ToonShader.js 7.2 KB

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  1. console.warn( "THREE.ToonShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * Currently contains:
  4. *
  5. * toon1
  6. * toon2
  7. * hatching
  8. * dotted
  9. */
  10. THREE.ToonShader1 = {
  11. uniforms: {
  12. "uDirLightPos": { value: new THREE.Vector3() },
  13. "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  14. "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  15. "uBaseColor": { value: new THREE.Color( 0xffffff ) }
  16. },
  17. vertexShader: [
  18. "varying vec3 vNormal;",
  19. "varying vec3 vRefract;",
  20. "void main() {",
  21. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  22. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  23. " vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
  24. " vNormal = normalize( normalMatrix * normal );",
  25. " vec3 I = worldPosition.xyz - cameraPosition;",
  26. " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
  27. " gl_Position = projectionMatrix * mvPosition;",
  28. "}"
  29. ].join( "\n" ),
  30. fragmentShader: [
  31. "uniform vec3 uBaseColor;",
  32. "uniform vec3 uDirLightPos;",
  33. "uniform vec3 uDirLightColor;",
  34. "uniform vec3 uAmbientLightColor;",
  35. "varying vec3 vNormal;",
  36. "varying vec3 vRefract;",
  37. "void main() {",
  38. " float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
  39. " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
  40. " float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
  41. " intensity += length(lightWeighting) * 0.2;",
  42. " float cameraWeighting = dot( normalize( vNormal ), vRefract );",
  43. " intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
  44. " intensity = intensity * 0.2 + 0.3;",
  45. " if ( intensity < 0.50 ) {",
  46. " gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
  47. " } else {",
  48. " gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
  49. "}",
  50. "}"
  51. ].join( "\n" )
  52. };
  53. THREE.ToonShader2 = {
  54. uniforms: {
  55. "uDirLightPos": { value: new THREE.Vector3() },
  56. "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  57. "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  58. "uBaseColor": { value: new THREE.Color( 0xeeeeee ) },
  59. "uLineColor1": { value: new THREE.Color( 0x808080 ) },
  60. "uLineColor2": { value: new THREE.Color( 0x000000 ) },
  61. "uLineColor3": { value: new THREE.Color( 0x000000 ) },
  62. "uLineColor4": { value: new THREE.Color( 0x000000 ) }
  63. },
  64. vertexShader: [
  65. "varying vec3 vNormal;",
  66. "void main() {",
  67. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  68. " vNormal = normalize( normalMatrix * normal );",
  69. "}"
  70. ].join( "\n" ),
  71. fragmentShader: [
  72. "uniform vec3 uBaseColor;",
  73. "uniform vec3 uLineColor1;",
  74. "uniform vec3 uLineColor2;",
  75. "uniform vec3 uLineColor3;",
  76. "uniform vec3 uLineColor4;",
  77. "uniform vec3 uDirLightPos;",
  78. "uniform vec3 uDirLightColor;",
  79. "uniform vec3 uAmbientLightColor;",
  80. "varying vec3 vNormal;",
  81. "void main() {",
  82. " float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
  83. " float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
  84. " gl_FragColor = vec4( uBaseColor, 1.0 );",
  85. " if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
  86. " gl_FragColor *= vec4( uLineColor1, 1.0 );",
  87. " }",
  88. " if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
  89. " gl_FragColor *= vec4( uLineColor2, 1.0 );",
  90. " }",
  91. "}"
  92. ].join( "\n" )
  93. };
  94. THREE.ToonShaderHatching = {
  95. uniforms: {
  96. "uDirLightPos": { value: new THREE.Vector3() },
  97. "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  98. "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  99. "uBaseColor": { value: new THREE.Color( 0xffffff ) },
  100. "uLineColor1": { value: new THREE.Color( 0x000000 ) },
  101. "uLineColor2": { value: new THREE.Color( 0x000000 ) },
  102. "uLineColor3": { value: new THREE.Color( 0x000000 ) },
  103. "uLineColor4": { value: new THREE.Color( 0x000000 ) }
  104. },
  105. vertexShader: [
  106. "varying vec3 vNormal;",
  107. "void main() {",
  108. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  109. " vNormal = normalize( normalMatrix * normal );",
  110. "}"
  111. ].join( "\n" ),
  112. fragmentShader: [
  113. "uniform vec3 uBaseColor;",
  114. "uniform vec3 uLineColor1;",
  115. "uniform vec3 uLineColor2;",
  116. "uniform vec3 uLineColor3;",
  117. "uniform vec3 uLineColor4;",
  118. "uniform vec3 uDirLightPos;",
  119. "uniform vec3 uDirLightColor;",
  120. "uniform vec3 uAmbientLightColor;",
  121. "varying vec3 vNormal;",
  122. "void main() {",
  123. " float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
  124. " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
  125. " gl_FragColor = vec4( uBaseColor, 1.0 );",
  126. " if ( length(lightWeighting) < 1.00 ) {",
  127. " if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
  128. " gl_FragColor = vec4( uLineColor1, 1.0 );",
  129. " }",
  130. " }",
  131. " if ( length(lightWeighting) < 0.75 ) {",
  132. " if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
  133. " gl_FragColor = vec4( uLineColor2, 1.0 );",
  134. " }",
  135. " }",
  136. " if ( length(lightWeighting) < 0.50 ) {",
  137. " if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
  138. " gl_FragColor = vec4( uLineColor3, 1.0 );",
  139. " }",
  140. " }",
  141. " if ( length(lightWeighting) < 0.3465 ) {",
  142. " if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
  143. " gl_FragColor = vec4( uLineColor4, 1.0 );",
  144. " }",
  145. " }",
  146. "}"
  147. ].join( "\n" )
  148. };
  149. THREE.ToonShaderDotted = {
  150. uniforms: {
  151. "uDirLightPos": { value: new THREE.Vector3() },
  152. "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
  153. "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
  154. "uBaseColor": { value: new THREE.Color( 0xffffff ) },
  155. "uLineColor1": { value: new THREE.Color( 0x000000 ) }
  156. },
  157. vertexShader: [
  158. "varying vec3 vNormal;",
  159. "void main() {",
  160. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  161. " vNormal = normalize( normalMatrix * normal );",
  162. "}"
  163. ].join( "\n" ),
  164. fragmentShader: [
  165. "uniform vec3 uBaseColor;",
  166. "uniform vec3 uLineColor1;",
  167. "uniform vec3 uLineColor2;",
  168. "uniform vec3 uLineColor3;",
  169. "uniform vec3 uLineColor4;",
  170. "uniform vec3 uDirLightPos;",
  171. "uniform vec3 uDirLightColor;",
  172. "uniform vec3 uAmbientLightColor;",
  173. "varying vec3 vNormal;",
  174. "void main() {",
  175. "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
  176. "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
  177. "gl_FragColor = vec4( uBaseColor, 1.0 );",
  178. "if ( length(lightWeighting) < 1.00 ) {",
  179. " if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
  180. " gl_FragColor = vec4( uLineColor1, 1.0 );",
  181. " }",
  182. " }",
  183. " if ( length(lightWeighting) < 0.50 ) {",
  184. " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
  185. " gl_FragColor = vec4( uLineColor1, 1.0 );",
  186. " }",
  187. " }",
  188. "}"
  189. ].join( "\n" )
  190. };