2.0 - 1.0;", "float y = texCoord.y * 2.0 - 1.0;", "vec4 projectedPos = vec4( x, y, z, 1.0 );", "vec4 viewPos = matProjInverse * projectedPos;", "viewPos.xyz /= viewPos.w;", "viewPos.w = 1.0;", "vec3 lightDir = lightView - viewPos.xyz;", "float dist = length( lightDir );", "if ( dist > lightRadius ) discard;", "lightDir = normalize( lightDir );", "float cutoff = 0.3;", "float denom = dist/lightRadius + 1.0;", "float attenuation = 1.0 / ( denom * denom );", "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );", "attenuation = max( attenuation, 0.0 );", "attenuation *= attenuation;", // normal "vec3 normal = normalDepth.xyz * 2.0 - 1.0;", // color "vec4 colorMap = texture2D( samplerColor, texCoord );", "vec3 albedo = float_to_vec3( abs( colorMap.x ) );", "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );", "float shininess = abs( colorMap.z );", "float wrapAround = sign( colorMap.z );", // light "vec3 diffuse;", "float diffuseFull = max( dot( normal, lightDir ), 0.0 );", "if ( wrapAround < 0.0 ) {", // wrap around lighting "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );", "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );", "diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );", "} else {", // simple lighting "diffuse = vec3( diffuseFull );", "}", // specular "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );", "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );", // simple specular //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;", // physically based specular "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );", "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;", // combine "vec3 light = lightIntensity * lightColor;", "float additiveSpecular = sign( colorMap.y );", "if ( additiveSpecular < 0.0 ) {", "gl_FragColor = vec4( albedo * light * diffuse, attenuation ) + vec4( light * specular, attenuation );", "} else {", "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), attenuation );", "}", "}" ].join("\n"), vertexShader : [ "varying vec3 lightView;", "varying vec4 clipPos;", "uniform vec3 lightPos;", "uniform mat4 matView;", "void main() { ", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "gl_Position = projectionMatrix * mvPosition;", "lightView = vec3( matView * vec4( lightPos, 1.0 ) );", "clipPos = gl_Position;", "}" ].join("\n") }, "directionalLight" : { uniforms: { samplerNormalDepth: { type: "t", value: null }, samplerColor: { type: "t", value: null }, matView: { type: "m4", value: new THREE.Matrix4() }, matProjInverse: { type: "m4", value: new THREE.Matrix4() }, viewWidth: { type: "f", value: 800 }, viewHeight: { type: "f", value: 600 }, lightDir: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) }, lightColor: { type: "c", value: new THREE.Color( 0x000000 ) }, lightIntensity: { type: "f", value: 1.0 } }, fragmentShader : [ "varying vec3 lightView;", "varying vec4 clipPos;", "uniform sampler2D samplerColor;", "uniform sampler2D samplerNormalDepth;", "uniform float lightRadius;", "uniform float lightIntensity;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "uniform mat4 matProjInverse;", "vec3 float_to_vec3( float data ) {", "vec3 uncompressed;", "uncompressed.x = fract( data );", "float zInt = floor( data / 255.0 );", "uncompressed.z = fract( zInt / 255.0 );", "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );", "return uncompressed;", "}", "void main() {", "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );", "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );", "float z = normalDepth.w;", "if ( z == 0.0 ) discard;", "float x = texCoord.x * 2.0 - 1.0;", "float y = texCoord.y * 2.0 - 1.0;", "vec4 projectedPos = vec4( x, y, z, 1.0 );", "vec4 viewPos = matProjInverse * projectedPos;", "viewPos.xyz /= viewPos.w;", "viewPos.w = 1.0;", "vec3 lightDir = normalize( lightView );", // normal "vec3 normal = normalDepth.xyz * 2.0 - 1.0;", // color "vec4 colorMap = texture2D( samplerColor, texCoord );", "vec3 albedo = float_to_vec3( abs( colorMap.x ) );", "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );", "float shininess = colorMap.z;", // wrap around lighting "float diffuseFull = max( dot( normal, lightDir ), 0.0 );", "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );", "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );", "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );", // simple lighting //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );", //"vec3 diffuse = vec3 ( diffuseFull );", // specular "vec3 halfVector = normalize( lightDir + normalize( viewPos.xyz ) );", "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );", // simple specular //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;", // physically based specular "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );", "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;", // combine "vec3 light = lightIntensity * lightColor;", "#ifdef ADDITIVE_SPECULAR", "gl_FragColor = vec4( albedo * light * diffuse, 1.0 ) + vec4( light * specular, 1.0 );", "#else", "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), 1.0 );", "#endif", "}" ].join("\n"), vertexShader : [ "varying vec3 lightView;", "varying vec4 clipPos;", "uniform vec3 lightDir;", "uniform mat4 matView;", "void main() { ", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "gl_Position = projectionMatrix * mvPosition;", "lightView = vec3( matView * vec4( lightDir, 0.0 ) );", "clipPos = gl_Position;", "}" ].join("\n") }, "emissiveLight" : { uniforms: { samplerColor: { type: "t", value: null }, viewWidth: { type: "f", value: 800 }, viewHeight: { type: "f", value: 600 }, }, fragmentShader : [ "uniform sampler2D samplerColor;", "uniform float viewHeight;", "uniform float viewWidth;", "vec3 float_to_vec3( float data ) {", "vec3 uncompressed;", "uncompressed.x = fract( data );", "float zInt = floor( data / 255.0 );", "uncompressed.z = fract( zInt / 255.0 );", "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );", "return uncompressed;", "}", "void main() {", "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );", "vec4 colorMap = texture2D( samplerColor, texCoord );", "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );", "gl_FragColor = vec4( emissiveColor, 1.0 );", "}" ].join("\n"), vertexShader : [ "void main() { ", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "gl_Position = projectionMatrix * mvPosition;", "}" ].join("\n") } };