ShaderLib.js 18 KB

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  1. /**
  2. * Webgl Shader Library for three.js
  3. *
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author mrdoob / http://mrdoob.com/
  6. * @author mikael emtinger / http://gomo.se/
  7. */
  8. THREE.ShaderLib = {
  9. 'basic': {
  10. uniforms: THREE.UniformsUtils.merge( [
  11. THREE.UniformsLib[ "common" ],
  12. THREE.UniformsLib[ "fog" ],
  13. THREE.UniformsLib[ "shadowmap" ]
  14. ] ),
  15. vertexShader: [
  16. THREE.ShaderChunk[ "common" ],
  17. THREE.ShaderChunk[ "map_pars_vertex" ],
  18. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  19. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  20. THREE.ShaderChunk[ "color_pars_vertex" ],
  21. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  22. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  23. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  24. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  25. "void main() {",
  26. THREE.ShaderChunk[ "map_vertex" ],
  27. THREE.ShaderChunk[ "lightmap_vertex" ],
  28. THREE.ShaderChunk[ "color_vertex" ],
  29. THREE.ShaderChunk[ "skinbase_vertex" ],
  30. " #ifdef USE_ENVMAP",
  31. THREE.ShaderChunk[ "morphnormal_vertex" ],
  32. THREE.ShaderChunk[ "skinnormal_vertex" ],
  33. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  34. " #endif",
  35. THREE.ShaderChunk[ "morphtarget_vertex" ],
  36. THREE.ShaderChunk[ "skinning_vertex" ],
  37. THREE.ShaderChunk[ "default_vertex" ],
  38. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  39. THREE.ShaderChunk[ "worldpos_vertex" ],
  40. THREE.ShaderChunk[ "envmap_vertex" ],
  41. THREE.ShaderChunk[ "shadowmap_vertex" ],
  42. "}"
  43. ].join("\n"),
  44. fragmentShader: [
  45. "uniform vec3 diffuse;",
  46. "uniform float opacity;",
  47. THREE.ShaderChunk[ "common" ],
  48. THREE.ShaderChunk[ "color_pars_fragment" ],
  49. THREE.ShaderChunk[ "map_pars_fragment" ],
  50. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  51. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  52. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  53. THREE.ShaderChunk[ "fog_pars_fragment" ],
  54. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  55. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  56. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  57. "void main() {",
  58. " gl_FragColor = vec4( diffuse, opacity );",
  59. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  60. THREE.ShaderChunk[ "map_fragment" ],
  61. THREE.ShaderChunk[ "alphamap_fragment" ],
  62. THREE.ShaderChunk[ "alphatest_fragment" ],
  63. THREE.ShaderChunk[ "specularmap_fragment" ],
  64. THREE.ShaderChunk[ "lightmap_fragment" ],
  65. THREE.ShaderChunk[ "color_fragment" ],
  66. THREE.ShaderChunk[ "envmap_fragment" ],
  67. THREE.ShaderChunk[ "shadowmap_fragment" ],
  68. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  69. THREE.ShaderChunk[ "fog_fragment" ],
  70. "}"
  71. ].join("\n")
  72. },
  73. 'lambert': {
  74. uniforms: THREE.UniformsUtils.merge( [
  75. THREE.UniformsLib[ "common" ],
  76. THREE.UniformsLib[ "fog" ],
  77. THREE.UniformsLib[ "lights" ],
  78. THREE.UniformsLib[ "shadowmap" ],
  79. {
  80. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  81. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  82. }
  83. ] ),
  84. vertexShader: [
  85. "#define LAMBERT",
  86. "varying vec3 vLightFront;",
  87. "#ifdef DOUBLE_SIDED",
  88. " varying vec3 vLightBack;",
  89. "#endif",
  90. THREE.ShaderChunk[ "common" ],
  91. THREE.ShaderChunk[ "map_pars_vertex" ],
  92. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  93. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  94. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  95. THREE.ShaderChunk[ "color_pars_vertex" ],
  96. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  97. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  98. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  99. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  100. "void main() {",
  101. THREE.ShaderChunk[ "map_vertex" ],
  102. THREE.ShaderChunk[ "lightmap_vertex" ],
  103. THREE.ShaderChunk[ "color_vertex" ],
  104. THREE.ShaderChunk[ "morphnormal_vertex" ],
  105. THREE.ShaderChunk[ "skinbase_vertex" ],
  106. THREE.ShaderChunk[ "skinnormal_vertex" ],
  107. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  108. THREE.ShaderChunk[ "morphtarget_vertex" ],
  109. THREE.ShaderChunk[ "skinning_vertex" ],
  110. THREE.ShaderChunk[ "default_vertex" ],
  111. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  112. THREE.ShaderChunk[ "worldpos_vertex" ],
  113. THREE.ShaderChunk[ "envmap_vertex" ],
  114. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  115. THREE.ShaderChunk[ "shadowmap_vertex" ],
  116. "}"
  117. ].join("\n"),
  118. fragmentShader: [
  119. "uniform float opacity;",
  120. "varying vec3 vLightFront;",
  121. "#ifdef DOUBLE_SIDED",
  122. " varying vec3 vLightBack;",
  123. "#endif",
  124. THREE.ShaderChunk[ "common" ],
  125. THREE.ShaderChunk[ "color_pars_fragment" ],
  126. THREE.ShaderChunk[ "map_pars_fragment" ],
  127. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  128. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  129. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  130. THREE.ShaderChunk[ "fog_pars_fragment" ],
  131. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  132. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  133. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  134. "void main() {",
  135. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  136. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  137. THREE.ShaderChunk[ "map_fragment" ],
  138. THREE.ShaderChunk[ "alphamap_fragment" ],
  139. THREE.ShaderChunk[ "alphatest_fragment" ],
  140. THREE.ShaderChunk[ "specularmap_fragment" ],
  141. " #ifdef DOUBLE_SIDED",
  142. //"float isFront = float( gl_FrontFacing );",
  143. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  144. " if ( gl_FrontFacing )",
  145. " gl_FragColor.xyz *= vLightFront;",
  146. " else",
  147. " gl_FragColor.xyz *= vLightBack;",
  148. " #else",
  149. " gl_FragColor.xyz *= vLightFront;",
  150. " #endif",
  151. THREE.ShaderChunk[ "lightmap_fragment" ],
  152. THREE.ShaderChunk[ "color_fragment" ],
  153. THREE.ShaderChunk[ "envmap_fragment" ],
  154. THREE.ShaderChunk[ "shadowmap_fragment" ],
  155. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  156. THREE.ShaderChunk[ "fog_fragment" ],
  157. "}"
  158. ].join("\n")
  159. },
  160. 'phong': {
  161. uniforms: THREE.UniformsUtils.merge( [
  162. THREE.UniformsLib[ "common" ],
  163. THREE.UniformsLib[ "bump" ],
  164. THREE.UniformsLib[ "normalmap" ],
  165. THREE.UniformsLib[ "fog" ],
  166. THREE.UniformsLib[ "lights" ],
  167. THREE.UniformsLib[ "shadowmap" ],
  168. {
  169. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  170. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  171. "shininess": { type: "f", value: 30 },
  172. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  173. }
  174. ] ),
  175. vertexShader: [
  176. "#define PHONG",
  177. "varying vec3 vViewPosition;",
  178. "#ifndef FLAT_SHADED",
  179. " varying vec3 vNormal;",
  180. "#endif",
  181. THREE.ShaderChunk[ "common" ],
  182. THREE.ShaderChunk[ "map_pars_vertex" ],
  183. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  184. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  185. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  186. THREE.ShaderChunk[ "color_pars_vertex" ],
  187. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  188. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  189. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  190. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  191. "void main() {",
  192. THREE.ShaderChunk[ "map_vertex" ],
  193. THREE.ShaderChunk[ "lightmap_vertex" ],
  194. THREE.ShaderChunk[ "color_vertex" ],
  195. THREE.ShaderChunk[ "morphnormal_vertex" ],
  196. THREE.ShaderChunk[ "skinbase_vertex" ],
  197. THREE.ShaderChunk[ "skinnormal_vertex" ],
  198. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  199. "#ifndef FLAT_SHADED",
  200. " vNormal = normalize( transformedNormal );",
  201. "#endif",
  202. THREE.ShaderChunk[ "morphtarget_vertex" ],
  203. THREE.ShaderChunk[ "skinning_vertex" ],
  204. THREE.ShaderChunk[ "default_vertex" ],
  205. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  206. " vViewPosition = -mvPosition.xyz;",
  207. THREE.ShaderChunk[ "worldpos_vertex" ],
  208. THREE.ShaderChunk[ "envmap_vertex" ],
  209. THREE.ShaderChunk[ "lights_phong_vertex" ],
  210. THREE.ShaderChunk[ "shadowmap_vertex" ],
  211. "}"
  212. ].join("\n"),
  213. fragmentShader: [
  214. "#define PHONG",
  215. "uniform vec3 diffuse;",
  216. "uniform float opacity;",
  217. "uniform vec3 emissive;",
  218. "uniform vec3 specular;",
  219. "uniform float shininess;",
  220. THREE.ShaderChunk[ "common" ],
  221. THREE.ShaderChunk[ "color_pars_fragment" ],
  222. THREE.ShaderChunk[ "map_pars_fragment" ],
  223. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  224. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  225. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  226. THREE.ShaderChunk[ "fog_pars_fragment" ],
  227. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  228. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  229. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  230. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  231. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  232. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  233. "void main() {",
  234. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  235. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  236. THREE.ShaderChunk[ "map_fragment" ],
  237. THREE.ShaderChunk[ "alphamap_fragment" ],
  238. THREE.ShaderChunk[ "alphatest_fragment" ],
  239. THREE.ShaderChunk[ "specularmap_fragment" ],
  240. THREE.ShaderChunk[ "lights_phong_fragment" ],
  241. THREE.ShaderChunk[ "lightmap_fragment" ],
  242. THREE.ShaderChunk[ "color_fragment" ],
  243. THREE.ShaderChunk[ "envmap_fragment" ],
  244. THREE.ShaderChunk[ "shadowmap_fragment" ],
  245. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  246. THREE.ShaderChunk[ "fog_fragment" ],
  247. "}"
  248. ].join("\n")
  249. },
  250. 'particle_basic': {
  251. uniforms: THREE.UniformsUtils.merge( [
  252. THREE.UniformsLib[ "particle" ],
  253. THREE.UniformsLib[ "shadowmap" ]
  254. ] ),
  255. vertexShader: [
  256. "uniform float size;",
  257. "uniform float scale;",
  258. THREE.ShaderChunk[ "common" ],
  259. THREE.ShaderChunk[ "color_pars_vertex" ],
  260. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  261. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  262. "void main() {",
  263. THREE.ShaderChunk[ "color_vertex" ],
  264. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  265. " #ifdef USE_SIZEATTENUATION",
  266. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  267. " #else",
  268. " gl_PointSize = size;",
  269. " #endif",
  270. " gl_Position = projectionMatrix * mvPosition;",
  271. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  272. THREE.ShaderChunk[ "worldpos_vertex" ],
  273. THREE.ShaderChunk[ "shadowmap_vertex" ],
  274. "}"
  275. ].join("\n"),
  276. fragmentShader: [
  277. "uniform vec3 psColor;",
  278. "uniform float opacity;",
  279. THREE.ShaderChunk[ "common" ],
  280. THREE.ShaderChunk[ "color_pars_fragment" ],
  281. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  282. THREE.ShaderChunk[ "fog_pars_fragment" ],
  283. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  284. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  285. "void main() {",
  286. " gl_FragColor = vec4( psColor, opacity );",
  287. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  288. THREE.ShaderChunk[ "map_particle_fragment" ],
  289. THREE.ShaderChunk[ "alphatest_fragment" ],
  290. THREE.ShaderChunk[ "color_fragment" ],
  291. THREE.ShaderChunk[ "shadowmap_fragment" ],
  292. THREE.ShaderChunk[ "fog_fragment" ],
  293. "}"
  294. ].join("\n")
  295. },
  296. 'dashed': {
  297. uniforms: THREE.UniformsUtils.merge( [
  298. THREE.UniformsLib[ "common" ],
  299. THREE.UniformsLib[ "fog" ],
  300. {
  301. "scale" : { type: "f", value: 1 },
  302. "dashSize" : { type: "f", value: 1 },
  303. "totalSize": { type: "f", value: 2 }
  304. }
  305. ] ),
  306. vertexShader: [
  307. "uniform float scale;",
  308. "attribute float lineDistance;",
  309. "varying float vLineDistance;",
  310. THREE.ShaderChunk[ "common" ],
  311. THREE.ShaderChunk[ "color_pars_vertex" ],
  312. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  313. "void main() {",
  314. THREE.ShaderChunk[ "color_vertex" ],
  315. " vLineDistance = scale * lineDistance;",
  316. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  317. " gl_Position = projectionMatrix * mvPosition;",
  318. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  319. "}"
  320. ].join("\n"),
  321. fragmentShader: [
  322. "uniform vec3 diffuse;",
  323. "uniform float opacity;",
  324. "uniform float dashSize;",
  325. "uniform float totalSize;",
  326. "varying float vLineDistance;",
  327. THREE.ShaderChunk[ "common" ],
  328. THREE.ShaderChunk[ "color_pars_fragment" ],
  329. THREE.ShaderChunk[ "fog_pars_fragment" ],
  330. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  331. "void main() {",
  332. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  333. " discard;",
  334. " }",
  335. " gl_FragColor = vec4( diffuse, opacity );",
  336. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  337. THREE.ShaderChunk[ "color_fragment" ],
  338. THREE.ShaderChunk[ "fog_fragment" ],
  339. "}"
  340. ].join("\n")
  341. },
  342. 'depth': {
  343. uniforms: {
  344. "mNear": { type: "f", value: 1.0 },
  345. "mFar" : { type: "f", value: 2000.0 },
  346. "opacity" : { type: "f", value: 1.0 }
  347. },
  348. vertexShader: [
  349. THREE.ShaderChunk[ "common" ],
  350. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  351. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  352. "void main() {",
  353. THREE.ShaderChunk[ "morphtarget_vertex" ],
  354. THREE.ShaderChunk[ "default_vertex" ],
  355. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  356. "}"
  357. ].join("\n"),
  358. fragmentShader: [
  359. "uniform float mNear;",
  360. "uniform float mFar;",
  361. "uniform float opacity;",
  362. THREE.ShaderChunk[ "common" ],
  363. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  364. "void main() {",
  365. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  366. " #ifdef USE_LOGDEPTHBUF_EXT",
  367. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  368. " #else",
  369. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  370. " #endif",
  371. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  372. " gl_FragColor = vec4( vec3( color ), opacity );",
  373. "}"
  374. ].join("\n")
  375. },
  376. 'normal': {
  377. uniforms: {
  378. "opacity" : { type: "f", value: 1.0 }
  379. },
  380. vertexShader: [
  381. "varying vec3 vNormal;",
  382. THREE.ShaderChunk[ "common" ],
  383. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  384. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  385. "void main() {",
  386. " vNormal = normalize( normalMatrix * normal );",
  387. THREE.ShaderChunk[ "morphtarget_vertex" ],
  388. THREE.ShaderChunk[ "default_vertex" ],
  389. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  390. "}"
  391. ].join("\n"),
  392. fragmentShader: [
  393. "uniform float opacity;",
  394. "varying vec3 vNormal;",
  395. THREE.ShaderChunk[ "common" ],
  396. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  397. "void main() {",
  398. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  399. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  400. "}"
  401. ].join("\n")
  402. },
  403. /* -------------------------------------------------------------------------
  404. // Cube map shader
  405. ------------------------------------------------------------------------- */
  406. 'cube': {
  407. uniforms: { "tCube": { type: "t", value: null },
  408. "tFlip": { type: "f", value: - 1 } },
  409. vertexShader: [
  410. "varying vec3 vWorldPosition;",
  411. THREE.ShaderChunk[ "common" ],
  412. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  413. "void main() {",
  414. " vWorldPosition = transformDirection( position, modelMatrix );",
  415. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  416. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  417. "}"
  418. ].join("\n"),
  419. fragmentShader: [
  420. "uniform samplerCube tCube;",
  421. "uniform float tFlip;",
  422. "varying vec3 vWorldPosition;",
  423. THREE.ShaderChunk[ "common" ],
  424. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  425. "void main() {",
  426. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  427. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  428. "}"
  429. ].join("\n")
  430. },
  431. /* -------------------------------------------------------------------------
  432. // Cube map shader
  433. ------------------------------------------------------------------------- */
  434. 'equirect': {
  435. uniforms: { "tEquirect": { type: "t", value: null },
  436. "tFlip": { type: "f", value: - 1 } },
  437. vertexShader: [
  438. "varying vec3 vWorldPosition;",
  439. THREE.ShaderChunk[ "common" ],
  440. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  441. "void main() {",
  442. " vWorldPosition = transformDirection( position, modelMatrix );",
  443. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  444. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  445. "}"
  446. ].join("\n"),
  447. fragmentShader: [
  448. "uniform sampler2D tEquirect;",
  449. "uniform float tFlip;",
  450. "varying vec3 vWorldPosition;",
  451. THREE.ShaderChunk[ "common" ],
  452. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  453. "void main() {",
  454. // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  455. "vec3 direction = normalize( vWorldPosition );",
  456. "vec2 sampleUV;",
  457. "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
  458. "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  459. "gl_FragColor = texture2D( tEquirect, sampleUV );",
  460. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  461. "}"
  462. ].join("\n")
  463. },
  464. /* Depth encoding into RGBA texture
  465. *
  466. * based on SpiderGL shadow map example
  467. * http://spidergl.org/example.php?id=6
  468. *
  469. * originally from
  470. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  471. *
  472. * see also
  473. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  474. */
  475. 'depthRGBA': {
  476. uniforms: {},
  477. vertexShader: [
  478. THREE.ShaderChunk[ "common" ],
  479. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  480. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  481. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  482. "void main() {",
  483. THREE.ShaderChunk[ "skinbase_vertex" ],
  484. THREE.ShaderChunk[ "morphtarget_vertex" ],
  485. THREE.ShaderChunk[ "skinning_vertex" ],
  486. THREE.ShaderChunk[ "default_vertex" ],
  487. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  488. "}"
  489. ].join("\n"),
  490. fragmentShader: [
  491. THREE.ShaderChunk[ "common" ],
  492. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  493. "vec4 pack_depth( const in float depth ) {",
  494. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  495. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  496. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  497. " res -= res.xxyz * bit_mask;",
  498. " return res;",
  499. "}",
  500. "void main() {",
  501. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  502. " #ifdef USE_LOGDEPTHBUF_EXT",
  503. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  504. " #else",
  505. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  506. " #endif",
  507. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  508. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  509. //"gl_FragData[ 0 ] = pack_depth( z );",
  510. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  511. "}"
  512. ].join("\n")
  513. }
  514. };