meshphysical_frag.glsl.js 2.6 KB

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  1. export default /* glsl */`
  2. #define STANDARD
  3. #ifdef PHYSICAL
  4. #define REFLECTIVITY
  5. #define CLEARCOAT
  6. #endif
  7. uniform vec3 diffuse;
  8. uniform vec3 emissive;
  9. uniform float roughness;
  10. uniform float metalness;
  11. uniform float opacity;
  12. #ifdef REFLECTIVITY
  13. uniform float reflectivity;
  14. #endif
  15. #ifdef CLEARCOAT
  16. uniform float clearcoat;
  17. uniform float clearcoatRoughness;
  18. #endif
  19. #ifdef USE_SHEEN
  20. uniform vec3 sheen;
  21. #endif
  22. varying vec3 vViewPosition;
  23. #ifndef FLAT_SHADED
  24. varying vec3 vNormal;
  25. #ifdef USE_TANGENT
  26. varying vec3 vTangent;
  27. varying vec3 vBitangent;
  28. #endif
  29. #endif
  30. #include <common>
  31. #include <packing>
  32. #include <dithering_pars_fragment>
  33. #include <color_pars_fragment>
  34. #include <uv_pars_fragment>
  35. #include <uv2_pars_fragment>
  36. #include <map_pars_fragment>
  37. #include <alphamap_pars_fragment>
  38. #include <aomap_pars_fragment>
  39. #include <lightmap_pars_fragment>
  40. #include <emissivemap_pars_fragment>
  41. #include <bsdfs>
  42. #include <cube_uv_reflection_fragment>
  43. #include <envmap_common_pars_fragment>
  44. #include <envmap_physical_pars_fragment>
  45. #include <fog_pars_fragment>
  46. #include <lights_pars_begin>
  47. #include <lights_physical_pars_fragment>
  48. #include <shadowmap_pars_fragment>
  49. #include <bumpmap_pars_fragment>
  50. #include <normalmap_pars_fragment>
  51. #include <clearcoat_normalmap_pars_fragment>
  52. #include <roughnessmap_pars_fragment>
  53. #include <metalnessmap_pars_fragment>
  54. #include <logdepthbuf_pars_fragment>
  55. #include <clipping_planes_pars_fragment>
  56. void main() {
  57. #include <clipping_planes_fragment>
  58. vec4 diffuseColor = vec4( diffuse, opacity );
  59. ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
  60. vec3 totalEmissiveRadiance = emissive;
  61. #include <logdepthbuf_fragment>
  62. #include <map_fragment>
  63. #include <color_fragment>
  64. #include <alphamap_fragment>
  65. #include <alphatest_fragment>
  66. #include <roughnessmap_fragment>
  67. #include <metalnessmap_fragment>
  68. #include <normal_fragment_begin>
  69. #include <normal_fragment_maps>
  70. #include <clearcoat_normal_fragment_begin>
  71. #include <clearcoat_normal_fragment_maps>
  72. #include <emissivemap_fragment>
  73. // accumulation
  74. #include <lights_physical_fragment>
  75. #include <lights_fragment_begin>
  76. #include <lights_fragment_maps>
  77. #include <lights_fragment_end>
  78. // modulation
  79. #include <aomap_fragment>
  80. vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
  81. gl_FragColor = vec4( outgoingLight, diffuseColor.a );
  82. #include <tonemapping_fragment>
  83. #include <encodings_fragment>
  84. #include <fog_fragment>
  85. #include <premultiplied_alpha_fragment>
  86. #include <dithering_fragment>
  87. }
  88. `;