ShaderDeferred.js 15 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. "clipDepth" : {
  86. uniforms: { },
  87. fragmentShader : [
  88. "varying vec4 clipPos;",
  89. "void main() {",
  90. "gl_FragColor = vec4( clipPos.z / clipPos.w, 1.0, 1.0, 1.0 );",
  91. "}"
  92. ].join("\n"),
  93. vertexShader : [
  94. "varying vec4 clipPos;",
  95. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  96. "void main() {",
  97. THREE.ShaderChunk[ "morphtarget_vertex" ],
  98. THREE.ShaderChunk[ "default_vertex" ],
  99. "clipPos = gl_Position;",
  100. "}"
  101. ].join("\n")
  102. },
  103. "normals" : {
  104. uniforms: {
  105. bumpMap: { type: "t", value: null },
  106. bumpScale: { type: "f", value: 1 },
  107. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  108. },
  109. fragmentShader : [
  110. "#ifdef USE_BUMPMAP",
  111. "#extension GL_OES_standard_derivatives : enable\n",
  112. "varying vec2 vUv;",
  113. "varying vec3 vViewPosition;",
  114. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  115. "#endif",
  116. "varying vec3 normalView;",
  117. "void main() {",
  118. "vec3 normal = normalize( normalView );",
  119. "#ifdef USE_BUMPMAP",
  120. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  121. "#endif",
  122. "gl_FragColor = vec4( vec3( normal * 0.5 + 0.5 ), 1.0 );",
  123. "}"
  124. ].join("\n"),
  125. vertexShader : [
  126. "varying vec3 normalView;",
  127. "#ifdef USE_BUMPMAP",
  128. "varying vec2 vUv;",
  129. "varying vec3 vViewPosition;",
  130. "uniform vec4 offsetRepeat;",
  131. "#endif",
  132. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  133. "void main() {",
  134. THREE.ShaderChunk[ "morphnormal_vertex" ],
  135. THREE.ShaderChunk[ "morphtarget_vertex" ],
  136. THREE.ShaderChunk[ "default_vertex" ],
  137. "vec3 objectNormal;",
  138. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  139. "objectNormal = morphedNormal;",
  140. "#endif",
  141. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  142. "objectNormal = normal;",
  143. "#endif",
  144. "normalView = normalize( normalMatrix * objectNormal );",
  145. "#ifdef USE_BUMPMAP",
  146. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  147. "vViewPosition = -mvPosition.xyz;",
  148. "#endif",
  149. "}"
  150. ].join("\n")
  151. },
  152. "composite" : {
  153. uniforms: {
  154. samplerLight: { type: "t", value: null },
  155. multiply: { type: "f", value: 1 }
  156. },
  157. fragmentShader : [
  158. "varying vec2 texCoord;",
  159. "uniform sampler2D samplerLight;",
  160. "uniform float multiply;",
  161. "void main() {",
  162. "vec3 color = texture2D( samplerLight, texCoord ).xyz;",
  163. "gl_FragColor = vec4( multiply * sqrt( color ), 1.0 );",
  164. "}"
  165. ].join("\n"),
  166. vertexShader : [
  167. "varying vec2 texCoord;",
  168. "void main() {",
  169. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  170. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  171. "gl_Position = pos;",
  172. "}"
  173. ].join("\n")
  174. },
  175. "pointLight" : {
  176. uniforms: {
  177. samplerNormals: { type: "t", value: null },
  178. samplerDepth: { type: "t", value: null },
  179. samplerColor: { type: "t", value: null },
  180. matView: { type: "m4", value: new THREE.Matrix4() },
  181. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  182. viewWidth: { type: "f", value: 800 },
  183. viewHeight: { type: "f", value: 600 },
  184. lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  185. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  186. lightIntensity: { type: "f", value: 1.0 },
  187. lightRadius: { type: "f", value: 1.0 }
  188. },
  189. fragmentShader : [
  190. "varying vec3 lightView;",
  191. "varying vec4 clipPos;",
  192. "uniform sampler2D samplerColor;",
  193. "uniform sampler2D samplerDepth;",
  194. "uniform sampler2D samplerNormals;",
  195. "uniform float lightRadius;",
  196. "uniform float lightIntensity;",
  197. "uniform float viewHeight;",
  198. "uniform float viewWidth;",
  199. "uniform vec3 lightColor;",
  200. "uniform mat4 matProjInverse;",
  201. "vec3 float_to_vec3( float data ) {",
  202. "vec3 uncompressed;",
  203. "uncompressed.x = fract( data );",
  204. "float zInt = floor( data / 255.0 );",
  205. "uncompressed.z = fract( zInt / 255.0 );",
  206. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  207. "return uncompressed;",
  208. "}",
  209. "void main() {",
  210. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  211. "float z = texture2D( samplerDepth, texCoord ).x;",
  212. "float lightZ = clipPos.z / clipPos.w;",
  213. /*
  214. "if ( z == 0.0 ) {",
  215. "gl_FragColor = vec4( vec3( 0.0 ), 1.0 );",
  216. "return;",
  217. "}",
  218. */
  219. "if ( z == 0.0 || lightZ > z ) discard;",
  220. "float x = texCoord.x * 2.0 - 1.0;",
  221. "float y = texCoord.y * 2.0 - 1.0;",
  222. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  223. "vec4 viewPos = matProjInverse * projectedPos;",
  224. "viewPos.xyz /= viewPos.w;",
  225. "viewPos.w = 1.0;",
  226. "vec3 lightDir = lightView - viewPos.xyz;",
  227. "float dist = length( lightDir );",
  228. "if ( dist > lightRadius ) discard;",
  229. "lightDir = normalize( lightDir );",
  230. "float cutoff = 0.3;",
  231. "float denom = dist/lightRadius + 1.0;",
  232. "float attenuation = 1.0 / ( denom * denom );",
  233. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  234. "attenuation = max( attenuation, 0.0 );",
  235. "attenuation *= attenuation;",
  236. // normal
  237. "vec3 normal = texture2D( samplerNormals, texCoord ).xyz * 2.0 - 1.0;",
  238. // color
  239. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  240. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  241. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  242. "float shininess = colorMap.z;",
  243. // wrap around lighting
  244. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  245. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  246. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  247. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  248. // simple lighting
  249. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  250. //"vec3 diffuse = vec3 ( diffuseFull );",
  251. // specular
  252. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  253. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  254. // simple specular
  255. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  256. // physically based specular
  257. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  258. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  259. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  260. // combine
  261. "vec3 light = lightIntensity * lightColor;",
  262. "#ifdef ADDITIVE_SPECULAR",
  263. "gl_FragColor = vec4( albedo * light * diffuse, attenuation ) + vec4( light * specular, attenuation );",
  264. "#else",
  265. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), attenuation );",
  266. "#endif",
  267. "}"
  268. ].join("\n"),
  269. vertexShader : [
  270. "varying vec3 lightView;",
  271. "varying vec4 clipPos;",
  272. "uniform vec3 lightPos;",
  273. "uniform mat4 matView;",
  274. "void main() { ",
  275. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  276. "gl_Position = projectionMatrix * mvPosition;",
  277. "lightView = vec3( matView * vec4( lightPos, 1.0 ) );",
  278. "clipPos = gl_Position;",
  279. "}"
  280. ].join("\n")
  281. },
  282. "directionalLight" : {
  283. uniforms: {
  284. samplerNormals: { type: "t", value: null },
  285. samplerDepth: { type: "t", value: null },
  286. samplerColor: { type: "t", value: null },
  287. matView: { type: "m4", value: new THREE.Matrix4() },
  288. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  289. viewWidth: { type: "f", value: 800 },
  290. viewHeight: { type: "f", value: 600 },
  291. lightDir: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  292. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  293. lightIntensity: { type: "f", value: 1.0 }
  294. },
  295. fragmentShader : [
  296. "varying vec3 lightView;",
  297. "varying vec4 clipPos;",
  298. "uniform sampler2D samplerColor;",
  299. "uniform sampler2D samplerDepth;",
  300. "uniform sampler2D samplerNormals;",
  301. "uniform float lightRadius;",
  302. "uniform float lightIntensity;",
  303. "uniform float viewHeight;",
  304. "uniform float viewWidth;",
  305. "uniform vec3 lightColor;",
  306. "uniform mat4 matProjInverse;",
  307. "vec3 float_to_vec3( float data ) {",
  308. "vec3 uncompressed;",
  309. "uncompressed.x = fract( data );",
  310. "float zInt = floor( data / 255.0 );",
  311. "uncompressed.z = fract( zInt / 255.0 );",
  312. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  313. "return uncompressed;",
  314. "}",
  315. "void main() {",
  316. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  317. "float z = texture2D( samplerDepth, texCoord ).x;",
  318. "if ( z == 0.0 ) discard;",
  319. "float x = texCoord.x * 2.0 - 1.0;",
  320. "float y = texCoord.y * 2.0 - 1.0;",
  321. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  322. "vec4 viewPos = matProjInverse * projectedPos;",
  323. "viewPos.xyz /= viewPos.w;",
  324. "viewPos.w = 1.0;",
  325. "vec3 lightDir = normalize( lightView );",
  326. // normal
  327. "vec3 normal = texture2D( samplerNormals, texCoord ).xyz * 2.0 - 1.0;",
  328. // color
  329. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  330. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  331. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  332. "float shininess = colorMap.z;",
  333. // wrap around lighting
  334. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  335. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  336. "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );",
  337. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  338. // simple lighting
  339. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  340. //"vec3 diffuse = vec3 ( diffuseFull );",
  341. // specular
  342. "vec3 halfVector = normalize( lightDir + normalize( viewPos.xyz ) );",
  343. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  344. // simple specular
  345. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  346. // physically based specular
  347. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  348. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  349. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  350. // combine
  351. "vec3 light = lightIntensity * lightColor;",
  352. "#ifdef ADDITIVE_SPECULAR",
  353. "gl_FragColor = vec4( albedo * light * diffuse, 1.0 ) + vec4( light * specular, 1.0 );",
  354. "#else",
  355. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), 1.0 );",
  356. "#endif",
  357. "}"
  358. ].join("\n"),
  359. vertexShader : [
  360. "varying vec3 lightView;",
  361. "varying vec4 clipPos;",
  362. "uniform vec3 lightDir;",
  363. "uniform mat4 matView;",
  364. "void main() { ",
  365. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  366. "gl_Position = projectionMatrix * mvPosition;",
  367. "lightView = vec3( matView * vec4( lightDir, 0.0 ) );",
  368. "clipPos = gl_Position;",
  369. "}"
  370. ].join("\n")
  371. },
  372. "emissiveLight" : {
  373. uniforms: {
  374. samplerDepth: { type: "t", value: null },
  375. samplerColor: { type: "t", value: null },
  376. viewWidth: { type: "f", value: 800 },
  377. viewHeight: { type: "f", value: 600 },
  378. },
  379. fragmentShader : [
  380. "uniform sampler2D samplerDepth;",
  381. "uniform sampler2D samplerColor;",
  382. "uniform float viewHeight;",
  383. "uniform float viewWidth;",
  384. "vec3 float_to_vec3( float data ) {",
  385. "vec3 uncompressed;",
  386. "uncompressed.x = fract( data );",
  387. "float zInt = floor( data / 255.0 );",
  388. "uncompressed.z = fract( zInt / 255.0 );",
  389. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  390. "return uncompressed;",
  391. "}",
  392. "void main() {",
  393. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  394. "float z = texture2D( samplerDepth, texCoord ).x;",
  395. "if ( z == 0.0 ) discard;",
  396. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  397. "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  398. "gl_FragColor = vec4( emissiveColor, 1.0 );",
  399. "}"
  400. ].join("\n"),
  401. vertexShader : [
  402. "void main() { ",
  403. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  404. "gl_Position = projectionMatrix * mvPosition;",
  405. "}"
  406. ].join("\n")
  407. }
  408. };