ToonShader.js 6.9 KB

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  1. ( function () {
  2. /**
  3. * Currently contains:
  4. *
  5. * toon1
  6. * toon2
  7. * hatching
  8. * dotted
  9. */
  10. var ToonShader1 = {
  11. uniforms: {
  12. 'uDirLightPos': {
  13. value: new THREE.Vector3()
  14. },
  15. 'uDirLightColor': {
  16. value: new THREE.Color( 0xeeeeee )
  17. },
  18. 'uAmbientLightColor': {
  19. value: new THREE.Color( 0x050505 )
  20. },
  21. 'uBaseColor': {
  22. value: new THREE.Color( 0xffffff )
  23. }
  24. },
  25. 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' ),
  26. 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' )
  27. };
  28. var ToonShader2 = {
  29. uniforms: {
  30. 'uDirLightPos': {
  31. value: new THREE.Vector3()
  32. },
  33. 'uDirLightColor': {
  34. value: new THREE.Color( 0xeeeeee )
  35. },
  36. 'uAmbientLightColor': {
  37. value: new THREE.Color( 0x050505 )
  38. },
  39. 'uBaseColor': {
  40. value: new THREE.Color( 0xeeeeee )
  41. },
  42. 'uLineColor1': {
  43. value: new THREE.Color( 0x808080 )
  44. },
  45. 'uLineColor2': {
  46. value: new THREE.Color( 0x000000 )
  47. },
  48. 'uLineColor3': {
  49. value: new THREE.Color( 0x000000 )
  50. },
  51. 'uLineColor4': {
  52. value: new THREE.Color( 0x000000 )
  53. }
  54. },
  55. vertexShader: [ 'varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}' ].join( '\n' ),
  56. 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' )
  57. };
  58. var ToonShaderHatching = {
  59. uniforms: {
  60. 'uDirLightPos': {
  61. value: new THREE.Vector3()
  62. },
  63. 'uDirLightColor': {
  64. value: new THREE.Color( 0xeeeeee )
  65. },
  66. 'uAmbientLightColor': {
  67. value: new THREE.Color( 0x050505 )
  68. },
  69. 'uBaseColor': {
  70. value: new THREE.Color( 0xffffff )
  71. },
  72. 'uLineColor1': {
  73. value: new THREE.Color( 0x000000 )
  74. },
  75. 'uLineColor2': {
  76. value: new THREE.Color( 0x000000 )
  77. },
  78. 'uLineColor3': {
  79. value: new THREE.Color( 0x000000 )
  80. },
  81. 'uLineColor4': {
  82. value: new THREE.Color( 0x000000 )
  83. }
  84. },
  85. vertexShader: [ 'varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}' ].join( '\n' ),
  86. 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' )
  87. };
  88. var ToonShaderDotted = {
  89. uniforms: {
  90. 'uDirLightPos': {
  91. value: new THREE.Vector3()
  92. },
  93. 'uDirLightColor': {
  94. value: new THREE.Color( 0xeeeeee )
  95. },
  96. 'uAmbientLightColor': {
  97. value: new THREE.Color( 0x050505 )
  98. },
  99. 'uBaseColor': {
  100. value: new THREE.Color( 0xffffff )
  101. },
  102. 'uLineColor1': {
  103. value: new THREE.Color( 0x000000 )
  104. }
  105. },
  106. vertexShader: [ 'varying vec3 vNormal;', 'void main() {', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', ' vNormal = normalize( normalMatrix * normal );', '}' ].join( '\n' ),
  107. 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' )
  108. };
  109. THREE.ToonShader1 = ToonShader1;
  110. THREE.ToonShader2 = ToonShader2;
  111. THREE.ToonShaderDotted = ToonShaderDotted;
  112. THREE.ToonShaderHatching = ToonShaderHatching;
  113. } )();