ShaderDeferred.js 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847
  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author MPanknin / http://www.redplant.de/
  4. * @author benaadams / http://blog.illyriad.co.uk/
  5. *
  6. */
  7. THREE.DeferredShaderChunk = {
  8. // decode float to vec3
  9. unpackFloat: [
  10. "vec3 float_to_vec3( float data ) {",
  11. "vec3 uncompressed;",
  12. "uncompressed.x = fract( data );",
  13. "float zInt = floor( data / 255.0 );",
  14. "uncompressed.z = fract( zInt / 255.0 );",
  15. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  16. "return uncompressed;",
  17. "}"
  18. ].join("\n"),
  19. unpackColorMap: [
  20. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  21. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  22. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  23. "float shininess = abs( colorMap.z );",
  24. "float wrapAround = sign( colorMap.z );",
  25. "float additiveSpecular = sign( colorMap.y );"
  26. ].join("\n"),
  27. combine: [
  28. "vec3 light = lightIntensity * lightColor;",
  29. "gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );",
  30. ].join("\n")
  31. };
  32. THREE.ShaderDeferred = {
  33. "color" : {
  34. uniforms: THREE.UniformsUtils.merge( [
  35. THREE.UniformsLib[ "common" ],
  36. THREE.UniformsLib[ "fog" ],
  37. THREE.UniformsLib[ "shadowmap" ],
  38. {
  39. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  40. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  41. "shininess": { type: "f", value: 30 },
  42. "wrapAround": { type: "f", value: 1 },
  43. "additiveSpecular": { type: "f", value: 1 },
  44. "samplerNormalDepth": { type: "t", value: null },
  45. "viewWidth": { type: "f", value: 800 },
  46. "viewHeight": { type: "f", value: 600 }
  47. }
  48. ] ),
  49. fragmentShader : [
  50. "uniform vec3 diffuse;",
  51. "uniform vec3 specular;",
  52. "uniform vec3 emissive;",
  53. "uniform float shininess;",
  54. "uniform float wrapAround;",
  55. "uniform float additiveSpecular;",
  56. THREE.ShaderChunk[ "color_pars_fragment" ],
  57. THREE.ShaderChunk[ "map_pars_fragment" ],
  58. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  59. "#ifdef USE_ENVMAP",
  60. "varying vec3 vWorldPosition;",
  61. "uniform float reflectivity;",
  62. "uniform samplerCube envMap;",
  63. "uniform float flipEnvMap;",
  64. "uniform int combine;",
  65. "uniform bool useRefract;",
  66. "uniform float refractionRatio;",
  67. "uniform sampler2D samplerNormalDepth;",
  68. "uniform float viewHeight;",
  69. "uniform float viewWidth;",
  70. "#endif",
  71. THREE.ShaderChunk[ "fog_pars_fragment" ],
  72. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  73. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  74. "const float unit = 255.0/256.0;",
  75. "float vec3_to_float( vec3 data ) {",
  76. "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
  77. "return compressed;",
  78. "}",
  79. "void main() {",
  80. "const float opacity = 1.0;",
  81. "gl_FragColor = vec4( diffuse, opacity );",
  82. THREE.ShaderChunk[ "map_fragment" ],
  83. THREE.ShaderChunk[ "alphatest_fragment" ],
  84. THREE.ShaderChunk[ "specularmap_fragment" ],
  85. THREE.ShaderChunk[ "lightmap_fragment" ],
  86. THREE.ShaderChunk[ "color_fragment" ],
  87. "#ifdef USE_ENVMAP",
  88. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  89. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  90. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  91. "vec3 reflectVec;",
  92. "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  93. "if ( useRefract ) {",
  94. "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
  95. "} else { ",
  96. "reflectVec = reflect( cameraToVertex, normal );",
  97. "}",
  98. "#ifdef DOUBLE_SIDED",
  99. "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  100. "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  101. "#else",
  102. "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  103. "#endif",
  104. "#ifdef GAMMA_INPUT",
  105. "cubeColor.xyz *= cubeColor.xyz;",
  106. "#endif",
  107. "if ( combine == 1 ) {",
  108. "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
  109. "} else if ( combine == 2 ) {",
  110. "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
  111. "} else {",
  112. "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
  113. "}",
  114. "#endif",
  115. THREE.ShaderChunk[ "shadowmap_fragment" ],
  116. THREE.ShaderChunk[ "fog_fragment" ],
  117. //
  118. "const float compressionScale = 0.999;",
  119. //
  120. "vec3 diffuseMapColor;",
  121. "#ifdef USE_MAP",
  122. "diffuseMapColor = texelColor.xyz;",
  123. "#else",
  124. "diffuseMapColor = vec3( 1.0 );",
  125. "#endif",
  126. // diffuse color
  127. "gl_FragColor.x = vec3_to_float( compressionScale * gl_FragColor.xyz );",
  128. // specular color
  129. "if ( additiveSpecular < 0.0 ) {",
  130. "gl_FragColor.y = vec3_to_float( compressionScale * specular );",
  131. "} else {",
  132. "gl_FragColor.y = vec3_to_float( compressionScale * specular * diffuseMapColor );",
  133. "}",
  134. "gl_FragColor.y *= additiveSpecular;",
  135. // shininess
  136. "gl_FragColor.z = wrapAround * shininess;",
  137. // emissive color
  138. "gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor );",
  139. "}"
  140. ].join("\n"),
  141. vertexShader : [
  142. THREE.ShaderChunk[ "map_pars_vertex" ],
  143. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  144. THREE.ShaderChunk[ "color_pars_vertex" ],
  145. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  146. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  147. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  148. "#ifdef USE_ENVMAP",
  149. "varying vec3 vWorldPosition;",
  150. "#endif",
  151. "void main() {",
  152. THREE.ShaderChunk[ "map_vertex" ],
  153. THREE.ShaderChunk[ "lightmap_vertex" ],
  154. THREE.ShaderChunk[ "color_vertex" ],
  155. THREE.ShaderChunk[ "skinbase_vertex" ],
  156. THREE.ShaderChunk[ "morphtarget_vertex" ],
  157. THREE.ShaderChunk[ "skinning_vertex" ],
  158. THREE.ShaderChunk[ "default_vertex" ],
  159. THREE.ShaderChunk[ "worldpos_vertex" ],
  160. THREE.ShaderChunk[ "shadowmap_vertex" ],
  161. "#ifdef USE_ENVMAP",
  162. "vWorldPosition = worldPosition.xyz;",
  163. "#endif",
  164. "}"
  165. ].join("\n")
  166. },
  167. "normalDepth" : {
  168. uniforms: {
  169. bumpMap: { type: "t", value: null },
  170. bumpScale: { type: "f", value: 1 },
  171. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  172. },
  173. fragmentShader : [
  174. "#ifdef USE_BUMPMAP",
  175. "#extension GL_OES_standard_derivatives : enable\n",
  176. "varying vec2 vUv;",
  177. "varying vec3 vViewPosition;",
  178. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  179. "#endif",
  180. "varying vec3 normalView;",
  181. "varying vec4 clipPos;",
  182. "void main() {",
  183. "vec3 normal = normalize( normalView );",
  184. "#ifdef USE_BUMPMAP",
  185. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  186. "#endif",
  187. "gl_FragColor.xyz = normal * 0.5 + 0.5;",
  188. "gl_FragColor.w = clipPos.z / clipPos.w;",
  189. "}"
  190. ].join("\n"),
  191. vertexShader : [
  192. "varying vec3 normalView;",
  193. "varying vec4 clipPos;",
  194. "#ifdef USE_BUMPMAP",
  195. "varying vec2 vUv;",
  196. "varying vec3 vViewPosition;",
  197. "uniform vec4 offsetRepeat;",
  198. "#endif",
  199. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  200. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  201. "void main() {",
  202. THREE.ShaderChunk[ "morphnormal_vertex" ],
  203. THREE.ShaderChunk[ "skinbase_vertex" ],
  204. THREE.ShaderChunk[ "skinnormal_vertex" ],
  205. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  206. THREE.ShaderChunk[ "morphtarget_vertex" ],
  207. THREE.ShaderChunk[ "skinning_vertex" ],
  208. THREE.ShaderChunk[ "default_vertex" ],
  209. "normalView = normalize( normalMatrix * objectNormal );",
  210. "#ifdef USE_BUMPMAP",
  211. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  212. "vViewPosition = -mvPosition.xyz;",
  213. "#endif",
  214. "clipPos = gl_Position;",
  215. "}"
  216. ].join("\n")
  217. },
  218. "composite" : {
  219. uniforms: {
  220. samplerLight: { type: "t", value: null },
  221. brightness: { type: "f", value: 1 }
  222. },
  223. fragmentShader : [
  224. "varying vec2 texCoord;",
  225. "uniform sampler2D samplerLight;",
  226. "uniform float brightness;",
  227. "void main() {",
  228. "vec3 color = texture2D( samplerLight, texCoord ).xyz;",
  229. "gl_FragColor = vec4( brightness * sqrt( color ), 1.0 );",
  230. "}"
  231. ].join("\n"),
  232. vertexShader : [
  233. "varying vec2 texCoord;",
  234. "void main() {",
  235. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  236. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  237. "gl_Position = pos;",
  238. "}"
  239. ].join("\n")
  240. },
  241. "pointLight" : {
  242. uniforms: {
  243. samplerNormalDepth: { type: "t", value: null },
  244. samplerColor: { type: "t", value: null },
  245. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  246. viewWidth: { type: "f", value: 800 },
  247. viewHeight: { type: "f", value: 600 },
  248. lightPositionVS:{ type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  249. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  250. lightIntensity: { type: "f", value: 1.0 },
  251. lightRadius: { type: "f", value: 1.0 }
  252. },
  253. fragmentShader : [
  254. "varying vec4 clipPos;",
  255. "uniform sampler2D samplerColor;",
  256. "uniform sampler2D samplerNormalDepth;",
  257. "uniform float lightRadius;",
  258. "uniform float lightIntensity;",
  259. "uniform float viewHeight;",
  260. "uniform float viewWidth;",
  261. "uniform vec3 lightColor;",
  262. "uniform vec3 lightPositionVS;",
  263. "uniform mat4 matProjInverse;",
  264. THREE.DeferredShaderChunk[ "unpackFloat" ],
  265. "void main() {",
  266. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  267. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  268. "float z = normalDepth.w;",
  269. "float lightZ = clipPos.z / clipPos.w;",
  270. //"if ( z == 0.0 || lightZ > z ) discard;",
  271. "float x = texCoord.x * 2.0 - 1.0;",
  272. "float y = texCoord.y * 2.0 - 1.0;",
  273. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  274. "vec4 viewPos = matProjInverse * projectedPos;",
  275. "viewPos.xyz /= viewPos.w;",
  276. "viewPos.w = 1.0;",
  277. "vec3 lightDir = lightPositionVS - viewPos.xyz;",
  278. "float dist = length( lightDir );",
  279. "if ( dist > lightRadius ) discard;",
  280. "lightDir = normalize( lightDir );",
  281. "float cutoff = 0.3;",
  282. "float denom = dist/lightRadius + 1.0;",
  283. "float attenuation = 1.0 / ( denom * denom );",
  284. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  285. "attenuation = max( attenuation, 0.0 );",
  286. "attenuation *= attenuation;",
  287. // normal
  288. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  289. // color
  290. THREE.DeferredShaderChunk[ "unpackColorMap" ],
  291. // light
  292. "vec3 diffuse;",
  293. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  294. "if ( wrapAround < 0.0 ) {",
  295. // wrap around lighting
  296. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  297. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  298. "diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  299. "} else {",
  300. // simple lighting
  301. "diffuse = vec3( diffuseFull );",
  302. "}",
  303. // specular
  304. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  305. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  306. // simple specular
  307. //"vec3 specular = max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  308. // physically based specular
  309. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  310. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  311. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  312. // combine
  313. THREE.DeferredShaderChunk[ "combine" ],
  314. "}"
  315. ].join("\n"),
  316. vertexShader : [
  317. "varying vec4 clipPos;",
  318. "void main() { ",
  319. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  320. "gl_Position = projectionMatrix * mvPosition;",
  321. "clipPos = gl_Position;",
  322. "}"
  323. ].join("\n")
  324. },
  325. "spotLight" : {
  326. uniforms: {
  327. samplerNormalDepth: { type: "t", value: null },
  328. samplerColor: { type: "t", value: null },
  329. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  330. viewWidth: { type: "f", value: 800 },
  331. viewHeight: { type: "f", value: 600 },
  332. lightPositionVS :{ type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  333. lightDirectionVS:{ type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  334. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  335. lightIntensity: { type: "f", value: 1.0 },
  336. lightDistance: { type: "f", value: 1.0 },
  337. lightAngle: { type: "f", value: 1.0 }
  338. },
  339. fragmentShader : [
  340. "uniform vec3 lightPositionVS;",
  341. "uniform vec3 lightDirectionVS;",
  342. "uniform sampler2D samplerColor;",
  343. "uniform sampler2D samplerNormalDepth;",
  344. "uniform float viewHeight;",
  345. "uniform float viewWidth;",
  346. "uniform float lightAngle;"+
  347. "uniform float lightIntensity;"+
  348. "uniform vec3 lightColor;",
  349. "uniform mat4 matProjInverse;",
  350. THREE.DeferredShaderChunk[ "unpackFloat" ],
  351. "void main() {",
  352. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  353. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  354. "float z = normalDepth.w;",
  355. "if ( z == 0.0 ) discard;",
  356. "float x = texCoord.x * 2.0 - 1.0;",
  357. "float y = texCoord.y * 2.0 - 1.0;",
  358. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  359. "vec4 positionVS = matProjInverse * projectedPos;",
  360. "positionVS.xyz /= positionVS.w;",
  361. "positionVS.w = 1.0;",
  362. // normal
  363. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  364. // color
  365. THREE.DeferredShaderChunk[ "unpackColorMap" ],
  366. //
  367. "vec3 surfToLight = normalize( lightPositionVS.xyz - positionVS.xyz );",
  368. "float dotProduct = max( dot( normal, surfToLight ), 0.0 );",
  369. "float rho = dot( lightDirectionVS, surfToLight );",
  370. "float rhoMax = cos( lightAngle * 0.5 );",
  371. "if ( rho > rhoMax ) {",
  372. "float theta = rhoMax + 0.0001;",
  373. "float phi = rhoMax + 0.05;",
  374. "float falloff = 4.0;",
  375. "float spot = 0.0;",
  376. "if ( rho >= phi ) {",
  377. "spot = 1.0;",
  378. "} else if ( rho <= theta ) {",
  379. "spot = 0.0;",
  380. "} else { ",
  381. "spot = pow( ( rho - theta ) / ( phi - theta ), falloff );",
  382. "}",
  383. "float diffuse = spot * dotProduct;",
  384. "vec3 halfVector = normalize( surfToLight - normalize( positionVS.xyz ) );",
  385. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  386. // simple specular
  387. "vec3 specular = max( pow( dotNormalHalf, shininess ), 0.0 ) * spot * diffuse * specularColor;",
  388. // combine
  389. "const float attenuation = 1.0;",
  390. THREE.DeferredShaderChunk[ "combine" ],
  391. "return;",
  392. "}",
  393. "gl_FragColor = vec4( 0.0 );",
  394. "}"
  395. ].join("\n"),
  396. vertexShader : [
  397. "void main() { ",
  398. "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  399. "}"
  400. ].join("\n")
  401. },
  402. "directionalLight" : {
  403. uniforms: {
  404. samplerNormalDepth: { type: "t", value: null },
  405. samplerColor: { type: "t", value: null },
  406. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  407. viewWidth: { type: "f", value: 800 },
  408. viewHeight: { type: "f", value: 600 },
  409. lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  410. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  411. lightIntensity: { type: "f", value: 1.0 }
  412. },
  413. fragmentShader : [
  414. "uniform sampler2D samplerColor;",
  415. "uniform sampler2D samplerNormalDepth;",
  416. "uniform float lightRadius;",
  417. "uniform float lightIntensity;",
  418. "uniform float viewHeight;",
  419. "uniform float viewWidth;",
  420. "uniform vec3 lightColor;",
  421. "uniform vec3 lightDirectionVS;",
  422. "uniform mat4 matProjInverse;",
  423. THREE.DeferredShaderChunk[ "unpackFloat" ],
  424. "void main() {",
  425. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  426. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  427. "float z = normalDepth.w;",
  428. "if ( z == 0.0 ) discard;",
  429. "float x = texCoord.x * 2.0 - 1.0;",
  430. "float y = texCoord.y * 2.0 - 1.0;",
  431. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  432. "vec4 viewPos = matProjInverse * projectedPos;",
  433. "viewPos.xyz /= viewPos.w;",
  434. "viewPos.w = 1.0;",
  435. // normal
  436. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  437. // color
  438. THREE.DeferredShaderChunk[ "unpackColorMap" ],
  439. "vec3 diffuse;",
  440. "float dotProduct = dot( normal, lightDirectionVS );",
  441. "float diffuseFull = max( dotProduct, 0.0 );",
  442. // wrap around lighting
  443. "if ( wrapAround < 0.0 ) {",
  444. "float diffuseHalf = max( 0.5 + 0.5 * dotProduct, 0.0 );",
  445. "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );",
  446. "diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  447. // simple lighting
  448. "} else {",
  449. "diffuse = vec3 ( diffuseFull );",
  450. "}",
  451. // specular
  452. "vec3 halfVector = normalize( lightDirectionVS - normalize( viewPos.xyz ) );",
  453. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  454. // simple specular
  455. //"vec3 specular = specularColor * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  456. // physically based specular
  457. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  458. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDirectionVS, halfVector ), 5.0 );",
  459. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  460. // combine
  461. "const float attenuation = 1.0;",
  462. THREE.DeferredShaderChunk[ "combine" ],
  463. "}"
  464. ].join("\n"),
  465. vertexShader : [
  466. "void main() { ",
  467. "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  468. "}"
  469. ].join("\n")
  470. },
  471. "emissiveLight" : {
  472. uniforms: {
  473. samplerColor: { type: "t", value: null },
  474. viewWidth: { type: "f", value: 800 },
  475. viewHeight: { type: "f", value: 600 },
  476. },
  477. fragmentShader : [
  478. "uniform sampler2D samplerColor;",
  479. "uniform float viewHeight;",
  480. "uniform float viewWidth;",
  481. "vec3 float_to_vec3( float data ) {",
  482. "vec3 uncompressed;",
  483. "uncompressed.x = fract( data );",
  484. "float zInt = floor( data / 255.0 );",
  485. "uncompressed.z = fract( zInt / 255.0 );",
  486. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  487. "return uncompressed;",
  488. "}",
  489. "void main() {",
  490. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  491. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  492. "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  493. "gl_FragColor = vec4( emissiveColor, 1.0 );",
  494. "}"
  495. ].join("\n"),
  496. vertexShader : [
  497. "void main() { ",
  498. "gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
  499. "}"
  500. ].join("\n")
  501. }
  502. };