ShaderSkin.js 21 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. *
  4. */
  5. THREE.ShaderSkin = {
  6. /* ------------------------------------------------------------------------------------------
  7. // Simple skin shader
  8. // - per-pixel Blinn-Phong diffuse term mixed with half-Lambert wrap-around term (per color component)
  9. // - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
  10. //
  11. // - diffuse map
  12. // - bump map
  13. // - specular map
  14. // - point, directional and hemisphere lights (use with "lights: true" material option)
  15. // - fog (use with "fog: true" material option)
  16. // - shadow maps
  17. //
  18. // ------------------------------------------------------------------------------------------ */
  19. 'skinSimple' : {
  20. uniforms: THREE.UniformsUtils.merge( [
  21. THREE.UniformsLib[ "fog" ],
  22. THREE.UniformsLib[ "lights" ],
  23. THREE.UniformsLib[ "shadowmap" ],
  24. {
  25. "enableBump" : { type: "i", value: 0 },
  26. "enableSpecular": { type: "i", value: 0 },
  27. "tDiffuse" : { type: "t", value: null },
  28. "tBeckmann" : { type: "t", value: null },
  29. "diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
  30. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  31. "opacity": { type: "f", value: 1 },
  32. "uRoughness": { type: "f", value: 0.15 },
  33. "uSpecularBrightness": { type: "f", value: 0.75 },
  34. "bumpMap" : { type: "t", value: null },
  35. "bumpScale" : { type: "f", value: 1 },
  36. "specularMap" : { type: "t", value: null },
  37. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  38. "uWrapRGB": { type: "v3", value: new THREE.Vector3( 0.75, 0.375, 0.1875 ) }
  39. }
  40. ] ),
  41. fragmentShader: [
  42. "#define USE_BUMPMAP",
  43. "uniform bool enableBump;",
  44. "uniform bool enableSpecular;",
  45. "uniform vec3 diffuse;",
  46. "uniform vec3 specular;",
  47. "uniform float opacity;",
  48. "uniform float uRoughness;",
  49. "uniform float uSpecularBrightness;",
  50. "uniform vec3 uWrapRGB;",
  51. "uniform sampler2D tDiffuse;",
  52. "uniform sampler2D tBeckmann;",
  53. "uniform sampler2D specularMap;",
  54. "varying vec3 vNormal;",
  55. "varying vec2 vUv;",
  56. "uniform vec3 ambientLightColor;",
  57. "#if MAX_DIR_LIGHTS > 0",
  58. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  59. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  60. "#endif",
  61. "#if MAX_HEMI_LIGHTS > 0",
  62. "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  63. "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  64. "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  65. "#endif",
  66. "#if MAX_POINT_LIGHTS > 0",
  67. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  68. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  69. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  70. "uniform float pointLightDecay[ MAX_POINT_LIGHTS ];",
  71. "#endif",
  72. "varying vec3 vViewPosition;",
  73. THREE.ShaderChunk[ "common" ],
  74. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  75. THREE.ShaderChunk[ "fog_pars_fragment" ],
  76. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  77. // Fresnel term
  78. "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
  79. "float base = 1.0 - dot( V, H );",
  80. "float exponential = pow( base, 5.0 );",
  81. "return exponential + F0 * ( 1.0 - exponential );",
  82. "}",
  83. // Kelemen/Szirmay-Kalos specular BRDF
  84. "float KS_Skin_Specular( vec3 N,", // Bumped surface normal
  85. "vec3 L,", // Points to light
  86. "vec3 V,", // Points to eye
  87. "float m,", // Roughness
  88. "float rho_s", // Specular brightness
  89. ") {",
  90. "float result = 0.0;",
  91. "float ndotl = dot( N, L );",
  92. "if( ndotl > 0.0 ) {",
  93. "vec3 h = L + V;", // Unnormalized half-way vector
  94. "vec3 H = normalize( h );",
  95. "float ndoth = dot( N, H );",
  96. "float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
  97. "float F = fresnelReflectance( H, V, 0.028 );",
  98. "float frSpec = max( PH * F / dot( h, h ), 0.0 );",
  99. "result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
  100. "}",
  101. "return result;",
  102. "}",
  103. "void main() {",
  104. "vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  105. "vec4 diffuseColor = vec4( diffuse, opacity );",
  106. "vec3 shadowMask = vec3( 1.0 );",
  107. "vec4 colDiffuse = texture2D( tDiffuse, vUv );",
  108. "colDiffuse.rgb *= colDiffuse.rgb;",
  109. "diffuseColor = diffuseColor * colDiffuse;",
  110. "vec3 normal = normalize( vNormal );",
  111. "vec3 viewerDirection = normalize( vViewPosition );",
  112. "float specularStrength;",
  113. "if ( enableSpecular ) {",
  114. "vec4 texelSpecular = texture2D( specularMap, vUv );",
  115. "specularStrength = texelSpecular.r;",
  116. "} else {",
  117. "specularStrength = 1.0;",
  118. "}",
  119. "#ifdef USE_BUMPMAP",
  120. "if ( enableBump ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  121. "#endif",
  122. // point lights
  123. "vec3 totalSpecularLight = vec3( 0.0 );",
  124. "vec3 totalDiffuseLight = vec3( 0.0 );",
  125. "#if MAX_POINT_LIGHTS > 0",
  126. "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  127. "vec3 lVector = pointLightPosition[ i ] + vViewPosition.xyz;",
  128. "float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[i] );",
  129. "lVector = normalize( lVector );",
  130. "float pointDiffuseWeightFull = max( dot( normal, lVector ), 0.0 );",
  131. "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, lVector ) + 0.5, 0.0 );",
  132. "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), uWrapRGB );",
  133. "float pointSpecularWeight = KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );",
  134. "totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );",
  135. "totalSpecularLight += pointLightColor[ i ] * specular * ( pointSpecularWeight * specularStrength * attenuation );",
  136. "}",
  137. "#endif",
  138. // directional lights
  139. "#if MAX_DIR_LIGHTS > 0",
  140. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  141. "vec3 dirVector = directionalLightDirection[ i ];",
  142. "float dirDiffuseWeightFull = max( dot( normal, dirVector ), 0.0 );",
  143. "float dirDiffuseWeightHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  144. "vec3 dirDiffuseWeight = mix( vec3 ( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), uWrapRGB );",
  145. "float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );",
  146. "totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
  147. "totalSpecularLight += directionalLightColor[ i ] * ( dirSpecularWeight * specularStrength );",
  148. "}",
  149. "#endif",
  150. // hemisphere lights
  151. "#if MAX_HEMI_LIGHTS > 0",
  152. "for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  153. "vec3 lVector = hemisphereLightDirection[ i ];",
  154. "float dotProduct = dot( normal, lVector );",
  155. "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  156. "totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  157. // specular (sky light)
  158. "float hemiSpecularWeight = 0.0;",
  159. "hemiSpecularWeight += KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );",
  160. // specular (ground light)
  161. "vec3 lVectorGround = -lVector;",
  162. "hemiSpecularWeight += KS_Skin_Specular( normal, lVectorGround, viewerDirection, uRoughness, uSpecularBrightness );",
  163. "vec3 hemiSpecularColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  164. "totalSpecularLight += hemiSpecularColor * specular * ( hemiSpecularWeight * specularStrength );",
  165. "}",
  166. "#endif",
  167. THREE.ShaderChunk[ "shadowmap_fragment" ],
  168. "totalDiffuseLight *= shadowMask;",
  169. "totalSpecularLight *= shadowMask;",
  170. "outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor * diffuse ) + totalSpecularLight;",
  171. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  172. THREE.ShaderChunk[ "fog_fragment" ],
  173. "gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  174. "}"
  175. ].join( "\n" ),
  176. vertexShader: [
  177. "uniform vec4 offsetRepeat;",
  178. "varying vec3 vNormal;",
  179. "varying vec2 vUv;",
  180. "varying vec3 vViewPosition;",
  181. THREE.ShaderChunk[ "common" ],
  182. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  183. "void main() {",
  184. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  185. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  186. "vViewPosition = -mvPosition.xyz;",
  187. "vNormal = normalize( normalMatrix * normal );",
  188. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  189. "gl_Position = projectionMatrix * mvPosition;",
  190. THREE.ShaderChunk[ "shadowmap_vertex" ],
  191. "}"
  192. ].join( "\n" )
  193. },
  194. /* ------------------------------------------------------------------------------------------
  195. // Skin shader
  196. // - Blinn-Phong diffuse term (using normal + diffuse maps)
  197. // - subsurface scattering approximation by four blur layers
  198. // - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
  199. //
  200. // - point and directional lights (use with "lights: true" material option)
  201. //
  202. // - based on Nvidia Advanced Skin Rendering GDC 2007 presentation
  203. // and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
  204. //
  205. // http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf
  206. // http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
  207. // ------------------------------------------------------------------------------------------ */
  208. 'skin' : {
  209. uniforms: THREE.UniformsUtils.merge( [
  210. THREE.UniformsLib[ "fog" ],
  211. THREE.UniformsLib[ "lights" ],
  212. {
  213. "passID": { type: "i", value: 0 },
  214. "tDiffuse" : { type: "t", value: null },
  215. "tNormal" : { type: "t", value: null },
  216. "tBlur1" : { type: "t", value: null },
  217. "tBlur2" : { type: "t", value: null },
  218. "tBlur3" : { type: "t", value: null },
  219. "tBlur4" : { type: "t", value: null },
  220. "tBeckmann" : { type: "t", value: null },
  221. "uNormalScale": { type: "f", value: 1.0 },
  222. "diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
  223. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  224. "opacity": { type: "f", value: 1 },
  225. "uRoughness": { type: "f", value: 0.15 },
  226. "uSpecularBrightness": { type: "f", value: 0.75 }
  227. }
  228. ] ),
  229. fragmentShader: [
  230. "uniform vec3 diffuse;",
  231. "uniform vec3 specular;",
  232. "uniform float opacity;",
  233. "uniform float uRoughness;",
  234. "uniform float uSpecularBrightness;",
  235. "uniform int passID;",
  236. "uniform sampler2D tDiffuse;",
  237. "uniform sampler2D tNormal;",
  238. "uniform sampler2D tBlur1;",
  239. "uniform sampler2D tBlur2;",
  240. "uniform sampler2D tBlur3;",
  241. "uniform sampler2D tBlur4;",
  242. "uniform sampler2D tBeckmann;",
  243. "uniform float uNormalScale;",
  244. "varying vec3 vNormal;",
  245. "varying vec2 vUv;",
  246. "uniform vec3 ambientLightColor;",
  247. "#if MAX_DIR_LIGHTS > 0",
  248. "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  249. "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  250. "#endif",
  251. "#if MAX_POINT_LIGHTS > 0",
  252. "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  253. "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
  254. "#endif",
  255. "varying vec3 vViewPosition;",
  256. THREE.ShaderChunk[ "common" ],
  257. THREE.ShaderChunk[ "fog_pars_fragment" ],
  258. "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
  259. "float base = 1.0 - dot( V, H );",
  260. "float exponential = pow( base, 5.0 );",
  261. "return exponential + F0 * ( 1.0 - exponential );",
  262. "}",
  263. // Kelemen/Szirmay-Kalos specular BRDF
  264. "float KS_Skin_Specular( vec3 N,", // Bumped surface normal
  265. "vec3 L,", // Points to light
  266. "vec3 V,", // Points to eye
  267. "float m,", // Roughness
  268. "float rho_s", // Specular brightness
  269. ") {",
  270. "float result = 0.0;",
  271. "float ndotl = dot( N, L );",
  272. "if( ndotl > 0.0 ) {",
  273. "vec3 h = L + V;", // Unnormalized half-way vector
  274. "vec3 H = normalize( h );",
  275. "float ndoth = dot( N, H );",
  276. "float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
  277. "float F = fresnelReflectance( H, V, 0.028 );",
  278. "float frSpec = max( PH * F / dot( h, h ), 0.0 );",
  279. "result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
  280. "}",
  281. "return result;",
  282. "}",
  283. "void main() {",
  284. "vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  285. "vec4 diffuseColor = vec4( diffuse, opacity );",
  286. "vec4 mSpecular = vec4( specular, opacity );",
  287. "vec4 colDiffuse = texture2D( tDiffuse, vUv );",
  288. "colDiffuse *= colDiffuse;",
  289. "diffuseColor *= colDiffuse;",
  290. // normal mapping
  291. "vec4 posAndU = vec4( -vViewPosition, vUv.x );",
  292. "vec4 posAndU_dx = dFdx( posAndU ), posAndU_dy = dFdy( posAndU );",
  293. "vec3 tangent = posAndU_dx.w * posAndU_dx.xyz + posAndU_dy.w * posAndU_dy.xyz;",
  294. "vec3 normal = normalize( vNormal );",
  295. "vec3 binormal = normalize( cross( tangent, normal ) );",
  296. "tangent = cross( normal, binormal );", // no normalization required
  297. "mat3 tsb = mat3( tangent, binormal, normal );",
  298. "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  299. "normalTex.xy *= uNormalScale;",
  300. "normalTex = normalize( normalTex );",
  301. "vec3 finalNormal = tsb * normalTex;",
  302. "normal = normalize( finalNormal );",
  303. "vec3 viewerDirection = normalize( vViewPosition );",
  304. // point lights
  305. "vec3 totalDiffuseLight = vec3( 0.0 );",
  306. "vec3 totalSpecularLight = vec3( 0.0 );",
  307. "#if MAX_POINT_LIGHTS > 0",
  308. "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  309. "vec3 pointVector = normalize( vPointLight[ i ].xyz );",
  310. "float attenuation = vPointLight[ i ].w;",
  311. "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  312. "totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );",
  313. "if ( passID == 1 ) {",
  314. "float pointSpecularWeight = KS_Skin_Specular( normal, pointVector, viewerDirection, uRoughness, uSpecularBrightness );",
  315. "totalSpecularLight += pointLightColor[ i ] * mSpecular.xyz * ( pointSpecularWeight * attenuation );",
  316. "}",
  317. "}",
  318. "#endif",
  319. // directional lights
  320. "#if MAX_DIR_LIGHTS > 0",
  321. "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  322. "vec3 dirVector = directionalLightDirection[ i ];",
  323. "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  324. "totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
  325. "if ( passID == 1 ) {",
  326. "float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );",
  327. "totalSpecularLight += directionalLightColor[ i ] * mSpecular.xyz * dirSpecularWeight;",
  328. "}",
  329. "}",
  330. "#endif",
  331. "outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalSpecularLight );",
  332. "if ( passID == 0 ) {",
  333. "outgoingLight = sqrt( outgoingLight );",
  334. "} else if ( passID == 1 ) {",
  335. //"#define VERSION1",
  336. "#ifdef VERSION1",
  337. "vec3 nonblurColor = sqrt(outgoingLight );",
  338. "#else",
  339. "vec3 nonblurColor = outgoingLight;",
  340. "#endif",
  341. "vec3 blur1Color = texture2D( tBlur1, vUv ).xyz;",
  342. "vec3 blur2Color = texture2D( tBlur2, vUv ).xyz;",
  343. "vec3 blur3Color = texture2D( tBlur3, vUv ).xyz;",
  344. "vec3 blur4Color = texture2D( tBlur4, vUv ).xyz;",
  345. //"gl_FragColor = vec4( blur1Color, gl_FragColor.w );",
  346. //"gl_FragColor = vec4( vec3( 0.22, 0.5, 0.7 ) * nonblurColor + vec3( 0.2, 0.5, 0.3 ) * blur1Color + vec3( 0.58, 0.0, 0.0 ) * blur2Color, gl_FragColor.w );",
  347. //"gl_FragColor = vec4( vec3( 0.25, 0.6, 0.8 ) * nonblurColor + vec3( 0.15, 0.25, 0.2 ) * blur1Color + vec3( 0.15, 0.15, 0.0 ) * blur2Color + vec3( 0.45, 0.0, 0.0 ) * blur3Color, gl_FragColor.w );",
  348. "outgoingLight = vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ",
  349. "vec3( 0.101, 0.355, 0.365 ) * blur1Color + ",
  350. "vec3( 0.119, 0.208, 0.0 ) * blur2Color + ",
  351. "vec3( 0.114, 0.0, 0.0 ) * blur3Color + ",
  352. "vec3( 0.444, 0.0, 0.0 ) * blur4Color );",
  353. "outgoingLight *= sqrt( colDiffuse.xyz );",
  354. "outgoingLight += ambientLightColor * diffuse * colDiffuse.xyz + totalSpecularLight;",
  355. "#ifndef VERSION1",
  356. "outgoingLight = sqrt( outgoingLight );",
  357. "#endif",
  358. "}",
  359. THREE.ShaderChunk[ "fog_fragment" ],
  360. "gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  361. "}"
  362. ].join( "\n" ),
  363. vertexShader: [
  364. "#ifdef VERTEX_TEXTURES",
  365. "uniform sampler2D tDisplacement;",
  366. "uniform float uDisplacementScale;",
  367. "uniform float uDisplacementBias;",
  368. "#endif",
  369. "varying vec3 vNormal;",
  370. "varying vec2 vUv;",
  371. "#if MAX_POINT_LIGHTS > 0",
  372. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  373. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  374. "uniform float pointLightDecay[ MAX_POINT_LIGHTS ];",
  375. "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
  376. "#endif",
  377. "varying vec3 vViewPosition;",
  378. THREE.ShaderChunk[ "common" ],
  379. "void main() {",
  380. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  381. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  382. "vViewPosition = -mvPosition.xyz;",
  383. "vNormal = normalize( normalMatrix * normal );",
  384. "vUv = uv;",
  385. // point lights
  386. "#if MAX_POINT_LIGHTS > 0",
  387. "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
  388. "vec3 lVector = pointLightPosition[ i ] - vViewPosition;",
  389. "float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[i] );",
  390. "lVector = normalize( lVector );",
  391. "vPointLight[ i ] = vec4( lVector, attenuation );",
  392. "}",
  393. "#endif",
  394. // displacement mapping
  395. "#ifdef VERTEX_TEXTURES",
  396. "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  397. "float df = uDisplacementScale * dv.x + uDisplacementBias;",
  398. "vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
  399. "gl_Position = projectionMatrix * displacedPosition;",
  400. "#else",
  401. "gl_Position = projectionMatrix * mvPosition;",
  402. "#endif",
  403. "}"
  404. ].join( "\n" ),
  405. vertexShaderUV: [
  406. "varying vec3 vNormal;",
  407. "varying vec2 vUv;",
  408. "#if MAX_POINT_LIGHTS > 0",
  409. "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  410. "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  411. "uniform float pointLightDecay[ MAX_POINT_LIGHTS ];",
  412. "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
  413. "#endif",
  414. "varying vec3 vViewPosition;",
  415. THREE.ShaderChunk[ "common" ],
  416. "void main() {",
  417. "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  418. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  419. "vViewPosition = -mvPosition.xyz;",
  420. "vNormal = normalize( normalMatrix * normal );",
  421. "vUv = uv;",
  422. // point lights
  423. "#if MAX_POINT_LIGHTS > 0",
  424. "for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
  425. "vec3 lVector = pointLightPosition[ i ] - vViewPosition;",
  426. "float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[i] );",
  427. "lVector = normalize( lVector );",
  428. "vPointLight[ i ] = vec4( lVector, attenuation );",
  429. "}",
  430. "#endif",
  431. "gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );",
  432. "}"
  433. ].join( "\n" )
  434. },
  435. /* ------------------------------------------------------------------------------------------
  436. // Beckmann distribution function
  437. // - to be used in specular term of skin shader
  438. // - render a screen-aligned quad to precompute a 512 x 512 texture
  439. //
  440. // - from http://developer.nvidia.com/node/171
  441. ------------------------------------------------------------------------------------------ */
  442. "beckmann" : {
  443. uniforms: {},
  444. vertexShader: [
  445. "varying vec2 vUv;",
  446. "void main() {",
  447. "vUv = uv;",
  448. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  449. "}"
  450. ].join( "\n" ),
  451. fragmentShader: [
  452. "varying vec2 vUv;",
  453. "float PHBeckmann( float ndoth, float m ) {",
  454. "float alpha = acos( ndoth );",
  455. "float ta = tan( alpha );",
  456. "float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );",
  457. "return val;",
  458. "}",
  459. "float KSTextureCompute( vec2 tex ) {",
  460. // Scale the value to fit within [0,1] invert upon lookup.
  461. "return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );",
  462. "}",
  463. "void main() {",
  464. "float x = KSTextureCompute( vUv );",
  465. "gl_FragColor = vec4( x, x, x, 1.0 );",
  466. "}"
  467. ].join( "\n" )
  468. }
  469. };