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- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- *
- * ShaderUtils currently contains:
- *
- * fresnel
- * normal
- * cube
- *
- */
- THREE.ShaderUtils = {
- lib: {
- /* -------------------------------------------------------------------------
- // Fresnel shader
- // - based on Nvidia Cg tutorial
- ------------------------------------------------------------------------- */
- 'fresnel': {
- uniforms: {
- "mRefractionRatio": { type: "f", value: 1.02 },
- "mFresnelBias": { type: "f", value: 0.1 },
- "mFresnelPower": { type: "f", value: 2.0 },
- "mFresnelScale": { type: "f", value: 1.0 },
- "tCube": { type: "t", value: null }
- },
- fragmentShader: [
- "uniform samplerCube tCube;",
- "varying vec3 vReflect;",
- "varying vec3 vRefract[3];",
- "varying float vReflectionFactor;",
- "void main() {",
- "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
- "vec4 refractedColor = vec4( 1.0 );",
- "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
- "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
- "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
- "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
- "}"
- ].join("\n"),
- vertexShader: [
- "uniform float mRefractionRatio;",
- "uniform float mFresnelBias;",
- "uniform float mFresnelScale;",
- "uniform float mFresnelPower;",
- "varying vec3 vReflect;",
- "varying vec3 vRefract[3];",
- "varying float vReflectionFactor;",
- "void main() {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
- "vec3 I = worldPosition.xyz - cameraPosition;",
- "vReflect = reflect( I, worldNormal );",
- "vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
- "vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
- "vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
- "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
- "gl_Position = projectionMatrix * mvPosition;",
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Normal map shader
- // - Blinn-Phong
- // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
- // - point and directional lights (use with "lights: true" material option)
- ------------------------------------------------------------------------- */
- 'normal' : {
- 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 },
- "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
- "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
- "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
- "uShininess": { type: "f", value: 30 },
- "uOpacity": { type: "f", value: 1 },
- "useRefract": { type: "i", value: 0 },
- "uRefractionRatio": { type: "f", value: 0.98 },
- "uReflectivity": { 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 uAmbientColor;",
- "uniform vec3 uDiffuseColor;",
- "uniform vec3 uSpecularColor;",
- "uniform float uShininess;",
- "uniform float uOpacity;",
- "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 bool useRefract;",
- "uniform float uRefractionRatio;",
- "uniform float uReflectivity;",
- "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" ],
- "void main() {",
- "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
- "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",
- "}",
- "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 ] * uDiffuseColor * pointDiffuseWeight;",
- // specular
- "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
- "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
- "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
- "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
- "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
- "#else",
- "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
- "#endif",
- "}",
- "#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( spotEffect, 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 ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
- // specular
- "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
- "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
- "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
- "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
- "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
- "#else",
- "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
- "#endif",
- "}",
- "}",
- "#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 ] * uDiffuseColor * dirDiffuseWeight;",
- // specular
- "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
- "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
- "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
- "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
- "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
- "#else",
- "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
- "#endif",
- "}",
- "#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 += uDiffuseColor * hemiColor;",
- // specular (sky light)
- "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
- "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
- "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 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( hemiDotNormalHalfGround, uShininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- "float dotProductGround = dot( normal, lVectorGround );",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
- "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
- "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
- "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
- "#else",
- "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
- "#endif",
- "}",
- "#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 * uAmbientColor + totalSpecular );",
- "#else",
- "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
- "#endif",
- "if ( enableReflection ) {",
- "vec3 vReflect;",
- "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
- "if ( useRefract ) {",
- "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
- "} else {",
- "vReflect = reflect( cameraToVertex, normal );",
- "}",
- "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 * uReflectivity );",
- "}",
- 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" ],
- "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 = vec4( position, 1.0 );",
- "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
- "skinned += boneMatY * skinVertex * skinWeight.y;",
- "displacedPosition = skinned.xyz;",
- "#else",
- "displacedPosition = position;",
- "#endif",
- "}",
- "#else",
- "#ifdef USE_SKINNING",
- "vec4 skinVertex = vec4( position, 1.0 );",
- "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
- "skinned += boneMatY * skinVertex * skinWeight.y;",
- "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;",
- //
- "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
- ------------------------------------------------------------------------- */
- 'cube': {
- uniforms: { "tCube": { type: "t", value: null },
- "tFlip": { type: "f", value: -1 } },
- vertexShader: [
- "varying vec3 vWorldPosition;",
- "void main() {",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vWorldPosition = worldPosition.xyz;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform samplerCube tCube;",
- "uniform float tFlip;",
- "varying vec3 vWorldPosition;",
- "void main() {",
- "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
- "}"
- ].join("\n")
- }
- }
- };
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