ShaderDeferred.js 14 KB

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  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.ShaderDeferred = {
  8. "color" : {
  9. uniforms: THREE.UniformsUtils.merge( [
  10. THREE.UniformsLib[ "common" ],
  11. THREE.UniformsLib[ "fog" ],
  12. THREE.UniformsLib[ "shadowmap" ],
  13. {
  14. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  15. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  16. "shininess": { type: "f", value: 30 }
  17. }
  18. ] ),
  19. fragmentShader : [
  20. "uniform vec3 diffuse;",
  21. "uniform vec3 specular;",
  22. "uniform vec3 emissive;",
  23. "uniform float shininess;",
  24. THREE.ShaderChunk[ "color_pars_fragment" ],
  25. THREE.ShaderChunk[ "map_pars_fragment" ],
  26. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  27. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  28. THREE.ShaderChunk[ "fog_pars_fragment" ],
  29. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  30. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  31. "const float unit = 255.0/256.0;",
  32. "float vec3_to_float( vec3 data ) {",
  33. "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
  34. "return compressed;",
  35. "}",
  36. "void main() {",
  37. "const float opacity = 1.0;",
  38. "gl_FragColor = vec4( diffuse, opacity );",
  39. THREE.ShaderChunk[ "map_fragment" ],
  40. THREE.ShaderChunk[ "alphatest_fragment" ],
  41. THREE.ShaderChunk[ "specularmap_fragment" ],
  42. THREE.ShaderChunk[ "lightmap_fragment" ],
  43. THREE.ShaderChunk[ "color_fragment" ],
  44. THREE.ShaderChunk[ "envmap_fragment" ],
  45. THREE.ShaderChunk[ "shadowmap_fragment" ],
  46. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  47. THREE.ShaderChunk[ "fog_fragment" ],
  48. // diffuse color
  49. "gl_FragColor.x = vec3_to_float( 0.999 * gl_FragColor.xyz );",
  50. // specular color
  51. "gl_FragColor.y = vec3_to_float( 0.999 * specular );",
  52. // shininess
  53. "gl_FragColor.z = shininess;",
  54. // emissive color
  55. "gl_FragColor.w = vec3_to_float( 0.999 * emissive );",
  56. "}"
  57. ].join("\n"),
  58. vertexShader : [
  59. THREE.ShaderChunk[ "map_pars_vertex" ],
  60. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  61. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  62. THREE.ShaderChunk[ "color_pars_vertex" ],
  63. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  64. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  65. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  66. "void main() {",
  67. THREE.ShaderChunk[ "map_vertex" ],
  68. THREE.ShaderChunk[ "lightmap_vertex" ],
  69. THREE.ShaderChunk[ "color_vertex" ],
  70. "#ifdef USE_ENVMAP",
  71. THREE.ShaderChunk[ "morphnormal_vertex" ],
  72. THREE.ShaderChunk[ "skinbase_vertex" ],
  73. THREE.ShaderChunk[ "skinnormal_vertex" ],
  74. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  75. "#endif",
  76. THREE.ShaderChunk[ "morphtarget_vertex" ],
  77. THREE.ShaderChunk[ "skinning_vertex" ],
  78. THREE.ShaderChunk[ "default_vertex" ],
  79. THREE.ShaderChunk[ "worldpos_vertex" ],
  80. THREE.ShaderChunk[ "envmap_vertex" ],
  81. THREE.ShaderChunk[ "shadowmap_vertex" ],
  82. "}"
  83. ].join("\n")
  84. },
  85. "normalDepth" : {
  86. uniforms: {
  87. bumpMap: { type: "t", value: null },
  88. bumpScale: { type: "f", value: 1 },
  89. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  90. },
  91. fragmentShader : [
  92. "#ifdef USE_BUMPMAP",
  93. "#extension GL_OES_standard_derivatives : enable\n",
  94. "varying vec2 vUv;",
  95. "varying vec3 vViewPosition;",
  96. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  97. "#endif",
  98. "varying vec3 normalView;",
  99. "varying vec4 clipPos;",
  100. "void main() {",
  101. "vec3 normal = normalize( normalView );",
  102. "#ifdef USE_BUMPMAP",
  103. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  104. "#endif",
  105. "gl_FragColor.xyz = normal * 0.5 + 0.5;",
  106. "gl_FragColor.w = clipPos.z / clipPos.w;",
  107. "}"
  108. ].join("\n"),
  109. vertexShader : [
  110. "varying vec3 normalView;",
  111. "varying vec4 clipPos;",
  112. "#ifdef USE_BUMPMAP",
  113. "varying vec2 vUv;",
  114. "varying vec3 vViewPosition;",
  115. "uniform vec4 offsetRepeat;",
  116. "#endif",
  117. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  118. "void main() {",
  119. THREE.ShaderChunk[ "morphnormal_vertex" ],
  120. THREE.ShaderChunk[ "morphtarget_vertex" ],
  121. THREE.ShaderChunk[ "default_vertex" ],
  122. "vec3 objectNormal;",
  123. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  124. "objectNormal = morphedNormal;",
  125. "#endif",
  126. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  127. "objectNormal = normal;",
  128. "#endif",
  129. "normalView = normalize( normalMatrix * objectNormal );",
  130. "#ifdef USE_BUMPMAP",
  131. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  132. "vViewPosition = -mvPosition.xyz;",
  133. "#endif",
  134. "clipPos = gl_Position;",
  135. "}"
  136. ].join("\n")
  137. },
  138. "composite" : {
  139. uniforms: {
  140. samplerLight: { type: "t", value: null },
  141. multiply: { type: "f", value: 1 }
  142. },
  143. fragmentShader : [
  144. "varying vec2 texCoord;",
  145. "uniform sampler2D samplerLight;",
  146. "uniform float multiply;",
  147. "void main() {",
  148. "vec3 color = texture2D( samplerLight, texCoord ).xyz;",
  149. "gl_FragColor = vec4( multiply * sqrt( color ), 1.0 );",
  150. "}"
  151. ].join("\n"),
  152. vertexShader : [
  153. "varying vec2 texCoord;",
  154. "void main() {",
  155. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  156. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  157. "gl_Position = pos;",
  158. "}"
  159. ].join("\n")
  160. },
  161. "pointLight" : {
  162. uniforms: {
  163. samplerNormalDepth: { type: "t", value: null },
  164. samplerColor: { type: "t", value: null },
  165. matView: { type: "m4", value: new THREE.Matrix4() },
  166. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  167. viewWidth: { type: "f", value: 800 },
  168. viewHeight: { type: "f", value: 600 },
  169. lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  170. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  171. lightIntensity: { type: "f", value: 1.0 },
  172. lightRadius: { type: "f", value: 1.0 }
  173. },
  174. fragmentShader : [
  175. "varying vec3 lightView;",
  176. "varying vec4 clipPos;",
  177. "uniform sampler2D samplerColor;",
  178. "uniform sampler2D samplerNormalDepth;",
  179. "uniform float lightRadius;",
  180. "uniform float lightIntensity;",
  181. "uniform float viewHeight;",
  182. "uniform float viewWidth;",
  183. "uniform vec3 lightColor;",
  184. "uniform mat4 matProjInverse;",
  185. "vec3 float_to_vec3( float data ) {",
  186. "vec3 uncompressed;",
  187. "uncompressed.x = fract( data );",
  188. "float zInt = floor( data / 255.0 );",
  189. "uncompressed.z = fract( zInt / 255.0 );",
  190. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  191. "return uncompressed;",
  192. "}",
  193. "void main() {",
  194. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  195. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  196. "float z = normalDepth.w;",
  197. "float lightZ = clipPos.z / clipPos.w;",
  198. "if ( z == 0.0 || lightZ > z ) discard;",
  199. "float x = texCoord.x * 2.0 - 1.0;",
  200. "float y = texCoord.y * 2.0 - 1.0;",
  201. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  202. "vec4 viewPos = matProjInverse * projectedPos;",
  203. "viewPos.xyz /= viewPos.w;",
  204. "viewPos.w = 1.0;",
  205. "vec3 lightDir = lightView - viewPos.xyz;",
  206. "float dist = length( lightDir );",
  207. "if ( dist > lightRadius ) discard;",
  208. "lightDir = normalize( lightDir );",
  209. "float cutoff = 0.3;",
  210. "float denom = dist/lightRadius + 1.0;",
  211. "float attenuation = 1.0 / ( denom * denom );",
  212. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  213. "attenuation = max( attenuation, 0.0 );",
  214. "attenuation *= attenuation;",
  215. // normal
  216. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  217. // color
  218. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  219. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  220. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  221. "float shininess = colorMap.z;",
  222. // wrap around lighting
  223. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  224. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  225. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  226. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  227. // simple lighting
  228. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  229. //"vec3 diffuse = vec3 ( diffuseFull );",
  230. // specular
  231. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  232. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  233. // simple specular
  234. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  235. // physically based specular
  236. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  237. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  238. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  239. // combine
  240. "vec3 light = lightIntensity * lightColor;",
  241. "#ifdef ADDITIVE_SPECULAR",
  242. "gl_FragColor = vec4( albedo * light * diffuse, attenuation ) + vec4( light * specular, attenuation );",
  243. "#else",
  244. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), attenuation );",
  245. "#endif",
  246. "}"
  247. ].join("\n"),
  248. vertexShader : [
  249. "varying vec3 lightView;",
  250. "varying vec4 clipPos;",
  251. "uniform vec3 lightPos;",
  252. "uniform mat4 matView;",
  253. "void main() { ",
  254. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  255. "gl_Position = projectionMatrix * mvPosition;",
  256. "lightView = vec3( matView * vec4( lightPos, 1.0 ) );",
  257. "clipPos = gl_Position;",
  258. "}"
  259. ].join("\n")
  260. },
  261. "directionalLight" : {
  262. uniforms: {
  263. samplerNormalDepth: { type: "t", value: null },
  264. samplerColor: { type: "t", value: null },
  265. matView: { type: "m4", value: new THREE.Matrix4() },
  266. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  267. viewWidth: { type: "f", value: 800 },
  268. viewHeight: { type: "f", value: 600 },
  269. lightDir: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  270. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  271. lightIntensity: { type: "f", value: 1.0 }
  272. },
  273. fragmentShader : [
  274. "varying vec3 lightView;",
  275. "varying vec4 clipPos;",
  276. "uniform sampler2D samplerColor;",
  277. "uniform sampler2D samplerNormalDepth;",
  278. "uniform float lightRadius;",
  279. "uniform float lightIntensity;",
  280. "uniform float viewHeight;",
  281. "uniform float viewWidth;",
  282. "uniform vec3 lightColor;",
  283. "uniform mat4 matProjInverse;",
  284. "vec3 float_to_vec3( float data ) {",
  285. "vec3 uncompressed;",
  286. "uncompressed.x = fract( data );",
  287. "float zInt = floor( data / 255.0 );",
  288. "uncompressed.z = fract( zInt / 255.0 );",
  289. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  290. "return uncompressed;",
  291. "}",
  292. "void main() {",
  293. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  294. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  295. "float z = normalDepth.w;",
  296. "if ( z == 0.0 ) discard;",
  297. "float x = texCoord.x * 2.0 - 1.0;",
  298. "float y = texCoord.y * 2.0 - 1.0;",
  299. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  300. "vec4 viewPos = matProjInverse * projectedPos;",
  301. "viewPos.xyz /= viewPos.w;",
  302. "viewPos.w = 1.0;",
  303. "vec3 lightDir = normalize( lightView );",
  304. // normal
  305. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  306. // color
  307. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  308. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  309. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  310. "float shininess = colorMap.z;",
  311. // wrap around lighting
  312. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  313. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  314. "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );",
  315. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  316. // simple lighting
  317. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  318. //"vec3 diffuse = vec3 ( diffuseFull );",
  319. // specular
  320. "vec3 halfVector = normalize( lightDir + normalize( viewPos.xyz ) );",
  321. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  322. // simple specular
  323. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  324. // physically based specular
  325. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  326. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  327. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  328. // combine
  329. "vec3 light = lightIntensity * lightColor;",
  330. "#ifdef ADDITIVE_SPECULAR",
  331. "gl_FragColor = vec4( albedo * light * diffuse, 1.0 ) + vec4( light * specular, 1.0 );",
  332. "#else",
  333. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), 1.0 );",
  334. "#endif",
  335. "}"
  336. ].join("\n"),
  337. vertexShader : [
  338. "varying vec3 lightView;",
  339. "varying vec4 clipPos;",
  340. "uniform vec3 lightDir;",
  341. "uniform mat4 matView;",
  342. "void main() { ",
  343. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  344. "gl_Position = projectionMatrix * mvPosition;",
  345. "lightView = vec3( matView * vec4( lightDir, 0.0 ) );",
  346. "clipPos = gl_Position;",
  347. "}"
  348. ].join("\n")
  349. },
  350. "emissiveLight" : {
  351. uniforms: {
  352. samplerColor: { type: "t", value: null },
  353. viewWidth: { type: "f", value: 800 },
  354. viewHeight: { type: "f", value: 600 },
  355. },
  356. fragmentShader : [
  357. "uniform sampler2D samplerColor;",
  358. "uniform float viewHeight;",
  359. "uniform float viewWidth;",
  360. "vec3 float_to_vec3( float data ) {",
  361. "vec3 uncompressed;",
  362. "uncompressed.x = fract( data );",
  363. "float zInt = floor( data / 255.0 );",
  364. "uncompressed.z = fract( zInt / 255.0 );",
  365. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  366. "return uncompressed;",
  367. "}",
  368. "void main() {",
  369. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  370. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  371. "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  372. "gl_FragColor = vec4( emissiveColor, 1.0 );",
  373. "}"
  374. ].join("\n"),
  375. vertexShader : [
  376. "void main() { ",
  377. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  378. "gl_Position = projectionMatrix * mvPosition;",
  379. "}"
  380. ].join("\n")
  381. }
  382. };