ShaderDeferred.js 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856
  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author MPanknin / http://www.redplant.de/
  4. * @author benaadams / http://blog.illyriad.co.uk/
  5. *
  6. */
  7. THREE.DeferredShaderChunk = {
  8. // decode float to vec3
  9. unpackFloat: [
  10. "vec3 float_to_vec3( float data ) {",
  11. "vec3 uncompressed;",
  12. "uncompressed.x = fract( data );",
  13. "float zInt = floor( data / 255.0 );",
  14. "uncompressed.z = fract( zInt / 255.0 );",
  15. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  16. "return uncompressed;",
  17. "}"
  18. ].join("\n"),
  19. unpackColorMap: [
  20. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  21. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  22. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  23. "float shininess = abs( colorMap.z );",
  24. "float wrapAround = sign( colorMap.z );",
  25. "float additiveSpecular = sign( colorMap.y );"
  26. ].join("\n"),
  27. combine: [
  28. "vec3 light = lightIntensity * lightColor;",
  29. "if ( additiveSpecular < 0.0 ) {",
  30. "gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );",
  31. "} else {",
  32. "gl_FragColor = vec4( light * albedo * ( diffuse + specular ), attenuation );",
  33. "}"
  34. ].join("\n")
  35. };
  36. THREE.ShaderDeferred = {
  37. "color" : {
  38. uniforms: THREE.UniformsUtils.merge( [
  39. THREE.UniformsLib[ "common" ],
  40. THREE.UniformsLib[ "fog" ],
  41. THREE.UniformsLib[ "shadowmap" ],
  42. {
  43. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  44. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  45. "shininess": { type: "f", value: 30 },
  46. "wrapAround": { type: "f", value: 1 },
  47. "additiveSpecular": { type: "f", value: 1 },
  48. "samplerNormalDepth": { type: "t", value: null },
  49. "viewWidth": { type: "f", value: 800 },
  50. "viewHeight": { type: "f", value: 600 }
  51. }
  52. ] ),
  53. fragmentShader : [
  54. "uniform vec3 diffuse;",
  55. "uniform vec3 specular;",
  56. "uniform vec3 emissive;",
  57. "uniform float shininess;",
  58. "uniform float wrapAround;",
  59. "uniform float additiveSpecular;",
  60. THREE.ShaderChunk[ "color_pars_fragment" ],
  61. THREE.ShaderChunk[ "map_pars_fragment" ],
  62. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  63. "#ifdef USE_ENVMAP",
  64. "varying vec3 vWorldPosition;",
  65. "uniform float reflectivity;",
  66. "uniform samplerCube envMap;",
  67. "uniform float flipEnvMap;",
  68. "uniform int combine;",
  69. "uniform bool useRefract;",
  70. "uniform float refractionRatio;",
  71. "uniform sampler2D samplerNormalDepth;",
  72. "uniform float viewHeight;",
  73. "uniform float viewWidth;",
  74. "#endif",
  75. THREE.ShaderChunk[ "fog_pars_fragment" ],
  76. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  77. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  78. "const float unit = 255.0/256.0;",
  79. "float vec3_to_float( vec3 data ) {",
  80. "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
  81. "return compressed;",
  82. "}",
  83. "void main() {",
  84. "const float opacity = 1.0;",
  85. "gl_FragColor = vec4( diffuse, opacity );",
  86. THREE.ShaderChunk[ "map_fragment" ],
  87. THREE.ShaderChunk[ "alphatest_fragment" ],
  88. THREE.ShaderChunk[ "specularmap_fragment" ],
  89. THREE.ShaderChunk[ "lightmap_fragment" ],
  90. THREE.ShaderChunk[ "color_fragment" ],
  91. "#ifdef USE_ENVMAP",
  92. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  93. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  94. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  95. "vec3 reflectVec;",
  96. "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  97. "if ( useRefract ) {",
  98. "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
  99. "} else { ",
  100. "reflectVec = reflect( cameraToVertex, normal );",
  101. "}",
  102. "#ifdef DOUBLE_SIDED",
  103. "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  104. "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  105. "#else",
  106. "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  107. "#endif",
  108. "#ifdef GAMMA_INPUT",
  109. "cubeColor.xyz *= cubeColor.xyz;",
  110. "#endif",
  111. "if ( combine == 1 ) {",
  112. "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
  113. "} else if ( combine == 2 ) {",
  114. "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
  115. "} else {",
  116. "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
  117. "}",
  118. "#endif",
  119. THREE.ShaderChunk[ "shadowmap_fragment" ],
  120. THREE.ShaderChunk[ "fog_fragment" ],
  121. //
  122. "const float compressionScale = 0.999;",
  123. //
  124. "vec3 diffuseMapColor;",
  125. "#ifdef USE_MAP",
  126. "diffuseMapColor = texelColor.xyz;",
  127. "#else",
  128. "diffuseMapColor = vec3( 1.0 );",
  129. "#endif",
  130. // diffuse color
  131. "gl_FragColor.x = vec3_to_float( compressionScale * gl_FragColor.xyz );",
  132. // specular color
  133. "if ( additiveSpecular < 0.0 ) {",
  134. "gl_FragColor.y = vec3_to_float( compressionScale * specular );",
  135. "} else {",
  136. "gl_FragColor.y = vec3_to_float( compressionScale * specular * diffuseMapColor );",
  137. "}",
  138. "gl_FragColor.y *= additiveSpecular;",
  139. // shininess
  140. "gl_FragColor.z = wrapAround * shininess;",
  141. // emissive color
  142. "gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor );",
  143. "}"
  144. ].join("\n"),
  145. vertexShader : [
  146. THREE.ShaderChunk[ "map_pars_vertex" ],
  147. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  148. THREE.ShaderChunk[ "color_pars_vertex" ],
  149. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  150. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  151. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  152. "#ifdef USE_ENVMAP",
  153. "varying vec3 vWorldPosition;",
  154. "#endif",
  155. "void main() {",
  156. THREE.ShaderChunk[ "map_vertex" ],
  157. THREE.ShaderChunk[ "lightmap_vertex" ],
  158. THREE.ShaderChunk[ "color_vertex" ],
  159. THREE.ShaderChunk[ "skinbase_vertex" ],
  160. THREE.ShaderChunk[ "morphtarget_vertex" ],
  161. THREE.ShaderChunk[ "skinning_vertex" ],
  162. THREE.ShaderChunk[ "default_vertex" ],
  163. THREE.ShaderChunk[ "worldpos_vertex" ],
  164. THREE.ShaderChunk[ "shadowmap_vertex" ],
  165. "#ifdef USE_ENVMAP",
  166. "vWorldPosition = worldPosition.xyz;",
  167. "#endif",
  168. "}"
  169. ].join("\n")
  170. },
  171. "normalDepth" : {
  172. uniforms: {
  173. bumpMap: { type: "t", value: null },
  174. bumpScale: { type: "f", value: 1 },
  175. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  176. },
  177. fragmentShader : [
  178. "#ifdef USE_BUMPMAP",
  179. "#extension GL_OES_standard_derivatives : enable\n",
  180. "varying vec2 vUv;",
  181. "varying vec3 vViewPosition;",
  182. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  183. "#endif",
  184. "varying vec3 normalView;",
  185. "varying vec4 clipPos;",
  186. "void main() {",
  187. "vec3 normal = normalize( normalView );",
  188. "#ifdef USE_BUMPMAP",
  189. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  190. "#endif",
  191. "gl_FragColor.xyz = normal * 0.5 + 0.5;",
  192. "gl_FragColor.w = clipPos.z / clipPos.w;",
  193. "}"
  194. ].join("\n"),
  195. vertexShader : [
  196. "varying vec3 normalView;",
  197. "varying vec4 clipPos;",
  198. "#ifdef USE_BUMPMAP",
  199. "varying vec2 vUv;",
  200. "varying vec3 vViewPosition;",
  201. "uniform vec4 offsetRepeat;",
  202. "#endif",
  203. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  204. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  205. "void main() {",
  206. THREE.ShaderChunk[ "morphnormal_vertex" ],
  207. THREE.ShaderChunk[ "skinbase_vertex" ],
  208. THREE.ShaderChunk[ "skinnormal_vertex" ],
  209. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  210. THREE.ShaderChunk[ "morphtarget_vertex" ],
  211. THREE.ShaderChunk[ "skinning_vertex" ],
  212. THREE.ShaderChunk[ "default_vertex" ],
  213. "normalView = normalize( normalMatrix * objectNormal );",
  214. "#ifdef USE_BUMPMAP",
  215. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  216. "vViewPosition = -mvPosition.xyz;",
  217. "#endif",
  218. "clipPos = gl_Position;",
  219. "}"
  220. ].join("\n")
  221. },
  222. "composite" : {
  223. uniforms: {
  224. samplerLight: { type: "t", value: null },
  225. brightness: { type: "f", value: 1 }
  226. },
  227. fragmentShader : [
  228. "varying vec2 texCoord;",
  229. "uniform sampler2D samplerLight;",
  230. "uniform float brightness;",
  231. "void main() {",
  232. "vec3 color = texture2D( samplerLight, texCoord ).xyz;",
  233. "gl_FragColor = vec4( brightness * sqrt( color ), 1.0 );",
  234. "}"
  235. ].join("\n"),
  236. vertexShader : [
  237. "varying vec2 texCoord;",
  238. "void main() {",
  239. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  240. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  241. "gl_Position = pos;",
  242. "}"
  243. ].join("\n")
  244. },
  245. "pointLight" : {
  246. uniforms: {
  247. samplerNormalDepth: { type: "t", value: null },
  248. samplerColor: { type: "t", value: null },
  249. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  250. viewWidth: { type: "f", value: 800 },
  251. viewHeight: { type: "f", value: 600 },
  252. lightPositionVS:{ type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  253. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  254. lightIntensity: { type: "f", value: 1.0 },
  255. lightRadius: { type: "f", value: 1.0 }
  256. },
  257. fragmentShader : [
  258. "varying vec4 clipPos;",
  259. "uniform sampler2D samplerColor;",
  260. "uniform sampler2D samplerNormalDepth;",
  261. "uniform float lightRadius;",
  262. "uniform float lightIntensity;",
  263. "uniform float viewHeight;",
  264. "uniform float viewWidth;",
  265. "uniform vec3 lightColor;",
  266. "uniform vec3 lightPositionVS;",
  267. "uniform mat4 matProjInverse;",
  268. THREE.DeferredShaderChunk[ "unpackFloat" ],
  269. "void main() {",
  270. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  271. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  272. "float z = normalDepth.w;",
  273. "float lightZ = clipPos.z / clipPos.w;",
  274. //"if ( z == 0.0 || lightZ > z ) discard;",
  275. "float x = texCoord.x * 2.0 - 1.0;",
  276. "float y = texCoord.y * 2.0 - 1.0;",
  277. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  278. "vec4 viewPos = matProjInverse * projectedPos;",
  279. "viewPos.xyz /= viewPos.w;",
  280. "viewPos.w = 1.0;",
  281. "vec3 lightDir = lightPositionVS - viewPos.xyz;",
  282. "float dist = length( lightDir );",
  283. "if ( dist > lightRadius ) discard;",
  284. "lightDir = normalize( lightDir );",
  285. "float cutoff = 0.3;",
  286. "float denom = dist/lightRadius + 1.0;",
  287. "float attenuation = 1.0 / ( denom * denom );",
  288. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  289. "attenuation = max( attenuation, 0.0 );",
  290. "attenuation *= attenuation;",
  291. // normal
  292. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  293. // color
  294. THREE.DeferredShaderChunk[ "unpackColorMap" ],
  295. // light
  296. "vec3 diffuse;",
  297. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  298. "if ( wrapAround < 0.0 ) {",
  299. // wrap around lighting
  300. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  301. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  302. "diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  303. "} else {",
  304. // simple lighting
  305. "diffuse = vec3( diffuseFull );",
  306. "}",
  307. // specular
  308. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  309. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  310. // simple specular
  311. //"vec3 specular = max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  312. // physically based specular
  313. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  314. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  315. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  316. // combine
  317. THREE.DeferredShaderChunk[ "combine" ],
  318. "}"
  319. ].join("\n"),
  320. vertexShader : [
  321. "varying vec4 clipPos;",
  322. "void main() { ",
  323. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  324. "gl_Position = projectionMatrix * mvPosition;",
  325. "clipPos = gl_Position;",
  326. "}"
  327. ].join("\n")
  328. },
  329. "spotLight" : {
  330. uniforms: {
  331. samplerNormalDepth: { type: "t", value: null },
  332. samplerColor: { type: "t", value: null },
  333. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  334. viewWidth: { type: "f", value: 800 },
  335. viewHeight: { type: "f", value: 600 },
  336. lightPositionVS :{ type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  337. lightDirectionVS:{ type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  338. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  339. lightIntensity: { type: "f", value: 1.0 },
  340. lightDistance: { type: "f", value: 1.0 },
  341. lightAngle: { type: "f", value: 1.0 }
  342. },
  343. fragmentShader : [
  344. "uniform vec3 lightPositionVS;",
  345. "uniform vec3 lightDirectionVS;",
  346. "uniform sampler2D samplerColor;",
  347. "uniform sampler2D samplerNormalDepth;",
  348. "uniform float viewHeight;",
  349. "uniform float viewWidth;",
  350. "uniform float lightAngle;"+
  351. "uniform float lightIntensity;"+
  352. "uniform vec3 lightColor;",
  353. "uniform mat4 matProjInverse;",
  354. THREE.DeferredShaderChunk[ "unpackFloat" ],
  355. "void main() {",
  356. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  357. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  358. "float z = normalDepth.w;",
  359. "if ( z == 0.0 ) discard;",
  360. "float x = texCoord.x * 2.0 - 1.0;",
  361. "float y = texCoord.y * 2.0 - 1.0;",
  362. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  363. "vec4 positionVS = matProjInverse * projectedPos;",
  364. "positionVS.xyz /= positionVS.w;",
  365. "positionVS.w = 1.0;",
  366. // normal
  367. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  368. // color
  369. THREE.DeferredShaderChunk[ "unpackColorMap" ],
  370. //
  371. "vec3 surfToLight = normalize( lightPositionVS.xyz - positionVS.xyz );",
  372. "float dotProduct = max( dot( normal, surfToLight ), 0.0 );",
  373. "float rho = dot( lightDirectionVS, surfToLight );",
  374. "float rhoMax = cos( lightAngle * 0.5 );",
  375. "if ( rho > rhoMax ) {",
  376. "float theta = rhoMax + 0.0001;",
  377. "float phi = rhoMax + 0.05;",
  378. "float falloff = 4.0;",
  379. "float spot = 0.0;",
  380. "if ( rho >= phi ) {",
  381. "spot = 1.0;",
  382. "} else if ( rho <= theta ) {",
  383. "spot = 0.0;",
  384. "} else { ",
  385. "spot = pow( ( rho - theta ) / ( phi - theta ), falloff );",
  386. "}",
  387. "float diffuse = spot * dotProduct;",
  388. "vec3 halfVector = normalize( surfToLight - normalize( positionVS.xyz ) );",
  389. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  390. // simple specular
  391. "vec3 specular = max( pow( dotNormalHalf, shininess ), 0.0 ) * spot * diffuse * specularColor;",
  392. // combine
  393. "const float attenuation = 1.0;",
  394. THREE.DeferredShaderChunk[ "combine" ],
  395. "return;",
  396. "}",
  397. "gl_FragColor = vec4( 0.0 );",
  398. "}"
  399. ].join("\n"),
  400. vertexShader : [
  401. "void main() { ",
  402. "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  403. "}"
  404. ].join("\n")
  405. },
  406. "directionalLight" : {
  407. uniforms: {
  408. samplerNormalDepth: { type: "t", value: null },
  409. samplerColor: { type: "t", value: null },
  410. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  411. viewWidth: { type: "f", value: 800 },
  412. viewHeight: { type: "f", value: 600 },
  413. lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  414. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  415. lightIntensity: { type: "f", value: 1.0 }
  416. },
  417. fragmentShader : [
  418. "uniform sampler2D samplerColor;",
  419. "uniform sampler2D samplerNormalDepth;",
  420. "uniform float lightRadius;",
  421. "uniform float lightIntensity;",
  422. "uniform float viewHeight;",
  423. "uniform float viewWidth;",
  424. "uniform vec3 lightColor;",
  425. "uniform vec3 lightDirectionVS;",
  426. "uniform mat4 matProjInverse;",
  427. THREE.DeferredShaderChunk[ "unpackFloat" ],
  428. "void main() {",
  429. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  430. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  431. "float z = normalDepth.w;",
  432. "if ( z == 0.0 ) discard;",
  433. "float x = texCoord.x * 2.0 - 1.0;",
  434. "float y = texCoord.y * 2.0 - 1.0;",
  435. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  436. "vec4 viewPos = matProjInverse * projectedPos;",
  437. "viewPos.xyz /= viewPos.w;",
  438. "viewPos.w = 1.0;",
  439. // normal
  440. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  441. // color
  442. THREE.DeferredShaderChunk[ "unpackColorMap" ],
  443. "vec3 diffuse;",
  444. "float dotProduct = dot( normal, lightDirectionVS );",
  445. "float diffuseFull = max( dotProduct, 0.0 );",
  446. // wrap around lighting
  447. "if ( wrapAround < 0.0 ) {",
  448. "float diffuseHalf = max( 0.5 + 0.5 * dotProduct, 0.0 );",
  449. "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );",
  450. "diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  451. // simple lighting
  452. "} else {",
  453. "diffuse = vec3 ( diffuseFull );",
  454. "}",
  455. // specular
  456. "vec3 halfVector = normalize( lightDirectionVS - normalize( viewPos.xyz ) );",
  457. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  458. // simple specular
  459. //"vec3 specular = specularColor * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  460. // physically based specular
  461. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  462. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDirectionVS, halfVector ), 5.0 );",
  463. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  464. // combine
  465. "const float attenuation = 1.0;",
  466. THREE.DeferredShaderChunk[ "combine" ],
  467. "}"
  468. ].join("\n"),
  469. vertexShader : [
  470. "void main() { ",
  471. "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  472. "}"
  473. ].join("\n")
  474. },
  475. "emissiveLight" : {
  476. uniforms: {
  477. samplerColor: { type: "t", value: null },
  478. viewWidth: { type: "f", value: 800 },
  479. viewHeight: { type: "f", value: 600 },
  480. },
  481. fragmentShader : [
  482. "uniform sampler2D samplerColor;",
  483. "uniform float viewHeight;",
  484. "uniform float viewWidth;",
  485. "vec3 float_to_vec3( float data ) {",
  486. "vec3 uncompressed;",
  487. "uncompressed.x = fract( data );",
  488. "float zInt = floor( data / 255.0 );",
  489. "uncompressed.z = fract( zInt / 255.0 );",
  490. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  491. "return uncompressed;",
  492. "}",
  493. "void main() {",
  494. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  495. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  496. "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  497. "gl_FragColor = vec4( emissiveColor, 1.0 );",
  498. "}"
  499. ].join("\n"),
  500. vertexShader : [
  501. "void main() { ",
  502. "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  503. "}"
  504. ].join("\n")
  505. }
  506. };