ShaderDeferred.js 15 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author MPanknin / http://www.redplant.de/
  4. * @author benaadams / http://blog.illyriad.co.uk/
  5. *
  6. */
  7. THREE.ShaderDeferred = {
  8. "color" : {
  9. uniforms: THREE.UniformsUtils.merge( [
  10. THREE.UniformsLib[ "common" ],
  11. THREE.UniformsLib[ "fog" ],
  12. THREE.UniformsLib[ "shadowmap" ],
  13. {
  14. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  15. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  16. "shininess": { type: "f", value: 30 },
  17. "wrapAround": { type: "f", value: 1 },
  18. "additiveSpecular": { type: "f", value: 1 }
  19. }
  20. ] ),
  21. fragmentShader : [
  22. "uniform vec3 diffuse;",
  23. "uniform vec3 specular;",
  24. "uniform vec3 emissive;",
  25. "uniform float shininess;",
  26. "uniform float wrapAround;",
  27. "uniform float additiveSpecular;",
  28. THREE.ShaderChunk[ "color_pars_fragment" ],
  29. THREE.ShaderChunk[ "map_pars_fragment" ],
  30. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  31. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  32. THREE.ShaderChunk[ "fog_pars_fragment" ],
  33. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  34. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  35. "const float unit = 255.0/256.0;",
  36. "float vec3_to_float( vec3 data ) {",
  37. "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
  38. "return compressed;",
  39. "}",
  40. "void main() {",
  41. "const float opacity = 1.0;",
  42. "gl_FragColor = vec4( diffuse, opacity );",
  43. THREE.ShaderChunk[ "map_fragment" ],
  44. THREE.ShaderChunk[ "alphatest_fragment" ],
  45. THREE.ShaderChunk[ "specularmap_fragment" ],
  46. THREE.ShaderChunk[ "lightmap_fragment" ],
  47. THREE.ShaderChunk[ "color_fragment" ],
  48. THREE.ShaderChunk[ "envmap_fragment" ],
  49. THREE.ShaderChunk[ "shadowmap_fragment" ],
  50. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  51. THREE.ShaderChunk[ "fog_fragment" ],
  52. //
  53. "const float compressionScale = 0.999;",
  54. // diffuse color
  55. "gl_FragColor.x = vec3_to_float( compressionScale * gl_FragColor.xyz );",
  56. // specular color
  57. "gl_FragColor.y = additiveSpecular * vec3_to_float( compressionScale * specular );",
  58. // shininess
  59. "gl_FragColor.z = wrapAround * shininess;",
  60. // emissive color
  61. "#ifdef USE_MAP",
  62. "gl_FragColor.w = vec3_to_float( compressionScale * emissive * texelColor.xyz );",
  63. "#else",
  64. "gl_FragColor.w = vec3_to_float( compressionScale * emissive );",
  65. "#endif",
  66. "}"
  67. ].join("\n"),
  68. vertexShader : [
  69. THREE.ShaderChunk[ "map_pars_vertex" ],
  70. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  71. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  72. THREE.ShaderChunk[ "color_pars_vertex" ],
  73. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  74. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  75. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  76. "void main() {",
  77. THREE.ShaderChunk[ "map_vertex" ],
  78. THREE.ShaderChunk[ "lightmap_vertex" ],
  79. THREE.ShaderChunk[ "color_vertex" ],
  80. THREE.ShaderChunk[ "skinbase_vertex" ],
  81. THREE.ShaderChunk[ "morphtarget_vertex" ],
  82. THREE.ShaderChunk[ "skinning_vertex" ],
  83. THREE.ShaderChunk[ "default_vertex" ],
  84. THREE.ShaderChunk[ "worldpos_vertex" ],
  85. THREE.ShaderChunk[ "envmap_vertex" ],
  86. THREE.ShaderChunk[ "shadowmap_vertex" ],
  87. "}"
  88. ].join("\n")
  89. },
  90. "normalDepth" : {
  91. uniforms: {
  92. bumpMap: { type: "t", value: null },
  93. bumpScale: { type: "f", value: 1 },
  94. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  95. },
  96. fragmentShader : [
  97. "#ifdef USE_BUMPMAP",
  98. "#extension GL_OES_standard_derivatives : enable\n",
  99. "varying vec2 vUv;",
  100. "varying vec3 vViewPosition;",
  101. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  102. "#endif",
  103. "varying vec3 normalView;",
  104. "varying vec4 clipPos;",
  105. "void main() {",
  106. "vec3 normal = normalize( normalView );",
  107. "#ifdef USE_BUMPMAP",
  108. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  109. "#endif",
  110. "gl_FragColor.xyz = normal * 0.5 + 0.5;",
  111. "gl_FragColor.w = clipPos.z / clipPos.w;",
  112. "}"
  113. ].join("\n"),
  114. vertexShader : [
  115. "varying vec3 normalView;",
  116. "varying vec4 clipPos;",
  117. "#ifdef USE_BUMPMAP",
  118. "varying vec2 vUv;",
  119. "varying vec3 vViewPosition;",
  120. "uniform vec4 offsetRepeat;",
  121. "#endif",
  122. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  123. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  124. "void main() {",
  125. THREE.ShaderChunk[ "morphnormal_vertex" ],
  126. THREE.ShaderChunk[ "skinbase_vertex" ],
  127. THREE.ShaderChunk[ "skinnormal_vertex" ],
  128. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  129. THREE.ShaderChunk[ "morphtarget_vertex" ],
  130. THREE.ShaderChunk[ "skinning_vertex" ],
  131. THREE.ShaderChunk[ "default_vertex" ],
  132. "normalView = normalize( normalMatrix * objectNormal );",
  133. "#ifdef USE_BUMPMAP",
  134. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  135. "vViewPosition = -mvPosition.xyz;",
  136. "#endif",
  137. "clipPos = gl_Position;",
  138. "}"
  139. ].join("\n")
  140. },
  141. "composite" : {
  142. uniforms: {
  143. samplerLight: { type: "t", value: null },
  144. brightness: { type: "f", value: 1 }
  145. },
  146. fragmentShader : [
  147. "varying vec2 texCoord;",
  148. "uniform sampler2D samplerLight;",
  149. "uniform float brightness;",
  150. "void main() {",
  151. "vec3 color = texture2D( samplerLight, texCoord ).xyz;",
  152. "gl_FragColor = vec4( brightness * sqrt( color ), 1.0 );",
  153. "}"
  154. ].join("\n"),
  155. vertexShader : [
  156. "varying vec2 texCoord;",
  157. "void main() {",
  158. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  159. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  160. "gl_Position = pos;",
  161. "}"
  162. ].join("\n")
  163. },
  164. "pointLight" : {
  165. uniforms: {
  166. samplerNormalDepth: { type: "t", value: null },
  167. samplerColor: { type: "t", value: null },
  168. matView: { type: "m4", value: new THREE.Matrix4() },
  169. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  170. viewWidth: { type: "f", value: 800 },
  171. viewHeight: { type: "f", value: 600 },
  172. lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  173. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  174. lightIntensity: { type: "f", value: 1.0 },
  175. lightRadius: { type: "f", value: 1.0 }
  176. },
  177. fragmentShader : [
  178. "varying vec3 lightView;",
  179. "varying vec4 clipPos;",
  180. "uniform sampler2D samplerColor;",
  181. "uniform sampler2D samplerNormalDepth;",
  182. "uniform float lightRadius;",
  183. "uniform float lightIntensity;",
  184. "uniform float viewHeight;",
  185. "uniform float viewWidth;",
  186. "uniform vec3 lightColor;",
  187. "uniform mat4 matProjInverse;",
  188. "vec3 float_to_vec3( float data ) {",
  189. "vec3 uncompressed;",
  190. "uncompressed.x = fract( data );",
  191. "float zInt = floor( data / 255.0 );",
  192. "uncompressed.z = fract( zInt / 255.0 );",
  193. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  194. "return uncompressed;",
  195. "}",
  196. "void main() {",
  197. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  198. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  199. "float z = normalDepth.w;",
  200. "float lightZ = clipPos.z / clipPos.w;",
  201. "if ( z == 0.0 || lightZ > z ) discard;",
  202. "float x = texCoord.x * 2.0 - 1.0;",
  203. "float y = texCoord.y * 2.0 - 1.0;",
  204. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  205. "vec4 viewPos = matProjInverse * projectedPos;",
  206. "viewPos.xyz /= viewPos.w;",
  207. "viewPos.w = 1.0;",
  208. "vec3 lightDir = lightView - viewPos.xyz;",
  209. "float dist = length( lightDir );",
  210. "if ( dist > lightRadius ) discard;",
  211. "lightDir = normalize( lightDir );",
  212. "float cutoff = 0.3;",
  213. "float denom = dist/lightRadius + 1.0;",
  214. "float attenuation = 1.0 / ( denom * denom );",
  215. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  216. "attenuation = max( attenuation, 0.0 );",
  217. "attenuation *= attenuation;",
  218. // normal
  219. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  220. // color
  221. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  222. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  223. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  224. "float shininess = abs( colorMap.z );",
  225. "float wrapAround = sign( colorMap.z );",
  226. // light
  227. "vec3 diffuse;",
  228. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  229. "if ( wrapAround < 0.0 ) {",
  230. // wrap around lighting
  231. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  232. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  233. "diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  234. "} else {",
  235. // simple lighting
  236. "diffuse = vec3( diffuseFull );",
  237. "}",
  238. // specular
  239. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  240. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  241. // simple specular
  242. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  243. // physically based specular
  244. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  245. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  246. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  247. // combine
  248. "vec3 light = lightIntensity * lightColor;",
  249. "float additiveSpecular = sign( colorMap.y );",
  250. "if ( additiveSpecular < 0.0 ) {",
  251. "gl_FragColor = vec4( albedo * light * diffuse, attenuation ) + vec4( light * specular, attenuation );",
  252. "} else {",
  253. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), attenuation );",
  254. "}",
  255. "}"
  256. ].join("\n"),
  257. vertexShader : [
  258. "varying vec3 lightView;",
  259. "varying vec4 clipPos;",
  260. "uniform vec3 lightPos;",
  261. "uniform mat4 matView;",
  262. "void main() { ",
  263. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  264. "gl_Position = projectionMatrix * mvPosition;",
  265. "lightView = vec3( matView * vec4( lightPos, 1.0 ) );",
  266. "clipPos = gl_Position;",
  267. "}"
  268. ].join("\n")
  269. },
  270. "directionalLight" : {
  271. uniforms: {
  272. samplerNormalDepth: { type: "t", value: null },
  273. samplerColor: { type: "t", value: null },
  274. matView: { type: "m4", value: new THREE.Matrix4() },
  275. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  276. viewWidth: { type: "f", value: 800 },
  277. viewHeight: { type: "f", value: 600 },
  278. lightDir: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  279. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  280. lightIntensity: { type: "f", value: 1.0 }
  281. },
  282. fragmentShader : [
  283. "varying vec3 lightView;",
  284. "varying vec4 clipPos;",
  285. "uniform sampler2D samplerColor;",
  286. "uniform sampler2D samplerNormalDepth;",
  287. "uniform float lightRadius;",
  288. "uniform float lightIntensity;",
  289. "uniform float viewHeight;",
  290. "uniform float viewWidth;",
  291. "uniform vec3 lightColor;",
  292. "uniform mat4 matProjInverse;",
  293. "vec3 float_to_vec3( float data ) {",
  294. "vec3 uncompressed;",
  295. "uncompressed.x = fract( data );",
  296. "float zInt = floor( data / 255.0 );",
  297. "uncompressed.z = fract( zInt / 255.0 );",
  298. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  299. "return uncompressed;",
  300. "}",
  301. "void main() {",
  302. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  303. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  304. "float z = normalDepth.w;",
  305. "if ( z == 0.0 ) discard;",
  306. "float x = texCoord.x * 2.0 - 1.0;",
  307. "float y = texCoord.y * 2.0 - 1.0;",
  308. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  309. "vec4 viewPos = matProjInverse * projectedPos;",
  310. "viewPos.xyz /= viewPos.w;",
  311. "viewPos.w = 1.0;",
  312. "vec3 lightDir = normalize( lightView );",
  313. // normal
  314. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  315. // color
  316. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  317. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  318. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  319. "float shininess = colorMap.z;",
  320. // wrap around lighting
  321. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  322. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  323. "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );",
  324. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  325. // simple lighting
  326. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  327. //"vec3 diffuse = vec3 ( diffuseFull );",
  328. // specular
  329. "vec3 halfVector = normalize( lightDir + normalize( viewPos.xyz ) );",
  330. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  331. // simple specular
  332. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  333. // physically based specular
  334. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  335. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  336. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  337. // combine
  338. "vec3 light = lightIntensity * lightColor;",
  339. "#ifdef ADDITIVE_SPECULAR",
  340. "gl_FragColor = vec4( albedo * light * diffuse, 1.0 ) + vec4( light * specular, 1.0 );",
  341. "#else",
  342. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), 1.0 );",
  343. "#endif",
  344. "}"
  345. ].join("\n"),
  346. vertexShader : [
  347. "varying vec3 lightView;",
  348. "varying vec4 clipPos;",
  349. "uniform vec3 lightDir;",
  350. "uniform mat4 matView;",
  351. "void main() { ",
  352. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  353. "gl_Position = projectionMatrix * mvPosition;",
  354. "lightView = vec3( matView * vec4( lightDir, 0.0 ) );",
  355. "clipPos = gl_Position;",
  356. "}"
  357. ].join("\n")
  358. },
  359. "emissiveLight" : {
  360. uniforms: {
  361. samplerColor: { type: "t", value: null },
  362. viewWidth: { type: "f", value: 800 },
  363. viewHeight: { type: "f", value: 600 },
  364. },
  365. fragmentShader : [
  366. "uniform sampler2D samplerColor;",
  367. "uniform float viewHeight;",
  368. "uniform float viewWidth;",
  369. "vec3 float_to_vec3( float data ) {",
  370. "vec3 uncompressed;",
  371. "uncompressed.x = fract( data );",
  372. "float zInt = floor( data / 255.0 );",
  373. "uncompressed.z = fract( zInt / 255.0 );",
  374. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  375. "return uncompressed;",
  376. "}",
  377. "void main() {",
  378. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  379. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  380. "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  381. "gl_FragColor = vec4( emissiveColor, 1.0 );",
  382. "}"
  383. ].join("\n"),
  384. vertexShader : [
  385. "void main() { ",
  386. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  387. "gl_Position = projectionMatrix * mvPosition;",
  388. "}"
  389. ].join("\n")
  390. }
  391. };