ToonShader.js 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330
  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author alteredq / http://alteredqualia.com/
  4. *
  5. * Currently contains:
  6. *
  7. * toon1
  8. * toon2
  9. * hatching
  10. * dotted
  11. */
  12. THREE.ToonShader1 = {
  13. uniforms: {
  14. "uDirLightPos": { value: new THREE.Vector3() },
  15. "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  16. "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  17. "uBaseColor": { value: new THREE.Color( 0xffffff ) }
  18. },
  19. vertexShader: [
  20. "varying vec3 vNormal;",
  21. "varying vec3 vRefract;",
  22. "void main() {",
  23. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  24. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  25. " vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
  26. " vNormal = normalize( normalMatrix * normal );",
  27. " vec3 I = worldPosition.xyz - cameraPosition;",
  28. " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
  29. " gl_Position = projectionMatrix * mvPosition;",
  30. "}"
  31. ].join( "\n" ),
  32. fragmentShader: [
  33. "uniform vec3 uBaseColor;",
  34. "uniform vec3 uDirLightPos;",
  35. "uniform vec3 uDirLightColor;",
  36. "uniform vec3 uAmbientLightColor;",
  37. "varying vec3 vNormal;",
  38. "varying vec3 vRefract;",
  39. "void main() {",
  40. " float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
  41. " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
  42. " float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
  43. " intensity += length(lightWeighting) * 0.2;",
  44. " float cameraWeighting = dot( normalize( vNormal ), vRefract );",
  45. " intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
  46. " intensity = intensity * 0.2 + 0.3;",
  47. " if ( intensity < 0.50 ) {",
  48. " gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
  49. " } else {",
  50. " gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
  51. "}",
  52. "}"
  53. ].join( "\n" )
  54. };
  55. THREE.ToonShader2 = {
  56. uniforms: {
  57. "uDirLightPos": { value: new THREE.Vector3() },
  58. "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  59. "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  60. "uBaseColor": { value: new THREE.Color( 0xeeeeee ) },
  61. "uLineColor1": { value: new THREE.Color( 0x808080 ) },
  62. "uLineColor2": { value: new THREE.Color( 0x000000 ) },
  63. "uLineColor3": { value: new THREE.Color( 0x000000 ) },
  64. "uLineColor4": { value: new THREE.Color( 0x000000 ) }
  65. },
  66. vertexShader: [
  67. "varying vec3 vNormal;",
  68. "void main() {",
  69. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  70. " vNormal = normalize( normalMatrix * normal );",
  71. "}"
  72. ].join( "\n" ),
  73. fragmentShader: [
  74. "uniform vec3 uBaseColor;",
  75. "uniform vec3 uLineColor1;",
  76. "uniform vec3 uLineColor2;",
  77. "uniform vec3 uLineColor3;",
  78. "uniform vec3 uLineColor4;",
  79. "uniform vec3 uDirLightPos;",
  80. "uniform vec3 uDirLightColor;",
  81. "uniform vec3 uAmbientLightColor;",
  82. "varying vec3 vNormal;",
  83. "void main() {",
  84. " float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
  85. " float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
  86. " gl_FragColor = vec4( uBaseColor, 1.0 );",
  87. " if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
  88. " gl_FragColor *= vec4( uLineColor1, 1.0 );",
  89. " }",
  90. " if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
  91. " gl_FragColor *= vec4( uLineColor2, 1.0 );",
  92. " }",
  93. "}"
  94. ].join( "\n" )
  95. };
  96. THREE.ToonShaderHatching = {
  97. uniforms: {
  98. "uDirLightPos": { value: new THREE.Vector3() },
  99. "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  100. "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  101. "uBaseColor": { value: new THREE.Color( 0xffffff ) },
  102. "uLineColor1": { value: new THREE.Color( 0x000000 ) },
  103. "uLineColor2": { value: new THREE.Color( 0x000000 ) },
  104. "uLineColor3": { value: new THREE.Color( 0x000000 ) },
  105. "uLineColor4": { value: new THREE.Color( 0x000000 ) }
  106. },
  107. vertexShader: [
  108. "varying vec3 vNormal;",
  109. "void main() {",
  110. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  111. " vNormal = normalize( normalMatrix * normal );",
  112. "}"
  113. ].join( "\n" ),
  114. fragmentShader: [
  115. "uniform vec3 uBaseColor;",
  116. "uniform vec3 uLineColor1;",
  117. "uniform vec3 uLineColor2;",
  118. "uniform vec3 uLineColor3;",
  119. "uniform vec3 uLineColor4;",
  120. "uniform vec3 uDirLightPos;",
  121. "uniform vec3 uDirLightColor;",
  122. "uniform vec3 uAmbientLightColor;",
  123. "varying vec3 vNormal;",
  124. "void main() {",
  125. " float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
  126. " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
  127. " gl_FragColor = vec4( uBaseColor, 1.0 );",
  128. " if ( length(lightWeighting) < 1.00 ) {",
  129. " if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
  130. " gl_FragColor = vec4( uLineColor1, 1.0 );",
  131. " }",
  132. " }",
  133. " if ( length(lightWeighting) < 0.75 ) {",
  134. " if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
  135. " gl_FragColor = vec4( uLineColor2, 1.0 );",
  136. " }",
  137. " }",
  138. " if ( length(lightWeighting) < 0.50 ) {",
  139. " if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
  140. " gl_FragColor = vec4( uLineColor3, 1.0 );",
  141. " }",
  142. " }",
  143. " if ( length(lightWeighting) < 0.3465 ) {",
  144. " if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
  145. " gl_FragColor = vec4( uLineColor4, 1.0 );",
  146. " }",
  147. " }",
  148. "}"
  149. ].join( "\n" )
  150. };
  151. THREE.ToonShaderDotted = {
  152. uniforms: {
  153. "uDirLightPos": { value: new THREE.Vector3() },
  154. "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  155. "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  156. "uBaseColor": { value: new THREE.Color( 0xffffff ) },
  157. "uLineColor1": { value: new THREE.Color( 0x000000 ) }
  158. },
  159. vertexShader: [
  160. "varying vec3 vNormal;",
  161. "void main() {",
  162. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  163. " vNormal = normalize( normalMatrix * normal );",
  164. "}"
  165. ].join( "\n" ),
  166. fragmentShader: [
  167. "uniform vec3 uBaseColor;",
  168. "uniform vec3 uLineColor1;",
  169. "uniform vec3 uLineColor2;",
  170. "uniform vec3 uLineColor3;",
  171. "uniform vec3 uLineColor4;",
  172. "uniform vec3 uDirLightPos;",
  173. "uniform vec3 uDirLightColor;",
  174. "uniform vec3 uAmbientLightColor;",
  175. "varying vec3 vNormal;",
  176. "void main() {",
  177. "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
  178. "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
  179. "gl_FragColor = vec4( uBaseColor, 1.0 );",
  180. "if ( length(lightWeighting) < 1.00 ) {",
  181. " if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
  182. " gl_FragColor = vec4( uLineColor1, 1.0 );",
  183. " }",
  184. " }",
  185. " if ( length(lightWeighting) < 0.50 ) {",
  186. " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
  187. " gl_FragColor = vec4( uLineColor1, 1.0 );",
  188. " }",
  189. " }",
  190. "}"
  191. ].join( "\n" )
  192. };