Shader.js 4.4 KB

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  1. import * as THREE from '../../../build/three.module.js';
  2. export default {
  3. lights_fragment_begin: `
  4. GeometricContext geometry;
  5. geometry.position = - vViewPosition;
  6. geometry.normal = normal;
  7. geometry.viewDir = normalize( vViewPosition );
  8. #ifdef CLEARCOAT
  9. geometry.clearcoatNormal = clearcoatNormal;
  10. #endif
  11. IncidentLight directLight;
  12. #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
  13. PointLight pointLight;
  14. #pragma unroll_loop
  15. for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
  16. pointLight = pointLights[ i ];
  17. getPointDirectLightIrradiance( pointLight, geometry, directLight );
  18. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
  19. directLight.color *= all( bvec3( pointLight.shadow, directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;
  20. #endif
  21. RE_Direct( directLight, geometry, material, reflectedLight );
  22. }
  23. #endif
  24. #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
  25. SpotLight spotLight;
  26. #pragma unroll_loop
  27. for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
  28. spotLight = spotLights[ i ];
  29. getSpotDirectLightIrradiance( spotLight, geometry, directLight );
  30. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
  31. directLight.color *= all( bvec3( spotLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
  32. #endif
  33. RE_Direct( directLight, geometry, material, reflectedLight );
  34. }
  35. #endif
  36. #if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
  37. DirectionalLight directionalLight;
  38. float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
  39. #pragma unroll_loop
  40. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  41. directionalLight = directionalLights[ i ];
  42. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  43. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
  44. if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
  45. #endif
  46. 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 );
  47. }
  48. #endif
  49. #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
  50. DirectionalLight directionalLight;
  51. #pragma unroll_loop
  52. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  53. directionalLight = directionalLights[ i ];
  54. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  55. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
  56. directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
  57. #endif
  58. RE_Direct( directLight, geometry, material, reflectedLight );
  59. }
  60. #endif
  61. #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
  62. RectAreaLight rectAreaLight;
  63. #pragma unroll_loop
  64. for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
  65. rectAreaLight = rectAreaLights[ i ];
  66. RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
  67. }
  68. #endif
  69. #if defined( RE_IndirectDiffuse )
  70. vec3 iblIrradiance = vec3( 0.0 );
  71. vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
  72. irradiance += getLightProbeIrradiance( lightProbe, geometry );
  73. #if ( NUM_HEMI_LIGHTS > 0 )
  74. #pragma unroll_loop
  75. for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
  76. irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
  77. }
  78. #endif
  79. #endif
  80. #if defined( RE_IndirectSpecular )
  81. vec3 radiance = vec3( 0.0 );
  82. vec3 clearcoatRadiance = vec3( 0.0 );
  83. #endif
  84. `,
  85. lights_pars_begin: `
  86. #if defined( USE_CSM ) && defined( CSM_CASCADES )
  87. uniform vec2 CSM_cascades[CSM_CASCADES];
  88. uniform float cameraNear;
  89. uniform float shadowFar;
  90. #endif
  91. ` + THREE.ShaderChunk.lights_pars_begin
  92. };