import * as THREE from '../../../build/three.module.js'; export default { lights_fragment_begin: /* glsl */` GeometricContext geometry; geometry.position = - vViewPosition; geometry.normal = normal; geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); #ifdef CLEARCOAT geometry.clearcoatNormal = clearcoatNormal; #endif IncidentLight directLight; #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct ) PointLight pointLight; #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0 PointLightShadow pointLightShadow; #endif #pragma unroll_loop for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { pointLight = pointLights[ i ]; getPointDirectLightIrradiance( pointLight, geometry, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) pointLightShadow = pointLightShadows[ i ]; directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0; #endif RE_Direct( directLight, geometry, material, reflectedLight ); } #endif #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct ) SpotLight spotLight; #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0 SpotLightShadow spotLightShadow; #endif #pragma unroll_loop for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { spotLight = spotLights[ i ]; getSpotDirectLightIrradiance( spotLight, geometry, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) spotLightShadow = spotLightShadows[ i ]; directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0; #endif RE_Direct( directLight, geometry, material, reflectedLight ); } #endif #if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES ) DirectionalLight directionalLight; float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear); #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0 DirectionalLightShadow directionalLightShadow; #endif #pragma unroll_loop for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { directionalLight = directionalLights[ i ]; getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) directionalLightShadow = directionalLightShadows[ i ]; if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; #endif if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight ); } #endif #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES ) DirectionalLight directionalLight; #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0 DirectionalLightShadow directionalLightShadow; #endif #pragma unroll_loop for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { directionalLight = directionalLights[ i ]; getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) directionalLightShadow = directionalLightShadows[ i ]; directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; #endif RE_Direct( directLight, geometry, material, reflectedLight ); } #endif #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea ) RectAreaLight rectAreaLight; #pragma unroll_loop for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) { rectAreaLight = rectAreaLights[ i ]; RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight ); } #endif #if defined( RE_IndirectDiffuse ) vec3 iblIrradiance = vec3( 0.0 ); vec3 irradiance = getAmbientLightIrradiance( ambientLightColor ); irradiance += getLightProbeIrradiance( lightProbe, geometry ); #if ( NUM_HEMI_LIGHTS > 0 ) #pragma unroll_loop for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry ); } #endif #endif #if defined( RE_IndirectSpecular ) vec3 radiance = vec3( 0.0 ); vec3 clearcoatRadiance = vec3( 0.0 ); #endif `, lights_pars_begin: /* glsl */` #if defined( USE_CSM ) && defined( CSM_CASCADES ) uniform vec2 CSM_cascades[CSM_CASCADES]; uniform float cameraNear; uniform float shadowFar; #endif ` + THREE.ShaderChunk.lights_pars_begin };