ShaderLib.js 28 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[ "aomap" ],
  13. THREE.UniformsLib[ "fog" ],
  14. THREE.UniformsLib[ "shadowmap" ]
  15. ] ),
  16. vertexShader: [
  17. THREE.ShaderChunk[ "common" ],
  18. THREE.ShaderChunk[ "uv_pars_vertex" ],
  19. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  20. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  21. THREE.ShaderChunk[ "color_pars_vertex" ],
  22. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  23. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  24. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  25. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  26. "void main() {",
  27. THREE.ShaderChunk[ "uv_vertex" ],
  28. THREE.ShaderChunk[ "uv2_vertex" ],
  29. THREE.ShaderChunk[ "color_vertex" ],
  30. THREE.ShaderChunk[ "skinbase_vertex" ],
  31. " #ifdef USE_ENVMAP",
  32. THREE.ShaderChunk[ "beginnormal_vertex" ],
  33. THREE.ShaderChunk[ "morphnormal_vertex" ],
  34. THREE.ShaderChunk[ "skinnormal_vertex" ],
  35. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  36. " #endif",
  37. THREE.ShaderChunk[ "begin_vertex" ],
  38. THREE.ShaderChunk[ "morphtarget_vertex" ],
  39. THREE.ShaderChunk[ "skinning_vertex" ],
  40. THREE.ShaderChunk[ "project_vertex" ],
  41. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  42. THREE.ShaderChunk[ "worldpos_vertex" ],
  43. THREE.ShaderChunk[ "envmap_vertex" ],
  44. THREE.ShaderChunk[ "shadowmap_vertex" ],
  45. "}"
  46. ].join( "\n" ),
  47. fragmentShader: [
  48. "uniform vec3 diffuse;",
  49. "uniform float opacity;",
  50. "#ifndef FLAT_SHADED",
  51. " varying vec3 vNormal;",
  52. "#endif",
  53. THREE.ShaderChunk[ "common" ],
  54. THREE.ShaderChunk[ "color_pars_fragment" ],
  55. THREE.ShaderChunk[ "uv_pars_fragment" ],
  56. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  57. THREE.ShaderChunk[ "map_pars_fragment" ],
  58. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  59. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  60. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  61. THREE.ShaderChunk[ "fog_pars_fragment" ],
  62. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  63. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  64. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  65. "void main() {",
  66. " vec4 diffuseColor = vec4( diffuse, opacity );",
  67. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  68. THREE.ShaderChunk[ "map_fragment" ],
  69. THREE.ShaderChunk[ "color_fragment" ],
  70. THREE.ShaderChunk[ "alphamap_fragment" ],
  71. THREE.ShaderChunk[ "alphatest_fragment" ],
  72. THREE.ShaderChunk[ "specularmap_fragment" ],
  73. " ReflectedLight reflectedLight;",
  74. " reflectedLight.directDiffuse = vec3( 0.0 );",
  75. " reflectedLight.directSpecular = vec3( 0.0 );",
  76. " reflectedLight.indirectDiffuse = diffuseColor.rgb;",
  77. " reflectedLight.indirectSpecular = vec3( 0.0 );",
  78. THREE.ShaderChunk[ "aomap_fragment" ],
  79. THREE.ShaderChunk[ "shadowmap_fragment" ],
  80. "reflectedLight.indirectDiffuse *= shadowMask;",
  81. "vec3 outgoingLight = reflectedLight.indirectDiffuse;",
  82. THREE.ShaderChunk[ "envmap_fragment" ],
  83. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  84. THREE.ShaderChunk[ "fog_fragment" ],
  85. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  86. "}"
  87. ].join( "\n" )
  88. },
  89. 'lambert': {
  90. uniforms: THREE.UniformsUtils.merge( [
  91. THREE.UniformsLib[ "common" ],
  92. THREE.UniformsLib[ "aomap" ],
  93. THREE.UniformsLib[ "lightmap" ],
  94. THREE.UniformsLib[ "emissivemap" ],
  95. THREE.UniformsLib[ "fog" ],
  96. THREE.UniformsLib[ "ambient" ],
  97. THREE.UniformsLib[ "lights" ],
  98. THREE.UniformsLib[ "shadowmap" ],
  99. {
  100. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }
  101. }
  102. ] ),
  103. vertexShader: [
  104. "#define LAMBERT",
  105. "varying vec3 vLightFront;",
  106. "#ifdef DOUBLE_SIDED",
  107. " varying vec3 vLightBack;",
  108. "#endif",
  109. THREE.ShaderChunk[ "common" ],
  110. THREE.ShaderChunk[ "uv_pars_vertex" ],
  111. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  112. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  113. THREE.ShaderChunk[ "bsdfs" ],
  114. THREE.ShaderChunk[ "lights_pars" ],
  115. THREE.ShaderChunk[ "color_pars_vertex" ],
  116. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  117. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  118. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  119. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  120. "void main() {",
  121. THREE.ShaderChunk[ "uv_vertex" ],
  122. THREE.ShaderChunk[ "uv2_vertex" ],
  123. THREE.ShaderChunk[ "color_vertex" ],
  124. THREE.ShaderChunk[ "beginnormal_vertex" ],
  125. THREE.ShaderChunk[ "morphnormal_vertex" ],
  126. THREE.ShaderChunk[ "skinbase_vertex" ],
  127. THREE.ShaderChunk[ "skinnormal_vertex" ],
  128. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  129. THREE.ShaderChunk[ "begin_vertex" ],
  130. THREE.ShaderChunk[ "morphtarget_vertex" ],
  131. THREE.ShaderChunk[ "skinning_vertex" ],
  132. THREE.ShaderChunk[ "project_vertex" ],
  133. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  134. THREE.ShaderChunk[ "worldpos_vertex" ],
  135. THREE.ShaderChunk[ "envmap_vertex" ],
  136. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  137. THREE.ShaderChunk[ "shadowmap_vertex" ],
  138. "}"
  139. ].join( "\n" ),
  140. fragmentShader: [
  141. "uniform vec3 diffuse;",
  142. "uniform vec3 emissive;",
  143. "uniform float opacity;",
  144. "varying vec3 vLightFront;",
  145. "#ifdef DOUBLE_SIDED",
  146. " varying vec3 vLightBack;",
  147. "#endif",
  148. THREE.ShaderChunk[ "common" ],
  149. THREE.ShaderChunk[ "color_pars_fragment" ],
  150. THREE.ShaderChunk[ "uv_pars_fragment" ],
  151. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  152. THREE.ShaderChunk[ "map_pars_fragment" ],
  153. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  154. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  155. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  156. THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
  157. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  158. THREE.ShaderChunk[ "ambient_pars" ],
  159. THREE.ShaderChunk[ "fog_pars_fragment" ],
  160. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  161. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  162. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  163. "void main() {",
  164. " vec3 outgoingLight = vec3( 0.0 );",
  165. " vec4 diffuseColor = vec4( diffuse, opacity );",
  166. " vec3 totalAmbientLight = getAmbientLightIrradiance( ambientLightColor );",
  167. " vec3 totalEmissiveLight = emissive;",
  168. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  169. THREE.ShaderChunk[ "map_fragment" ],
  170. THREE.ShaderChunk[ "color_fragment" ],
  171. THREE.ShaderChunk[ "alphamap_fragment" ],
  172. THREE.ShaderChunk[ "alphatest_fragment" ],
  173. THREE.ShaderChunk[ "specularmap_fragment" ],
  174. THREE.ShaderChunk[ "emissivemap_fragment" ],
  175. THREE.ShaderChunk[ "shadowmap_fragment" ],
  176. // former lightmap_fragment.glsl
  177. " #ifdef USE_LIGHTMAP",
  178. " totalAmbientLight += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;", // factor of PI should not be present; included here to prevent breakage
  179. " #endif",
  180. // former aomap_fragment.glsl
  181. " #ifdef USE_AOMAP",
  182. " totalAmbientLight *= ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;",
  183. " #endif",
  184. " #ifdef DOUBLE_SIDED",
  185. " if ( gl_FrontFacing )",
  186. " outgoingLight += RECIPROCAL_PI * diffuseColor.rgb * ( vLightFront * shadowMask + totalAmbientLight ) + totalEmissiveLight;",
  187. " else",
  188. " outgoingLight += RECIPROCAL_PI * diffuseColor.rgb * ( vLightBack * shadowMask + totalAmbientLight ) + totalEmissiveLight;",
  189. " #else",
  190. " outgoingLight += RECIPROCAL_PI * diffuseColor.rgb * ( vLightFront * shadowMask + totalAmbientLight ) + totalEmissiveLight;",
  191. " #endif",
  192. THREE.ShaderChunk[ "envmap_fragment" ],
  193. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  194. THREE.ShaderChunk[ "fog_fragment" ],
  195. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  196. "}"
  197. ].join( "\n" )
  198. },
  199. 'phong': {
  200. uniforms: THREE.UniformsUtils.merge( [
  201. THREE.UniformsLib[ "common" ],
  202. THREE.UniformsLib[ "aomap" ],
  203. THREE.UniformsLib[ "lightmap" ],
  204. THREE.UniformsLib[ "emissivemap" ],
  205. THREE.UniformsLib[ "bumpmap" ],
  206. THREE.UniformsLib[ "normalmap" ],
  207. THREE.UniformsLib[ "displacementmap" ],
  208. THREE.UniformsLib[ "fog" ],
  209. THREE.UniformsLib[ "ambient" ],
  210. THREE.UniformsLib[ "lights" ],
  211. THREE.UniformsLib[ "shadowmap" ],
  212. {
  213. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  214. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  215. "shininess": { type: "f", value: 30 }
  216. }
  217. ] ),
  218. vertexShader: [
  219. "#define PHONG",
  220. "varying vec3 vViewPosition;",
  221. "#ifndef FLAT_SHADED",
  222. " varying vec3 vNormal;",
  223. "#endif",
  224. THREE.ShaderChunk[ "common" ],
  225. THREE.ShaderChunk[ "uv_pars_vertex" ],
  226. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  227. THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
  228. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  229. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  230. THREE.ShaderChunk[ "color_pars_vertex" ],
  231. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  232. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  233. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  234. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  235. "void main() {",
  236. THREE.ShaderChunk[ "uv_vertex" ],
  237. THREE.ShaderChunk[ "uv2_vertex" ],
  238. THREE.ShaderChunk[ "color_vertex" ],
  239. THREE.ShaderChunk[ "beginnormal_vertex" ],
  240. THREE.ShaderChunk[ "morphnormal_vertex" ],
  241. THREE.ShaderChunk[ "skinbase_vertex" ],
  242. THREE.ShaderChunk[ "skinnormal_vertex" ],
  243. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  244. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  245. " vNormal = normalize( transformedNormal );",
  246. "#endif",
  247. THREE.ShaderChunk[ "begin_vertex" ],
  248. THREE.ShaderChunk[ "displacementmap_vertex" ],
  249. THREE.ShaderChunk[ "morphtarget_vertex" ],
  250. THREE.ShaderChunk[ "skinning_vertex" ],
  251. THREE.ShaderChunk[ "project_vertex" ],
  252. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  253. " vViewPosition = - mvPosition.xyz;",
  254. THREE.ShaderChunk[ "worldpos_vertex" ],
  255. THREE.ShaderChunk[ "envmap_vertex" ],
  256. THREE.ShaderChunk[ "lights_phong_vertex" ],
  257. THREE.ShaderChunk[ "shadowmap_vertex" ],
  258. "}"
  259. ].join( "\n" ),
  260. fragmentShader: [
  261. "#define PHONG",
  262. "uniform vec3 diffuse;",
  263. "uniform vec3 emissive;",
  264. "uniform vec3 specular;",
  265. "uniform float shininess;",
  266. "uniform float opacity;",
  267. THREE.ShaderChunk[ "common" ],
  268. THREE.ShaderChunk[ "color_pars_fragment" ],
  269. THREE.ShaderChunk[ "uv_pars_fragment" ],
  270. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  271. THREE.ShaderChunk[ "map_pars_fragment" ],
  272. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  273. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  274. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  275. THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
  276. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  277. THREE.ShaderChunk[ "fog_pars_fragment" ],
  278. THREE.ShaderChunk[ "bsdfs" ],
  279. THREE.ShaderChunk[ "ambient_pars" ],
  280. THREE.ShaderChunk[ "lights_pars" ],
  281. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  282. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  283. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  284. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  285. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  286. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  287. "void main() {",
  288. " vec4 diffuseColor = vec4( diffuse, opacity );",
  289. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  290. " vec3 totalEmissiveLight = emissive;",
  291. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  292. THREE.ShaderChunk[ "map_fragment" ],
  293. THREE.ShaderChunk[ "color_fragment" ],
  294. THREE.ShaderChunk[ "alphamap_fragment" ],
  295. THREE.ShaderChunk[ "alphatest_fragment" ],
  296. THREE.ShaderChunk[ "specularmap_fragment" ],
  297. THREE.ShaderChunk[ "normal_fragment" ],
  298. THREE.ShaderChunk[ "emissivemap_fragment" ],
  299. THREE.ShaderChunk[ "shadowmap_fragment" ],
  300. // accumulation
  301. THREE.ShaderChunk[ "lights_phong_fragment" ],
  302. THREE.ShaderChunk[ "lights_template" ],
  303. // modulation
  304. THREE.ShaderChunk[ "aomap_fragment" ],
  305. "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
  306. THREE.ShaderChunk[ "envmap_fragment" ],
  307. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  308. THREE.ShaderChunk[ "fog_fragment" ],
  309. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  310. "}"
  311. ].join( "\n" )
  312. },
  313. 'standard': {
  314. uniforms: THREE.UniformsUtils.merge( [
  315. THREE.UniformsLib[ "common" ],
  316. THREE.UniformsLib[ "aomap" ],
  317. THREE.UniformsLib[ "lightmap" ],
  318. THREE.UniformsLib[ "emissivemap" ],
  319. THREE.UniformsLib[ "bumpmap" ],
  320. THREE.UniformsLib[ "normalmap" ],
  321. THREE.UniformsLib[ "displacementmap" ],
  322. THREE.UniformsLib[ "roughnessmap" ],
  323. THREE.UniformsLib[ "metalnessmap" ],
  324. THREE.UniformsLib[ "fog" ],
  325. THREE.UniformsLib[ "ambient" ],
  326. THREE.UniformsLib[ "lights" ],
  327. THREE.UniformsLib[ "shadowmap" ],
  328. {
  329. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  330. "roughness": { type: "f", value: 0.5 },
  331. "metalness": { type: "f", value: 0 },
  332. "envMapIntensity" : { type: "f", value: 1 } // temporary
  333. }
  334. ] ),
  335. vertexShader: [
  336. "#define STANDARD",
  337. "varying vec3 vViewPosition;",
  338. "#ifndef FLAT_SHADED",
  339. " varying vec3 vNormal;",
  340. "#endif",
  341. THREE.ShaderChunk[ "common" ],
  342. THREE.ShaderChunk[ "uv_pars_vertex" ],
  343. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  344. THREE.ShaderChunk[ "displacementmap_pars_vertex" ],
  345. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  346. THREE.ShaderChunk[ "color_pars_vertex" ],
  347. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  348. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  349. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  350. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  351. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  352. "void main() {", // STANDARD
  353. THREE.ShaderChunk[ "uv_vertex" ],
  354. THREE.ShaderChunk[ "uv2_vertex" ],
  355. THREE.ShaderChunk[ "color_vertex" ],
  356. THREE.ShaderChunk[ "beginnormal_vertex" ],
  357. THREE.ShaderChunk[ "morphnormal_vertex" ],
  358. THREE.ShaderChunk[ "skinbase_vertex" ],
  359. THREE.ShaderChunk[ "skinnormal_vertex" ],
  360. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  361. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  362. " vNormal = normalize( transformedNormal );",
  363. "#endif",
  364. THREE.ShaderChunk[ "begin_vertex" ],
  365. THREE.ShaderChunk[ "displacementmap_vertex" ],
  366. THREE.ShaderChunk[ "morphtarget_vertex" ],
  367. THREE.ShaderChunk[ "skinning_vertex" ],
  368. THREE.ShaderChunk[ "project_vertex" ],
  369. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  370. " vViewPosition = - mvPosition.xyz;",
  371. THREE.ShaderChunk[ "worldpos_vertex" ],
  372. THREE.ShaderChunk[ "envmap_vertex" ],
  373. THREE.ShaderChunk[ "shadowmap_vertex" ],
  374. "}"
  375. ].join( "\n" ),
  376. fragmentShader: [
  377. "#define STANDARD",
  378. "uniform vec3 diffuse;",
  379. "uniform vec3 emissive;",
  380. "uniform float roughness;",
  381. "uniform float metalness;",
  382. "uniform float opacity;",
  383. "uniform float envMapIntensity;", // temporary
  384. "varying vec3 vViewPosition;",
  385. "#ifndef FLAT_SHADED",
  386. " varying vec3 vNormal;",
  387. "#endif",
  388. THREE.ShaderChunk[ "common" ],
  389. THREE.ShaderChunk[ "color_pars_fragment" ],
  390. THREE.ShaderChunk[ "uv_pars_fragment" ],
  391. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  392. THREE.ShaderChunk[ "map_pars_fragment" ],
  393. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  394. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  395. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  396. THREE.ShaderChunk[ "emissivemap_pars_fragment" ],
  397. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  398. THREE.ShaderChunk[ "fog_pars_fragment" ],
  399. THREE.ShaderChunk[ "bsdfs" ],
  400. THREE.ShaderChunk[ "ambient_pars" ],
  401. THREE.ShaderChunk[ "lights_pars" ],
  402. THREE.ShaderChunk[ "lights_standard_pars_fragment" ],
  403. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  404. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  405. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  406. THREE.ShaderChunk[ "roughnessmap_pars_fragment" ],
  407. THREE.ShaderChunk[ "metalnessmap_pars_fragment" ],
  408. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  409. "void main() {",
  410. " vec4 diffuseColor = vec4( diffuse, opacity );",
  411. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  412. " vec3 totalEmissiveLight = emissive;",
  413. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  414. THREE.ShaderChunk[ "map_fragment" ],
  415. THREE.ShaderChunk[ "color_fragment" ],
  416. THREE.ShaderChunk[ "alphamap_fragment" ],
  417. THREE.ShaderChunk[ "alphatest_fragment" ],
  418. THREE.ShaderChunk[ "specularmap_fragment" ],
  419. THREE.ShaderChunk[ "roughnessmap_fragment" ],
  420. THREE.ShaderChunk[ "metalnessmap_fragment" ],
  421. THREE.ShaderChunk[ "normal_fragment" ],
  422. THREE.ShaderChunk[ "emissivemap_fragment" ],
  423. THREE.ShaderChunk[ "shadowmap_fragment" ],
  424. // accumulation
  425. THREE.ShaderChunk[ "lights_standard_fragment" ],
  426. THREE.ShaderChunk[ "lights_template" ],
  427. // modulation
  428. THREE.ShaderChunk[ "aomap_fragment" ],
  429. "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
  430. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  431. THREE.ShaderChunk[ "fog_fragment" ],
  432. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  433. "}"
  434. ].join( "\n" )
  435. },
  436. 'points': {
  437. uniforms: THREE.UniformsUtils.merge( [
  438. THREE.UniformsLib[ "points" ],
  439. THREE.UniformsLib[ "fog" ],
  440. THREE.UniformsLib[ "shadowmap" ]
  441. ] ),
  442. vertexShader: [
  443. "uniform float size;",
  444. "uniform float scale;",
  445. THREE.ShaderChunk[ "common" ],
  446. THREE.ShaderChunk[ "color_pars_vertex" ],
  447. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  448. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  449. "void main() {",
  450. THREE.ShaderChunk[ "color_vertex" ],
  451. THREE.ShaderChunk[ "begin_vertex" ],
  452. THREE.ShaderChunk[ "project_vertex" ],
  453. " #ifdef USE_SIZEATTENUATION",
  454. " gl_PointSize = size * ( scale / - mvPosition.z );",
  455. " #else",
  456. " gl_PointSize = size;",
  457. " #endif",
  458. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  459. THREE.ShaderChunk[ "worldpos_vertex" ],
  460. THREE.ShaderChunk[ "shadowmap_vertex" ],
  461. "}"
  462. ].join( "\n" ),
  463. fragmentShader: [
  464. "uniform vec3 diffuse;",
  465. "uniform float opacity;",
  466. THREE.ShaderChunk[ "common" ],
  467. THREE.ShaderChunk[ "color_pars_fragment" ],
  468. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  469. THREE.ShaderChunk[ "fog_pars_fragment" ],
  470. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  471. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  472. "void main() {",
  473. " vec3 outgoingLight = vec3( 0.0 );",
  474. " vec4 diffuseColor = vec4( diffuse, opacity );",
  475. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  476. THREE.ShaderChunk[ "map_particle_fragment" ],
  477. THREE.ShaderChunk[ "color_fragment" ],
  478. THREE.ShaderChunk[ "alphatest_fragment" ],
  479. THREE.ShaderChunk[ "shadowmap_fragment" ],
  480. " outgoingLight = diffuseColor.rgb * shadowMask;",
  481. THREE.ShaderChunk[ "fog_fragment" ],
  482. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  483. "}"
  484. ].join( "\n" )
  485. },
  486. 'dashed': {
  487. uniforms: THREE.UniformsUtils.merge( [
  488. THREE.UniformsLib[ "common" ],
  489. THREE.UniformsLib[ "fog" ],
  490. {
  491. "scale" : { type: "f", value: 1 },
  492. "dashSize" : { type: "f", value: 1 },
  493. "totalSize": { type: "f", value: 2 }
  494. }
  495. ] ),
  496. vertexShader: [
  497. "uniform float scale;",
  498. "attribute float lineDistance;",
  499. "varying float vLineDistance;",
  500. THREE.ShaderChunk[ "common" ],
  501. THREE.ShaderChunk[ "color_pars_vertex" ],
  502. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  503. "void main() {",
  504. THREE.ShaderChunk[ "color_vertex" ],
  505. " vLineDistance = scale * lineDistance;",
  506. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  507. " gl_Position = projectionMatrix * mvPosition;",
  508. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  509. "}"
  510. ].join( "\n" ),
  511. fragmentShader: [
  512. "uniform vec3 diffuse;",
  513. "uniform float opacity;",
  514. "uniform float dashSize;",
  515. "uniform float totalSize;",
  516. "varying float vLineDistance;",
  517. THREE.ShaderChunk[ "common" ],
  518. THREE.ShaderChunk[ "color_pars_fragment" ],
  519. THREE.ShaderChunk[ "fog_pars_fragment" ],
  520. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  521. "void main() {",
  522. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  523. " discard;",
  524. " }",
  525. " vec3 outgoingLight = vec3( 0.0 );",
  526. " vec4 diffuseColor = vec4( diffuse, opacity );",
  527. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  528. THREE.ShaderChunk[ "color_fragment" ],
  529. " outgoingLight = diffuseColor.rgb;", // simple shader
  530. THREE.ShaderChunk[ "fog_fragment" ],
  531. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );",
  532. "}"
  533. ].join( "\n" )
  534. },
  535. 'depth': {
  536. uniforms: {
  537. "mNear": { type: "f", value: 1.0 },
  538. "mFar" : { type: "f", value: 2000.0 },
  539. "opacity" : { type: "f", value: 1.0 }
  540. },
  541. vertexShader: [
  542. THREE.ShaderChunk[ "common" ],
  543. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  544. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  545. "void main() {",
  546. THREE.ShaderChunk[ "begin_vertex" ],
  547. THREE.ShaderChunk[ "morphtarget_vertex" ],
  548. THREE.ShaderChunk[ "project_vertex" ],
  549. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  550. "}"
  551. ].join( "\n" ),
  552. fragmentShader: [
  553. "uniform float mNear;",
  554. "uniform float mFar;",
  555. "uniform float opacity;",
  556. THREE.ShaderChunk[ "common" ],
  557. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  558. "void main() {",
  559. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  560. " #ifdef USE_LOGDEPTHBUF_EXT",
  561. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  562. " #else",
  563. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  564. " #endif",
  565. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  566. " gl_FragColor = vec4( vec3( color ), opacity );",
  567. "}"
  568. ].join( "\n" )
  569. },
  570. 'normal': {
  571. uniforms: {
  572. "opacity" : { type: "f", value: 1.0 }
  573. },
  574. vertexShader: [
  575. "varying vec3 vNormal;",
  576. THREE.ShaderChunk[ "common" ],
  577. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  578. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  579. "void main() {",
  580. " vNormal = normalize( normalMatrix * normal );",
  581. THREE.ShaderChunk[ "begin_vertex" ],
  582. THREE.ShaderChunk[ "morphtarget_vertex" ],
  583. THREE.ShaderChunk[ "project_vertex" ],
  584. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  585. "}"
  586. ].join( "\n" ),
  587. fragmentShader: [
  588. "uniform float opacity;",
  589. "varying vec3 vNormal;",
  590. THREE.ShaderChunk[ "common" ],
  591. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  592. "void main() {",
  593. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  594. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  595. "}"
  596. ].join( "\n" )
  597. },
  598. /* -------------------------------------------------------------------------
  599. // Cube map shader
  600. ------------------------------------------------------------------------- */
  601. 'cube': {
  602. uniforms: {
  603. "tCube": { type: "t", value: null },
  604. "tFlip": { type: "f", value: - 1 }
  605. },
  606. vertexShader: [
  607. "varying vec3 vWorldPosition;",
  608. THREE.ShaderChunk[ "common" ],
  609. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  610. "void main() {",
  611. " vWorldPosition = transformDirection( position, modelMatrix );",
  612. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  613. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  614. "}"
  615. ].join( "\n" ),
  616. fragmentShader: [
  617. "uniform samplerCube tCube;",
  618. "uniform float tFlip;",
  619. "varying vec3 vWorldPosition;",
  620. THREE.ShaderChunk[ "common" ],
  621. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  622. "void main() {",
  623. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  624. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  625. "}"
  626. ].join( "\n" )
  627. },
  628. /* -------------------------------------------------------------------------
  629. // Cube map shader
  630. ------------------------------------------------------------------------- */
  631. 'equirect': {
  632. uniforms: {
  633. "tEquirect": { type: "t", value: null },
  634. "tFlip": { type: "f", value: - 1 }
  635. },
  636. vertexShader: [
  637. "varying vec3 vWorldPosition;",
  638. THREE.ShaderChunk[ "common" ],
  639. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  640. "void main() {",
  641. " vWorldPosition = transformDirection( position, modelMatrix );",
  642. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  643. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  644. "}"
  645. ].join( "\n" ),
  646. fragmentShader: [
  647. "uniform sampler2D tEquirect;",
  648. "uniform float tFlip;",
  649. "varying vec3 vWorldPosition;",
  650. THREE.ShaderChunk[ "common" ],
  651. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  652. "void main() {",
  653. // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  654. "vec3 direction = normalize( vWorldPosition );",
  655. "vec2 sampleUV;",
  656. "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
  657. "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  658. "gl_FragColor = texture2D( tEquirect, sampleUV );",
  659. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  660. "}"
  661. ].join( "\n" )
  662. },
  663. /* Depth encoding into RGBA texture
  664. *
  665. * based on SpiderGL shadow map example
  666. * http://spidergl.org/example.php?id=6
  667. *
  668. * originally from
  669. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  670. *
  671. * see also
  672. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  673. */
  674. 'depthRGBA': {
  675. uniforms: {},
  676. vertexShader: [
  677. THREE.ShaderChunk[ "common" ],
  678. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  679. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  680. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  681. "void main() {",
  682. THREE.ShaderChunk[ "skinbase_vertex" ],
  683. THREE.ShaderChunk[ "begin_vertex" ],
  684. THREE.ShaderChunk[ "morphtarget_vertex" ],
  685. THREE.ShaderChunk[ "skinning_vertex" ],
  686. THREE.ShaderChunk[ "project_vertex" ],
  687. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  688. "}"
  689. ].join( "\n" ),
  690. fragmentShader: [
  691. THREE.ShaderChunk[ "common" ],
  692. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  693. "vec4 pack_depth( const in float depth ) {",
  694. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  695. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  696. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  697. " res -= res.xxyz * bit_mask;",
  698. " return res;",
  699. "}",
  700. "void main() {",
  701. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  702. " #ifdef USE_LOGDEPTHBUF_EXT",
  703. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  704. " #else",
  705. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  706. " #endif",
  707. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  708. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  709. //"gl_FragData[ 0 ] = pack_depth( z );",
  710. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  711. "}"
  712. ].join( "\n" )
  713. },
  714. 'distanceRGBA': {
  715. uniforms: {
  716. "lightPos": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }
  717. },
  718. vertexShader: [
  719. "varying vec4 vWorldPosition;",
  720. THREE.ShaderChunk[ "common" ],
  721. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  722. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  723. "void main() {",
  724. THREE.ShaderChunk[ "skinbase_vertex" ],
  725. THREE.ShaderChunk[ "begin_vertex" ],
  726. THREE.ShaderChunk[ "morphtarget_vertex" ],
  727. THREE.ShaderChunk[ "skinning_vertex" ],
  728. THREE.ShaderChunk[ "project_vertex" ],
  729. THREE.ShaderChunk[ "worldpos_vertex" ],
  730. "vWorldPosition = worldPosition;",
  731. "}"
  732. ].join( "\n" ),
  733. fragmentShader: [
  734. "uniform vec3 lightPos;",
  735. "varying vec4 vWorldPosition;",
  736. THREE.ShaderChunk[ "common" ],
  737. "vec4 pack1K ( float depth ) {",
  738. " depth /= 1000.0;",
  739. " const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  740. " const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  741. " vec4 res = fract( depth * bitSh );",
  742. " res -= res.xxyz * bitMsk;",
  743. " return res; ",
  744. "}",
  745. "float unpack1K ( vec4 color ) {",
  746. " const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
  747. " return dot( color, bitSh ) * 1000.0;",
  748. "}",
  749. "void main () {",
  750. " gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );",
  751. "}"
  752. ].join( "\n" )
  753. }
  754. };