Shader.js 5.4 KB

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  1. /**
  2. * @author vHawk / https://github.com/vHawk/
  3. */
  4. import { ShaderChunk } from '../../../build/three.module.js';
  5. export default {
  6. lights_fragment_begin: /* glsl */`
  7. GeometricContext geometry;
  8. geometry.position = - vViewPosition;
  9. geometry.normal = normal;
  10. geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
  11. #ifdef CLEARCOAT
  12. geometry.clearcoatNormal = clearcoatNormal;
  13. #endif
  14. IncidentLight directLight;
  15. #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
  16. PointLight pointLight;
  17. #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
  18. PointLightShadow pointLightShadow;
  19. #endif
  20. #pragma unroll_loop
  21. for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
  22. pointLight = pointLights[ i ];
  23. getPointDirectLightIrradiance( pointLight, geometry, directLight );
  24. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
  25. pointLightShadow = pointLightShadows[ i ];
  26. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
  27. #endif
  28. RE_Direct( directLight, geometry, material, reflectedLight );
  29. }
  30. #endif
  31. #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
  32. SpotLight spotLight;
  33. #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
  34. SpotLightShadow spotLightShadow;
  35. #endif
  36. #pragma unroll_loop
  37. for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
  38. spotLight = spotLights[ i ];
  39. getSpotDirectLightIrradiance( spotLight, geometry, directLight );
  40. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
  41. spotLightShadow = spotLightShadows[ i ];
  42. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
  43. #endif
  44. RE_Direct( directLight, geometry, material, reflectedLight );
  45. }
  46. #endif
  47. #if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
  48. DirectionalLight directionalLight;
  49. float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
  50. #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
  51. DirectionalLightShadow directionalLightShadow;
  52. #endif
  53. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  54. directionalLight = directionalLights[ i ];
  55. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  56. float margin = ( 0.25 * ( pow( linearDepth, 2.0 ) ) );
  57. float csmx = CSM_cascades[ i ].x - margin;
  58. float csmy = CSM_cascades[ i ].y + margin;
  59. if(i < NUM_DIR_LIGHT_SHADOWS && linearDepth >=csmx - margin && linearDepth < csmy + margin ) {
  60. float dist = min( linearDepth -csmx, csmy - linearDepth );
  61. dist = min( dist / margin, 1.0 );
  62. directionalLightShadow = directionalLightShadows[ i ];
  63. float mult = all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
  64. directLight.color = mix( directLight.color, directLight.color * mult, dist );
  65. }
  66. if(linearDepth >= CSM_cascades[ i ].x && (linearDepth < CSM_cascades[ i ].y || i == CSM_CASCADES - 1)) {
  67. RE_Direct( directLight, geometry, material, reflectedLight );
  68. }
  69. }
  70. #endif
  71. #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
  72. DirectionalLight directionalLight;
  73. #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
  74. DirectionalLightShadow directionalLightShadow;
  75. #endif
  76. #pragma unroll_loop
  77. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  78. directionalLight = directionalLights[ i ];
  79. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  80. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
  81. directionalLightShadow = directionalLightShadows[ i ];
  82. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
  83. #endif
  84. RE_Direct( directLight, geometry, material, reflectedLight );
  85. }
  86. #endif
  87. #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
  88. RectAreaLight rectAreaLight;
  89. #pragma unroll_loop
  90. for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
  91. rectAreaLight = rectAreaLights[ i ];
  92. RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
  93. }
  94. #endif
  95. #if defined( RE_IndirectDiffuse )
  96. vec3 iblIrradiance = vec3( 0.0 );
  97. vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
  98. irradiance += getLightProbeIrradiance( lightProbe, geometry );
  99. #if ( NUM_HEMI_LIGHTS > 0 )
  100. #pragma unroll_loop
  101. for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
  102. irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
  103. }
  104. #endif
  105. #endif
  106. #if defined( RE_IndirectSpecular )
  107. vec3 radiance = vec3( 0.0 );
  108. vec3 clearcoatRadiance = vec3( 0.0 );
  109. #endif
  110. `,
  111. lights_pars_begin: /* glsl */`
  112. #if defined( USE_CSM ) && defined( CSM_CASCADES )
  113. uniform vec2 CSM_cascades[CSM_CASCADES];
  114. uniform float cameraNear;
  115. uniform float shadowFar;
  116. #endif
  117. ` + ShaderChunk.lights_pars_begin
  118. };