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