ShaderLib.js 34 KB

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