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- ( function () {
- /**
- * Currently contains:
- *
- * toon1
- * toon2
- * hatching
- * dotted
- */
- var ToonShader1 = {
- uniforms: {
- 'uDirLightPos': {
- value: new THREE.Vector3()
- },
- 'uDirLightColor': {
- value: new THREE.Color( 0xeeeeee )
- },
- 'uAmbientLightColor': {
- value: new THREE.Color( 0x050505 )
- },
- 'uBaseColor': {
- value: new THREE.Color( 0xffffff )
- }
- },
- vertexShader: [ 'varying vec3 vNormal;', 'varying vec3 vRefract;', 'void main() {', ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );', ' vNormal = normalize( normalMatrix * normal );', ' vec3 I = worldPosition.xyz - cameraPosition;', ' vRefract = refract( normalize( I ), worldNormal, 1.02 );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( '\n' ),
- fragmentShader: [ 'uniform vec3 uBaseColor;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'varying vec3 vRefract;', 'void main() {', ' float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);', ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;', ' float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );', ' intensity += length(lightWeighting) * 0.2;', ' float cameraWeighting = dot( normalize( vNormal ), vRefract );', ' intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );', ' intensity = intensity * 0.2 + 0.3;', ' if ( intensity < 0.50 ) {', ' gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );', ' } else {', ' gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );', '}', '}' ].join( '\n' )
- };
- var ToonShader2 = {
- uniforms: {
- 'uDirLightPos': {
- value: new THREE.Vector3()
- },
- 'uDirLightColor': {
- value: new THREE.Color( 0xeeeeee )
- },
- 'uAmbientLightColor': {
- value: new THREE.Color( 0x050505 )
- },
- 'uBaseColor': {
- value: new THREE.Color( 0xeeeeee )
- },
- 'uLineColor1': {
- value: new THREE.Color( 0x808080 )
- },
- 'uLineColor2': {
- value: new THREE.Color( 0x000000 )
- },
- 'uLineColor3': {
- value: new THREE.Color( 0x000000 )
- },
- 'uLineColor4': {
- value: new THREE.Color( 0x000000 )
- }
- },
- vertexShader: [ 'varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}' ].join( '\n' ),
- fragmentShader: [ 'uniform vec3 uBaseColor;', 'uniform vec3 uLineColor1;', 'uniform vec3 uLineColor2;', 'uniform vec3 uLineColor3;', 'uniform vec3 uLineColor4;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'void main() {', ' float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);', ' float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);', ' gl_FragColor = vec4( uBaseColor, 1.0 );', ' if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {', ' gl_FragColor *= vec4( uLineColor1, 1.0 );', ' }', ' if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {', ' gl_FragColor *= vec4( uLineColor2, 1.0 );', ' }', '}' ].join( '\n' )
- };
- var ToonShaderHatching = {
- uniforms: {
- 'uDirLightPos': {
- value: new THREE.Vector3()
- },
- 'uDirLightColor': {
- value: new THREE.Color( 0xeeeeee )
- },
- 'uAmbientLightColor': {
- value: new THREE.Color( 0x050505 )
- },
- 'uBaseColor': {
- value: new THREE.Color( 0xffffff )
- },
- 'uLineColor1': {
- value: new THREE.Color( 0x000000 )
- },
- 'uLineColor2': {
- value: new THREE.Color( 0x000000 )
- },
- 'uLineColor3': {
- value: new THREE.Color( 0x000000 )
- },
- 'uLineColor4': {
- value: new THREE.Color( 0x000000 )
- }
- },
- vertexShader: [ 'varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}' ].join( '\n' ),
- fragmentShader: [ 'uniform vec3 uBaseColor;', 'uniform vec3 uLineColor1;', 'uniform vec3 uLineColor2;', 'uniform vec3 uLineColor3;', 'uniform vec3 uLineColor4;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'void main() {', ' float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);', ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;', ' gl_FragColor = vec4( uBaseColor, 1.0 );', ' if ( length(lightWeighting) < 1.00 ) {', ' if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor1, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.75 ) {', ' if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor2, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.50 ) {', ' if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor3, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.3465 ) {', ' if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {', ' gl_FragColor = vec4( uLineColor4, 1.0 );', ' }', ' }', '}' ].join( '\n' )
- };
- var ToonShaderDotted = {
- uniforms: {
- 'uDirLightPos': {
- value: new THREE.Vector3()
- },
- 'uDirLightColor': {
- value: new THREE.Color( 0xeeeeee )
- },
- 'uAmbientLightColor': {
- value: new THREE.Color( 0x050505 )
- },
- 'uBaseColor': {
- value: new THREE.Color( 0xffffff )
- },
- 'uLineColor1': {
- value: new THREE.Color( 0x000000 )
- }
- },
- vertexShader: [ 'varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}' ].join( '\n' ),
- fragmentShader: [ 'uniform vec3 uBaseColor;', 'uniform vec3 uLineColor1;', 'uniform vec3 uLineColor2;', 'uniform vec3 uLineColor3;', 'uniform vec3 uLineColor4;', 'uniform vec3 uDirLightPos;', 'uniform vec3 uDirLightColor;', 'uniform vec3 uAmbientLightColor;', 'varying vec3 vNormal;', 'void main() {', 'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);', 'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;', 'gl_FragColor = vec4( uBaseColor, 1.0 );', 'if ( length(lightWeighting) < 1.00 ) {', ' if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {', ' gl_FragColor = vec4( uLineColor1, 1.0 );', ' }', ' }', ' if ( length(lightWeighting) < 0.50 ) {', ' if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {', ' gl_FragColor = vec4( uLineColor1, 1.0 );', ' }', ' }', '}' ].join( '\n' )
- };
- THREE.ToonShader1 = ToonShader1;
- THREE.ToonShader2 = ToonShader2;
- THREE.ToonShaderDotted = ToonShaderDotted;
- THREE.ToonShaderHatching = ToonShaderHatching;
- } )();
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