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- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mr.doob / http://mrdoob.com/
- */
- if ( THREE.WebGLRenderer ) {
- 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: 1, texture: 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, 1.0, 1.0, 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;",
- "refractedColor.a = 1.0;",
- "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 mPosition = objectMatrix * vec4( position, 1.0 );",
- "vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );",
- "vec3 I = mPosition.xyz - cameraPosition;",
- "vReflect = reflect( I, nWorld );",
- "vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
- "vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );",
- "vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );",
- "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );",
- "gl_Position = projectionMatrix * mvPosition;",
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Normal map shader
- // - Blinn-Phong
- // - normal + diffuse + specular + AO + displacement maps
- // - point and directional lights (use with "lights: true" material option)
- ------------------------------------------------------------------------- */
- 'normal' : {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "lights" ],
- {
- "enableAO" : { type: "i", value: 0 },
- "enableDiffuse" : { type: "i", value: 0 },
- "enableSpecular": { type: "i", value: 0 },
- "tDiffuse" : { type: "t", value: 0, texture: null },
- "tNormal" : { type: "t", value: 2, texture: null },
- "tSpecular" : { type: "t", value: 3, texture: null },
- "tAO" : { type: "t", value: 4, texture: null },
- "uNormalScale": { type: "f", value: 1.0 },
- "tDisplacement": { type: "t", value: 5, texture: null },
- "uDisplacementBias": { type: "f", value: 0.0 },
- "uDisplacementScale": { type: "f", value: 1.0 },
- "uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
- "uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
- "uShininess": { type: "f", value: 30 },
- "uOpacity": { type: "f", value: 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 sampler2D tDiffuse;",
- "uniform sampler2D tNormal;",
- "uniform sampler2D tSpecular;",
- "uniform sampler2D tAO;",
- "uniform float uNormalScale;",
- "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_POINT_LIGHTS > 0",
- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
- "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
- "#endif",
- "varying vec3 vViewPosition;",
- "void main() {",
- "gl_FragColor = vec4( 1.0 );",
- "vec4 mColor = vec4( uDiffuseColor, uOpacity );",
- "vec4 mSpecular = vec4( uSpecularColor, uOpacity );",
- "vec3 specularTex = vec3( 1.0 );",
- "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
- "normalTex.xy *= uNormalScale;",
- "normalTex = normalize( normalTex );",
- "if( enableDiffuse )",
- "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
- "if( enableAO )",
- "gl_FragColor = gl_FragColor * texture2D( tAO, vUv );",
- "if( enableSpecular )",
- "specularTex = texture2D( tSpecular, vUv ).xyz;",
- "mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
- "vec3 finalNormal = tsb * normalTex;",
- "vec3 normal = normalize( finalNormal );",
- "vec3 viewPosition = normalize( vViewPosition );",
- // point lights
- "#if MAX_POINT_LIGHTS > 0",
- "vec4 pointTotal = vec4( 0.0 );",
- "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
- "vec3 pointVector = normalize( vPointLight[ i ].xyz );",
- "vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );",
- "float pointDistance = vPointLight[ i ].w;",
- "float pointDotNormalHalf = dot( normal, pointHalfVector );",
- "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
- "float pointSpecularWeight = 0.0;",
- "if ( pointDotNormalHalf >= 0.0 )",
- "pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );",
- "pointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );",
- "}",
- "#endif",
- // directional lights
- "#if MAX_DIR_LIGHTS > 0",
- "vec4 dirTotal = vec4( 0.0 );",
- "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
- "vec3 dirVector = normalize( lDirection.xyz );",
- "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );",
- "float dirDotNormalHalf = dot( normal, dirHalfVector );",
- "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
- "float dirSpecularWeight = 0.0;",
- "if ( dirDotNormalHalf >= 0.0 )",
- "dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );",
- "dirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );",
- "}",
- "#endif",
- // all lights contribution summation
- "vec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );",
- "#if MAX_DIR_LIGHTS > 0",
- "totalLight += dirTotal;",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "totalLight += pointTotal;",
- "#endif",
- "gl_FragColor = gl_FragColor * totalLight;",
- "}"
- ].join("\n"),
- vertexShader: [
- "attribute vec4 tangent;",
- "#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;",
- "#if MAX_POINT_LIGHTS > 0",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
- "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
- "#endif",
- "varying vec3 vViewPosition;",
- "void main() {",
- "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
- "vViewPosition = cameraPosition - mPosition.xyz;",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vNormal = normalize( normalMatrix * normal );",
- // tangent and binormal vectors
- "vTangent = normalize( normalMatrix * tangent.xyz );",
- "vBinormal = cross( vNormal, vTangent ) * tangent.w;",
- "vBinormal = normalize( vBinormal );",
- "vUv = uv;",
- // point lights
- "#if MAX_POINT_LIGHTS > 0",
- "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( pointLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
- "lVector = normalize( lVector );",
- "vPointLight[ i ] = vec4( lVector, lDistance );",
- "}",
- "#endif",
- // displacement mapping
- "#ifdef VERTEX_TEXTURES",
- "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
- "float df = uDisplacementScale * dv.x + uDisplacementBias;",
- "vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
- "gl_Position = projectionMatrix * displacedPosition;",
- "#else",
- "gl_Position = projectionMatrix * mvPosition;",
- "#endif",
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
- 'cube': {
- uniforms: { "tCube": { type: "t", value: 1, texture: null } },
- vertexShader: [
- "varying vec3 vViewPosition;",
- "void main() {",
- "vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
- "vViewPosition = cameraPosition - mPosition.xyz;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform samplerCube tCube;",
- "varying vec3 vViewPosition;",
- "void main() {",
- "vec3 wPos = cameraPosition - vViewPosition;",
- "gl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );",
- "}"
- ].join("\n")
- },
- /* ------------------------------------------------------------------------
- // Convolution shader
- // - ported from o3d sample to WebGL / GLSL
- // http://o3d.googlecode.com/svn/trunk/samples/convolution.html
- ------------------------------------------------------------------------ */
- 'convolution': {
- uniforms: {
- "tDiffuse" : { type: "t", value: 0, texture: null },
- "uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
- "cKernel" : { type: "fv1", value: [] }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "uniform vec2 uImageIncrement;",
- //"#define KERNEL_SIZE 25.0",
- "void main(void) {",
- "vUv = uv - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "varying vec2 vUv;",
- "uniform sampler2D tDiffuse;",
- "uniform vec2 uImageIncrement;",
- //"#define KERNEL_SIZE 25",
- "uniform float cKernel[KERNEL_SIZE];",
- "void main(void) {",
- "vec2 imageCoord = vUv;",
- "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
- "for( int i=0; i<KERNEL_SIZE; ++i ) {",
- "sum += texture2D( tDiffuse, imageCoord ) * cKernel[i];",
- "imageCoord += uImageIncrement;",
- "}",
- "gl_FragColor = sum;",
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Film grain & scanlines shader
- // - ported from HLSL to WebGL / GLSL
- // http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
- // Screen Space Static Postprocessor
- //
- // Produces an analogue noise overlay similar to a film grain / TV static
- //
- // Original implementation and noise algorithm
- // Pat 'Hawthorne' Shearon
- //
- // Optimized scanlines + noise version with intensity scaling
- // Georg 'Leviathan' Steinrohder
- // This version is provided under a Creative Commons Attribution 3.0 License
- // http://creativecommons.org/licenses/by/3.0/
- ------------------------------------------------------------------------- */
- 'film': {
- uniforms: {
- tDiffuse: { type: "t", value: 0, texture: null },
- time: { type: "f", value: 0.0 },
- nIntensity: { type: "f", value: 0.5 },
- sIntensity: { type: "f", value: 0.05 },
- sCount: { type: "f", value: 4096 },
- grayscale: { type: "i", value: 1 }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = vec2( uv.x, 1.0 - uv.y );",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "varying vec2 vUv;",
- "uniform sampler2D tDiffuse;",
- // control parameter
- "uniform float time;",
- "uniform bool grayscale;",
- // noise effect intensity value (0 = no effect, 1 = full effect)
- "uniform float nIntensity;",
- // scanlines effect intensity value (0 = no effect, 1 = full effect)
- "uniform float sIntensity;",
- // scanlines effect count value (0 = no effect, 4096 = full effect)
- "uniform float sCount;",
- "void main() {",
- // sample the source
- "vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
- // make some noise
- "float x = vUv.x * vUv.y * time * 1000.0;",
- "x = mod( x, 13.0 ) * mod( x, 123.0 );",
- "float dx = mod( x, 0.01 );",
- // add noise
- "vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
- // get us a sine and cosine
- "vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
- // add scanlines
- "cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
- // interpolate between source and result by intensity
- "cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
- // convert to grayscale if desired
- "if( grayscale ) {",
- "cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
- "}",
- "gl_FragColor = vec4( cResult, cTextureScreen.a );",
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Full-screen textured quad shader
- ------------------------------------------------------------------------- */
- 'screen': {
- uniforms: {
- tDiffuse: { type: "t", value: 0, texture: null },
- opacity: { type: "f", value: 1.0 }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = vec2( uv.x, 1.0 - uv.y );",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "varying vec2 vUv;",
- "uniform sampler2D tDiffuse;",
- "uniform float opacity;",
- "void main() {",
- "vec4 texel = texture2D( tDiffuse, vUv );",
- "gl_FragColor = opacity * texel;",
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Simple test shader
- ------------------------------------------------------------------------- */
- 'basic': {
- uniforms: {},
- vertexShader: [
- "void main() {",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "void main() {",
- "gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",
- "}"
- ].join("\n")
- }
- },
- buildKernel: function( sigma ) {
- // We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
- function gauss( x, sigma ) {
- return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
- }
- var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
- if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
- halfWidth = ( kernelSize - 1 ) * 0.5
- values = new Array( kernelSize );
- sum = 0.0;
- for ( i = 0; i < kernelSize; ++i ) {
- values[ i ] = gauss( i - halfWidth, sigma );
- sum += values[ i ];
- }
- // normalize the kernel
- for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
- return values;
- }
- };
- };
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