1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677 |
- export default /* glsl */`
- #define MATCAP
- uniform vec3 diffuse;
- uniform float opacity;
- uniform sampler2D matcap;
- varying vec3 vViewPosition;
- #ifndef FLAT_SHADED
- varying vec3 vNormal;
- #ifdef USE_TANGENT
- varying vec3 vTangent;
- varying vec3 vBitangent;
- #endif
- #endif
- #include <common>
- #include <dithering_pars_fragment>
- #include <color_pars_fragment>
- #include <uv_pars_fragment>
- #include <map_pars_fragment>
- #include <alphamap_pars_fragment>
- #include <fog_pars_fragment>
- #include <bumpmap_pars_fragment>
- #include <normalmap_pars_fragment>
- #include <logdepthbuf_pars_fragment>
- #include <clipping_planes_pars_fragment>
- void main() {
- #include <clipping_planes_fragment>
- vec4 diffuseColor = vec4( diffuse, opacity );
- #include <logdepthbuf_fragment>
- #include <map_fragment>
- #include <color_fragment>
- #include <alphamap_fragment>
- #include <alphatest_fragment>
- #include <normal_fragment_begin>
- #include <normal_fragment_maps>
- vec3 viewDir = normalize( vViewPosition );
- vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
- vec3 y = cross( viewDir, x );
- vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks
- #ifdef USE_MATCAP
- vec4 matcapColor = texture2D( matcap, uv );
- matcapColor = matcapTexelToLinear( matcapColor );
- #else
- vec4 matcapColor = vec4( 1.0 );
- #endif
- vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;
- gl_FragColor = vec4( outgoingLight, diffuseColor.a );
- #include <tonemapping_fragment>
- #include <encodings_fragment>
- #include <fog_fragment>
- #include <premultiplied_alpha_fragment>
- #include <dithering_fragment>
- }
- `;
|