ToonShader.js 6.9 KB

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