ShaderLib.js 36 KB

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  1. /**
  2. * Webgl Shader Library for three.js
  3. *
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author mrdoob / http://mrdoob.com/
  6. * @author mikael emtinger / http://gomo.se/
  7. */
  8. THREE.ShaderLib = {
  9. 'basic': {
  10. uniforms: THREE.UniformsUtils.merge( [
  11. THREE.UniformsLib[ "common" ],
  12. THREE.UniformsLib[ "fog" ],
  13. THREE.UniformsLib[ "shadowmap" ]
  14. ] ),
  15. vertexShader: [
  16. THREE.ShaderChunk[ "common" ],
  17. THREE.ShaderChunk[ "map_pars_vertex" ],
  18. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  19. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  20. THREE.ShaderChunk[ "color_pars_vertex" ],
  21. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  22. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  23. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  24. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  25. "void main() {",
  26. THREE.ShaderChunk[ "map_vertex" ],
  27. THREE.ShaderChunk[ "lightmap_vertex" ],
  28. THREE.ShaderChunk[ "color_vertex" ],
  29. THREE.ShaderChunk[ "skinbase_vertex" ],
  30. " #ifdef USE_ENVMAP",
  31. THREE.ShaderChunk[ "morphnormal_vertex" ],
  32. THREE.ShaderChunk[ "skinnormal_vertex" ],
  33. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  34. " #endif",
  35. THREE.ShaderChunk[ "morphtarget_vertex" ],
  36. THREE.ShaderChunk[ "skinning_vertex" ],
  37. THREE.ShaderChunk[ "default_vertex" ],
  38. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  39. THREE.ShaderChunk[ "worldpos_vertex" ],
  40. THREE.ShaderChunk[ "envmap_vertex" ],
  41. THREE.ShaderChunk[ "shadowmap_vertex" ],
  42. "}"
  43. ].join("\n"),
  44. fragmentShader: [
  45. "uniform vec3 diffuse;",
  46. "uniform float opacity;",
  47. THREE.ShaderChunk[ "common" ],
  48. THREE.ShaderChunk[ "color_pars_fragment" ],
  49. THREE.ShaderChunk[ "map_pars_fragment" ],
  50. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  51. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  52. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  53. THREE.ShaderChunk[ "fog_pars_fragment" ],
  54. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  55. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  56. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  57. "void main() {",
  58. " gl_FragColor = vec4( diffuse, opacity );",
  59. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  60. THREE.ShaderChunk[ "map_fragment" ],
  61. THREE.ShaderChunk[ "alphamap_fragment" ],
  62. THREE.ShaderChunk[ "alphatest_fragment" ],
  63. THREE.ShaderChunk[ "specularmap_fragment" ],
  64. THREE.ShaderChunk[ "lightmap_fragment" ],
  65. THREE.ShaderChunk[ "color_fragment" ],
  66. THREE.ShaderChunk[ "envmap_fragment" ],
  67. THREE.ShaderChunk[ "shadowmap_fragment" ],
  68. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  69. THREE.ShaderChunk[ "fog_fragment" ],
  70. "}"
  71. ].join("\n")
  72. },
  73. 'lambert': {
  74. uniforms: THREE.UniformsUtils.merge( [
  75. THREE.UniformsLib[ "common" ],
  76. THREE.UniformsLib[ "fog" ],
  77. THREE.UniformsLib[ "lights" ],
  78. THREE.UniformsLib[ "shadowmap" ],
  79. {
  80. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  81. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  82. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  83. }
  84. ] ),
  85. vertexShader: [
  86. "#define LAMBERT",
  87. "varying vec3 vLightFront;",
  88. "#ifdef DOUBLE_SIDED",
  89. " varying vec3 vLightBack;",
  90. "#endif",
  91. THREE.ShaderChunk[ "common" ],
  92. THREE.ShaderChunk[ "map_pars_vertex" ],
  93. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  94. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  95. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  96. THREE.ShaderChunk[ "color_pars_vertex" ],
  97. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  98. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  99. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  100. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  101. "void main() {",
  102. THREE.ShaderChunk[ "map_vertex" ],
  103. THREE.ShaderChunk[ "lightmap_vertex" ],
  104. THREE.ShaderChunk[ "color_vertex" ],
  105. THREE.ShaderChunk[ "morphnormal_vertex" ],
  106. THREE.ShaderChunk[ "skinbase_vertex" ],
  107. THREE.ShaderChunk[ "skinnormal_vertex" ],
  108. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  109. THREE.ShaderChunk[ "morphtarget_vertex" ],
  110. THREE.ShaderChunk[ "skinning_vertex" ],
  111. THREE.ShaderChunk[ "default_vertex" ],
  112. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  113. THREE.ShaderChunk[ "worldpos_vertex" ],
  114. THREE.ShaderChunk[ "envmap_vertex" ],
  115. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  116. THREE.ShaderChunk[ "shadowmap_vertex" ],
  117. "}"
  118. ].join("\n"),
  119. fragmentShader: [
  120. "uniform float opacity;",
  121. "varying vec3 vLightFront;",
  122. "#ifdef DOUBLE_SIDED",
  123. " varying vec3 vLightBack;",
  124. "#endif",
  125. THREE.ShaderChunk[ "common" ],
  126. THREE.ShaderChunk[ "color_pars_fragment" ],
  127. THREE.ShaderChunk[ "map_pars_fragment" ],
  128. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  129. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  130. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  131. THREE.ShaderChunk[ "fog_pars_fragment" ],
  132. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  133. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  134. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  135. "void main() {",
  136. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  137. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  138. THREE.ShaderChunk[ "map_fragment" ],
  139. THREE.ShaderChunk[ "alphamap_fragment" ],
  140. THREE.ShaderChunk[ "alphatest_fragment" ],
  141. THREE.ShaderChunk[ "specularmap_fragment" ],
  142. " #ifdef DOUBLE_SIDED",
  143. //"float isFront = float( gl_FrontFacing );",
  144. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  145. " if ( gl_FrontFacing )",
  146. " gl_FragColor.xyz *= vLightFront;",
  147. " else",
  148. " gl_FragColor.xyz *= vLightBack;",
  149. " #else",
  150. " gl_FragColor.xyz *= vLightFront;",
  151. " #endif",
  152. THREE.ShaderChunk[ "lightmap_fragment" ],
  153. THREE.ShaderChunk[ "color_fragment" ],
  154. THREE.ShaderChunk[ "envmap_fragment" ],
  155. THREE.ShaderChunk[ "shadowmap_fragment" ],
  156. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  157. THREE.ShaderChunk[ "fog_fragment" ],
  158. "}"
  159. ].join("\n")
  160. },
  161. 'phong': {
  162. uniforms: THREE.UniformsUtils.merge( [
  163. THREE.UniformsLib[ "common" ],
  164. THREE.UniformsLib[ "bump" ],
  165. THREE.UniformsLib[ "normalmap" ],
  166. THREE.UniformsLib[ "fog" ],
  167. THREE.UniformsLib[ "lights" ],
  168. THREE.UniformsLib[ "shadowmap" ],
  169. {
  170. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  171. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  172. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  173. "shininess": { type: "f", value: 30 },
  174. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  175. }
  176. ] ),
  177. vertexShader: [
  178. "#define PHONG",
  179. "varying vec3 vViewPosition;",
  180. "varying vec3 vNormal;",
  181. THREE.ShaderChunk[ "common" ],
  182. THREE.ShaderChunk[ "map_pars_vertex" ],
  183. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  184. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  185. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  186. THREE.ShaderChunk[ "color_pars_vertex" ],
  187. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  188. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  189. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  190. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  191. "void main() {",
  192. THREE.ShaderChunk[ "map_vertex" ],
  193. THREE.ShaderChunk[ "lightmap_vertex" ],
  194. THREE.ShaderChunk[ "color_vertex" ],
  195. THREE.ShaderChunk[ "morphnormal_vertex" ],
  196. THREE.ShaderChunk[ "skinbase_vertex" ],
  197. THREE.ShaderChunk[ "skinnormal_vertex" ],
  198. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  199. " vNormal = normalize( transformedNormal );",
  200. THREE.ShaderChunk[ "morphtarget_vertex" ],
  201. THREE.ShaderChunk[ "skinning_vertex" ],
  202. THREE.ShaderChunk[ "default_vertex" ],
  203. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  204. " vViewPosition = -mvPosition.xyz;",
  205. THREE.ShaderChunk[ "worldpos_vertex" ],
  206. THREE.ShaderChunk[ "envmap_vertex" ],
  207. THREE.ShaderChunk[ "lights_phong_vertex" ],
  208. THREE.ShaderChunk[ "shadowmap_vertex" ],
  209. "}"
  210. ].join("\n"),
  211. fragmentShader: [
  212. "#define PHONG",
  213. "uniform vec3 diffuse;",
  214. "uniform float opacity;",
  215. "uniform vec3 ambient;",
  216. "uniform vec3 emissive;",
  217. "uniform vec3 specular;",
  218. "uniform float shininess;",
  219. THREE.ShaderChunk[ "common" ],
  220. THREE.ShaderChunk[ "color_pars_fragment" ],
  221. THREE.ShaderChunk[ "map_pars_fragment" ],
  222. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  223. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  224. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  225. THREE.ShaderChunk[ "fog_pars_fragment" ],
  226. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  227. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  228. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  229. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  230. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  231. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  232. "void main() {",
  233. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  234. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  235. THREE.ShaderChunk[ "map_fragment" ],
  236. THREE.ShaderChunk[ "alphamap_fragment" ],
  237. THREE.ShaderChunk[ "alphatest_fragment" ],
  238. THREE.ShaderChunk[ "specularmap_fragment" ],
  239. THREE.ShaderChunk[ "lights_phong_fragment" ],
  240. THREE.ShaderChunk[ "lightmap_fragment" ],
  241. THREE.ShaderChunk[ "color_fragment" ],
  242. THREE.ShaderChunk[ "envmap_fragment" ],
  243. THREE.ShaderChunk[ "shadowmap_fragment" ],
  244. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  245. THREE.ShaderChunk[ "fog_fragment" ],
  246. "}"
  247. ].join("\n")
  248. },
  249. 'particle_basic': {
  250. uniforms: THREE.UniformsUtils.merge( [
  251. THREE.UniformsLib[ "particle" ],
  252. THREE.UniformsLib[ "shadowmap" ]
  253. ] ),
  254. vertexShader: [
  255. "uniform float size;",
  256. "uniform float scale;",
  257. THREE.ShaderChunk[ "common" ],
  258. THREE.ShaderChunk[ "color_pars_vertex" ],
  259. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  260. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  261. "void main() {",
  262. THREE.ShaderChunk[ "color_vertex" ],
  263. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  264. " #ifdef USE_SIZEATTENUATION",
  265. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  266. " #else",
  267. " gl_PointSize = size;",
  268. " #endif",
  269. " gl_Position = projectionMatrix * mvPosition;",
  270. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  271. THREE.ShaderChunk[ "worldpos_vertex" ],
  272. THREE.ShaderChunk[ "shadowmap_vertex" ],
  273. "}"
  274. ].join("\n"),
  275. fragmentShader: [
  276. "uniform vec3 psColor;",
  277. "uniform float opacity;",
  278. THREE.ShaderChunk[ "common" ],
  279. THREE.ShaderChunk[ "color_pars_fragment" ],
  280. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  281. THREE.ShaderChunk[ "fog_pars_fragment" ],
  282. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  283. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  284. "void main() {",
  285. " gl_FragColor = vec4( psColor, opacity );",
  286. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  287. THREE.ShaderChunk[ "map_particle_fragment" ],
  288. THREE.ShaderChunk[ "alphatest_fragment" ],
  289. THREE.ShaderChunk[ "color_fragment" ],
  290. THREE.ShaderChunk[ "shadowmap_fragment" ],
  291. THREE.ShaderChunk[ "fog_fragment" ],
  292. "}"
  293. ].join("\n")
  294. },
  295. 'dashed': {
  296. uniforms: THREE.UniformsUtils.merge( [
  297. THREE.UniformsLib[ "common" ],
  298. THREE.UniformsLib[ "fog" ],
  299. {
  300. "scale" : { type: "f", value: 1 },
  301. "dashSize" : { type: "f", value: 1 },
  302. "totalSize": { type: "f", value: 2 }
  303. }
  304. ] ),
  305. vertexShader: [
  306. "uniform float scale;",
  307. "attribute float lineDistance;",
  308. "varying float vLineDistance;",
  309. THREE.ShaderChunk[ "common" ],
  310. THREE.ShaderChunk[ "color_pars_vertex" ],
  311. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  312. "void main() {",
  313. THREE.ShaderChunk[ "color_vertex" ],
  314. " vLineDistance = scale * lineDistance;",
  315. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  316. " gl_Position = projectionMatrix * mvPosition;",
  317. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  318. "}"
  319. ].join("\n"),
  320. fragmentShader: [
  321. "uniform vec3 diffuse;",
  322. "uniform float opacity;",
  323. "uniform float dashSize;",
  324. "uniform float totalSize;",
  325. "varying float vLineDistance;",
  326. THREE.ShaderChunk[ "common" ],
  327. THREE.ShaderChunk[ "color_pars_fragment" ],
  328. THREE.ShaderChunk[ "fog_pars_fragment" ],
  329. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  330. "void main() {",
  331. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  332. " discard;",
  333. " }",
  334. " gl_FragColor = vec4( diffuse, opacity );",
  335. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  336. THREE.ShaderChunk[ "color_fragment" ],
  337. THREE.ShaderChunk[ "fog_fragment" ],
  338. "}"
  339. ].join("\n")
  340. },
  341. 'depth': {
  342. uniforms: {
  343. "mNear": { type: "f", value: 1.0 },
  344. "mFar" : { type: "f", value: 2000.0 },
  345. "opacity" : { type: "f", value: 1.0 }
  346. },
  347. vertexShader: [
  348. THREE.ShaderChunk[ "common" ],
  349. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  350. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  351. "void main() {",
  352. THREE.ShaderChunk[ "morphtarget_vertex" ],
  353. THREE.ShaderChunk[ "default_vertex" ],
  354. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  355. "}"
  356. ].join("\n"),
  357. fragmentShader: [
  358. "uniform float mNear;",
  359. "uniform float mFar;",
  360. "uniform float opacity;",
  361. THREE.ShaderChunk[ "common" ],
  362. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  363. "void main() {",
  364. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  365. " #ifdef USE_LOGDEPTHBUF_EXT",
  366. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  367. " #else",
  368. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  369. " #endif",
  370. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  371. " gl_FragColor = vec4( vec3( color ), opacity );",
  372. "}"
  373. ].join("\n")
  374. },
  375. 'normal': {
  376. uniforms: {
  377. "opacity" : { type: "f", value: 1.0 }
  378. },
  379. vertexShader: [
  380. "varying vec3 vNormal;",
  381. THREE.ShaderChunk[ "common" ],
  382. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  383. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  384. "void main() {",
  385. " vNormal = normalize( normalMatrix * normal );",
  386. THREE.ShaderChunk[ "morphtarget_vertex" ],
  387. THREE.ShaderChunk[ "default_vertex" ],
  388. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  389. "}"
  390. ].join("\n"),
  391. fragmentShader: [
  392. "uniform float opacity;",
  393. "varying vec3 vNormal;",
  394. THREE.ShaderChunk[ "common" ],
  395. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  396. "void main() {",
  397. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  398. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  399. "}"
  400. ].join("\n")
  401. },
  402. /* -------------------------------------------------------------------------
  403. // Normal map shader
  404. // - Blinn-Phong
  405. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  406. // - point and directional lights (use with "lights: true" material option)
  407. ------------------------------------------------------------------------- */
  408. 'normalmap' : {
  409. uniforms: THREE.UniformsUtils.merge( [
  410. THREE.UniformsLib[ "fog" ],
  411. THREE.UniformsLib[ "lights" ],
  412. THREE.UniformsLib[ "shadowmap" ],
  413. {
  414. "enableAO" : { type: "i", value: 0 },
  415. "enableDiffuse" : { type: "i", value: 0 },
  416. "enableSpecular" : { type: "i", value: 0 },
  417. "enableReflection" : { type: "i", value: 0 },
  418. "enableDisplacement": { type: "i", value: 0 },
  419. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  420. "tDiffuse" : { type: "t", value: null },
  421. "tCube" : { type: "t", value: null },
  422. "tNormal" : { type: "t", value: null },
  423. "tSpecular" : { type: "t", value: null },
  424. "tAO" : { type: "t", value: null },
  425. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  426. "uDisplacementBias": { type: "f", value: 0.0 },
  427. "uDisplacementScale": { type: "f", value: 1.0 },
  428. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  429. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  430. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  431. "shininess": { type: "f", value: 30 },
  432. "opacity": { type: "f", value: 1 },
  433. "refractionRatio": { type: "f", value: 0.98 },
  434. "reflectivity": { type: "f", value: 0.5 },
  435. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  436. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  437. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  438. }
  439. ] ),
  440. fragmentShader: [
  441. "uniform vec3 ambient;",
  442. "uniform vec3 diffuse;",
  443. "uniform vec3 specular;",
  444. "uniform float shininess;",
  445. "uniform float opacity;",
  446. "uniform bool enableDiffuse;",
  447. "uniform bool enableSpecular;",
  448. "uniform bool enableAO;",
  449. "uniform bool enableReflection;",
  450. "uniform sampler2D tDiffuse;",
  451. "uniform sampler2D tNormal;",
  452. "uniform sampler2D tSpecular;",
  453. "uniform sampler2D tAO;",
  454. "uniform samplerCube tCube;",
  455. "uniform vec2 uNormalScale;",
  456. "uniform float refractionRatio;",
  457. "uniform float reflectivity;",
  458. "varying vec3 vTangent;",
  459. "varying vec3 vBinormal;",
  460. "varying vec3 vNormal;",
  461. "varying vec2 vUv;",
  462. "uniform vec3 ambientLightColor;",
  463. THREE.ShaderChunk[ "common" ],
  464. "#if MAX_DIR_LIGHTS > 0",
  465. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  466. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  467. "#endif",
  468. "#if MAX_HEMI_LIGHTS > 0",
  469. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  470. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  471. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  472. "#endif",
  473. "#if MAX_POINT_LIGHTS > 0",
  474. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  475. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  476. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  477. "#endif",
  478. "#if MAX_SPOT_LIGHTS > 0",
  479. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  480. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  481. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  482. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  483. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  484. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  485. "#endif",
  486. "#ifdef WRAP_AROUND",
  487. " uniform vec3 wrapRGB;",
  488. "#endif",
  489. "varying vec3 vWorldPosition;",
  490. "varying vec3 vViewPosition;",
  491. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  492. THREE.ShaderChunk[ "fog_pars_fragment" ],
  493. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  494. "void main() {",
  495. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  496. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  497. " vec3 specularTex = vec3( 1.0 );",
  498. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  499. " normalTex.xy *= uNormalScale;",
  500. " normalTex = normalize( normalTex );",
  501. " if( enableDiffuse ) {",
  502. " #ifdef GAMMA_INPUT",
  503. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  504. " texelColor.xyz *= texelColor.xyz;",
  505. " gl_FragColor = gl_FragColor * texelColor;",
  506. " #else",
  507. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  508. " #endif",
  509. " }",
  510. " if( enableAO ) {",
  511. " #ifdef GAMMA_INPUT",
  512. " vec4 aoColor = texture2D( tAO, vUv );",
  513. " aoColor.xyz *= aoColor.xyz;",
  514. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  515. " #else",
  516. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  517. " #endif",
  518. " }",
  519. THREE.ShaderChunk[ "alphatest_fragment" ],
  520. " if( enableSpecular )",
  521. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  522. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  523. " vec3 finalNormal = tsb * normalTex;",
  524. " #ifdef FLIP_SIDED",
  525. " finalNormal = -finalNormal;",
  526. " #endif",
  527. " vec3 normal = normalize( finalNormal );",
  528. " vec3 viewPosition = normalize( vViewPosition );",
  529. // point lights
  530. " #if MAX_POINT_LIGHTS > 0",
  531. " vec3 pointDiffuse = vec3( 0.0 );",
  532. " vec3 pointSpecular = vec3( 0.0 );",
  533. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  534. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  535. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  536. " float pointDistance = 1.0;",
  537. " if ( pointLightDistance[ i ] > 0.0 )",
  538. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  539. " pointVector = normalize( pointVector );",
  540. // diffuse
  541. " #ifdef WRAP_AROUND",
  542. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  543. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  544. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  545. " #else",
  546. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  547. " #endif",
  548. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  549. // specular
  550. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  551. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  552. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  553. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  554. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  555. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  556. " }",
  557. " #endif",
  558. // spot lights
  559. " #if MAX_SPOT_LIGHTS > 0",
  560. " vec3 spotDiffuse = vec3( 0.0 );",
  561. " vec3 spotSpecular = vec3( 0.0 );",
  562. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  563. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  564. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  565. " float spotDistance = 1.0;",
  566. " if ( spotLightDistance[ i ] > 0.0 )",
  567. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  568. " spotVector = normalize( spotVector );",
  569. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  570. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  571. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  572. // diffuse
  573. " #ifdef WRAP_AROUND",
  574. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  575. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  576. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  577. " #else",
  578. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  579. " #endif",
  580. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  581. // specular
  582. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  583. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  584. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  585. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  586. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  587. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  588. " }",
  589. " }",
  590. " #endif",
  591. // directional lights
  592. " #if MAX_DIR_LIGHTS > 0",
  593. " vec3 dirDiffuse = vec3( 0.0 );",
  594. " vec3 dirSpecular = vec3( 0.0 );",
  595. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  596. " vec3 dirVector = transformNormal( directionalLightDirection[ i ], viewMatrix );",
  597. // diffuse
  598. " #ifdef WRAP_AROUND",
  599. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  600. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  601. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  602. " #else",
  603. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  604. " #endif",
  605. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  606. // specular
  607. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  608. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  609. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  610. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  611. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  612. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  613. " }",
  614. " #endif",
  615. // hemisphere lights
  616. " #if MAX_HEMI_LIGHTS > 0",
  617. " vec3 hemiDiffuse = vec3( 0.0 );",
  618. " vec3 hemiSpecular = vec3( 0.0 );" ,
  619. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  620. " vec3 lVector = transformNormal( hemisphereLightDirection[ i ], viewMatrix );",
  621. // diffuse
  622. " float dotProduct = dot( normal, lVector );",
  623. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  624. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  625. " hemiDiffuse += diffuse * hemiColor;",
  626. // specular (sky light)
  627. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  628. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  629. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  630. // specular (ground light)
  631. " vec3 lVectorGround = -lVector;",
  632. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  633. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  634. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  635. " float dotProductGround = dot( normal, lVectorGround );",
  636. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  637. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  638. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  639. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  640. " }",
  641. " #endif",
  642. // all lights contribution summation
  643. " vec3 totalDiffuse = vec3( 0.0 );",
  644. " vec3 totalSpecular = vec3( 0.0 );",
  645. " #if MAX_DIR_LIGHTS > 0",
  646. " totalDiffuse += dirDiffuse;",
  647. " totalSpecular += dirSpecular;",
  648. " #endif",
  649. " #if MAX_HEMI_LIGHTS > 0",
  650. " totalDiffuse += hemiDiffuse;",
  651. " totalSpecular += hemiSpecular;",
  652. " #endif",
  653. " #if MAX_POINT_LIGHTS > 0",
  654. " totalDiffuse += pointDiffuse;",
  655. " totalSpecular += pointSpecular;",
  656. " #endif",
  657. " #if MAX_SPOT_LIGHTS > 0",
  658. " totalDiffuse += spotDiffuse;",
  659. " totalSpecular += spotSpecular;",
  660. " #endif",
  661. " #ifdef METAL",
  662. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  663. " #else",
  664. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  665. " #endif",
  666. " if ( enableReflection ) {",
  667. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  668. " #ifdef ENVMAP_MODE_REFLECTION",
  669. " vec3 vReflect = reflect( cameraToVertex, normal );",
  670. " #else",
  671. " vec3 vReflect = refract( cameraToVertex, normal, refractionRatio );",
  672. " #endif",
  673. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  674. " #ifdef GAMMA_INPUT",
  675. " cubeColor.xyz *= cubeColor.xyz;",
  676. " #endif",
  677. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  678. " }",
  679. THREE.ShaderChunk[ "shadowmap_fragment" ],
  680. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  681. THREE.ShaderChunk[ "fog_fragment" ],
  682. "}"
  683. ].join("\n"),
  684. vertexShader: [
  685. "attribute vec4 tangent;",
  686. "uniform vec2 uOffset;",
  687. "uniform vec2 uRepeat;",
  688. "uniform bool enableDisplacement;",
  689. "#ifdef VERTEX_TEXTURES",
  690. " uniform sampler2D tDisplacement;",
  691. " uniform float uDisplacementScale;",
  692. " uniform float uDisplacementBias;",
  693. "#endif",
  694. "varying vec3 vTangent;",
  695. "varying vec3 vBinormal;",
  696. "varying vec3 vNormal;",
  697. "varying vec2 vUv;",
  698. "varying vec3 vWorldPosition;",
  699. "varying vec3 vViewPosition;",
  700. THREE.ShaderChunk[ "common" ],
  701. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  702. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  703. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  704. "void main() {",
  705. THREE.ShaderChunk[ "skinbase_vertex" ],
  706. THREE.ShaderChunk[ "skinnormal_vertex" ],
  707. // normal, tangent and binormal vectors
  708. " #ifdef USE_SKINNING",
  709. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  710. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  711. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  712. " #else",
  713. " vNormal = normalize( normalMatrix * normal );",
  714. " vTangent = normalize( normalMatrix * tangent.xyz );",
  715. " #endif",
  716. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  717. " vUv = uv * uRepeat + uOffset;",
  718. // displacement mapping
  719. " vec3 displacedPosition;",
  720. " #ifdef VERTEX_TEXTURES",
  721. " if ( enableDisplacement ) {",
  722. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  723. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  724. " displacedPosition = position + normalize( normal ) * df;",
  725. " } else {",
  726. " #ifdef USE_SKINNING",
  727. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  728. " vec4 skinned = vec4( 0.0 );",
  729. " skinned += boneMatX * skinVertex * skinWeight.x;",
  730. " skinned += boneMatY * skinVertex * skinWeight.y;",
  731. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  732. " skinned += boneMatW * skinVertex * skinWeight.w;",
  733. " skinned = bindMatrixInverse * skinned;",
  734. " displacedPosition = skinned.xyz;",
  735. " #else",
  736. " displacedPosition = position;",
  737. " #endif",
  738. " }",
  739. " #else",
  740. " #ifdef USE_SKINNING",
  741. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  742. " vec4 skinned = vec4( 0.0 );",
  743. " skinned += boneMatX * skinVertex * skinWeight.x;",
  744. " skinned += boneMatY * skinVertex * skinWeight.y;",
  745. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  746. " skinned += boneMatW * skinVertex * skinWeight.w;",
  747. " skinned = bindMatrixInverse * skinned;",
  748. " displacedPosition = skinned.xyz;",
  749. " #else",
  750. " displacedPosition = position;",
  751. " #endif",
  752. " #endif",
  753. //
  754. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  755. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  756. " gl_Position = projectionMatrix * mvPosition;",
  757. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  758. //
  759. " vWorldPosition = worldPosition.xyz;",
  760. " vViewPosition = -mvPosition.xyz;",
  761. // shadows
  762. " #ifdef USE_SHADOWMAP",
  763. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  764. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  765. " }",
  766. " #endif",
  767. "}"
  768. ].join("\n")
  769. },
  770. /* -------------------------------------------------------------------------
  771. // Cube map shader
  772. ------------------------------------------------------------------------- */
  773. 'cube': {
  774. uniforms: { "tCube": { type: "t", value: null },
  775. "tFlip": { type: "f", value: - 1 } },
  776. vertexShader: [
  777. "varying vec3 vWorldPosition;",
  778. THREE.ShaderChunk[ "common" ],
  779. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  780. "void main() {",
  781. " vec4 worldPosition = transformNormal( position, modelMatrix );",
  782. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  783. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  784. "}"
  785. ].join("\n"),
  786. fragmentShader: [
  787. "uniform samplerCube tCube;",
  788. "uniform float tFlip;",
  789. "varying vec3 vWorldPosition;",
  790. THREE.ShaderChunk[ "common" ],
  791. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  792. "void main() {",
  793. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  794. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  795. "}"
  796. ].join("\n")
  797. },
  798. /* -------------------------------------------------------------------------
  799. // Cube map shader
  800. ------------------------------------------------------------------------- */
  801. 'equirect': {
  802. uniforms: { "tEquirect": { type: "t", value: null },
  803. "tFlip": { type: "f", value: - 1 } },
  804. vertexShader: [
  805. "varying vec3 vWorldPosition;",
  806. THREE.ShaderChunk[ "common" ],
  807. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  808. "void main() {",
  809. " vec4 worldPosition = transformNormal( position, modelMatrix );",
  810. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  811. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  812. "}"
  813. ].join("\n"),
  814. fragmentShader: [
  815. "uniform sampler2D tEquirect;",
  816. "uniform float tFlip;",
  817. "varying vec3 vWorldPosition;",
  818. THREE.ShaderChunk[ "common" ],
  819. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  820. "void main() {",
  821. // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  822. "vec3 direction = normalize( vWorldPosition );",
  823. "vec2 sampleUV;",
  824. "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
  825. "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_2PI + 0.5;",
  826. "gl_FragColor = texture2D( tEquirect, sampleUV );",
  827. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  828. "}"
  829. ].join("\n")
  830. },
  831. /* Depth encoding into RGBA texture
  832. *
  833. * based on SpiderGL shadow map example
  834. * http://spidergl.org/example.php?id=6
  835. *
  836. * originally from
  837. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  838. *
  839. * see also
  840. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  841. */
  842. 'depthRGBA': {
  843. uniforms: {},
  844. vertexShader: [
  845. THREE.ShaderChunk[ "common" ],
  846. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  847. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  848. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  849. "void main() {",
  850. THREE.ShaderChunk[ "skinbase_vertex" ],
  851. THREE.ShaderChunk[ "morphtarget_vertex" ],
  852. THREE.ShaderChunk[ "skinning_vertex" ],
  853. THREE.ShaderChunk[ "default_vertex" ],
  854. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  855. "}"
  856. ].join("\n"),
  857. fragmentShader: [
  858. THREE.ShaderChunk[ "common" ],
  859. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  860. "vec4 pack_depth( const in float depth ) {",
  861. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  862. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  863. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  864. " res -= res.xxyz * bit_mask;",
  865. " return res;",
  866. "}",
  867. "void main() {",
  868. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  869. " #ifdef USE_LOGDEPTHBUF_EXT",
  870. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  871. " #else",
  872. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  873. " #endif",
  874. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  875. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  876. //"gl_FragData[ 0 ] = pack_depth( z );",
  877. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  878. "}"
  879. ].join("\n")
  880. }
  881. };