ShaderDeferred.js 11 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. * @author MPanknin / http://www.redplant.de/
  4. *
  5. */
  6. THREE.ShaderDeferred = {
  7. "color" : {
  8. uniforms: THREE.UniformsUtils.merge( [
  9. THREE.UniformsLib[ "common" ],
  10. THREE.UniformsLib[ "fog" ],
  11. THREE.UniformsLib[ "shadowmap" ]
  12. ] ),
  13. fragmentShader : [
  14. "uniform vec3 diffuse;",
  15. "uniform float opacity;",
  16. THREE.ShaderChunk[ "color_pars_fragment" ],
  17. THREE.ShaderChunk[ "map_pars_fragment" ],
  18. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  19. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  20. THREE.ShaderChunk[ "fog_pars_fragment" ],
  21. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  22. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  23. "void main() {",
  24. "gl_FragColor = vec4( diffuse, opacity );",
  25. THREE.ShaderChunk[ "map_fragment" ],
  26. THREE.ShaderChunk[ "alphatest_fragment" ],
  27. THREE.ShaderChunk[ "specularmap_fragment" ],
  28. THREE.ShaderChunk[ "lightmap_fragment" ],
  29. THREE.ShaderChunk[ "color_fragment" ],
  30. THREE.ShaderChunk[ "envmap_fragment" ],
  31. THREE.ShaderChunk[ "shadowmap_fragment" ],
  32. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  33. THREE.ShaderChunk[ "fog_fragment" ],
  34. "}"
  35. ].join("\n"),
  36. vertexShader : [
  37. THREE.ShaderChunk[ "map_pars_vertex" ],
  38. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  39. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  40. THREE.ShaderChunk[ "color_pars_vertex" ],
  41. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  42. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  43. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  44. "void main() {",
  45. THREE.ShaderChunk[ "map_vertex" ],
  46. THREE.ShaderChunk[ "lightmap_vertex" ],
  47. THREE.ShaderChunk[ "color_vertex" ],
  48. "#ifdef USE_ENVMAP",
  49. THREE.ShaderChunk[ "morphnormal_vertex" ],
  50. THREE.ShaderChunk[ "skinbase_vertex" ],
  51. THREE.ShaderChunk[ "skinnormal_vertex" ],
  52. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  53. "#endif",
  54. THREE.ShaderChunk[ "morphtarget_vertex" ],
  55. THREE.ShaderChunk[ "skinning_vertex" ],
  56. THREE.ShaderChunk[ "default_vertex" ],
  57. THREE.ShaderChunk[ "worldpos_vertex" ],
  58. THREE.ShaderChunk[ "envmap_vertex" ],
  59. THREE.ShaderChunk[ "shadowmap_vertex" ],
  60. "}"
  61. ].join("\n")
  62. },
  63. "clipDepth" : {
  64. uniforms: { },
  65. fragmentShader : [
  66. "varying vec4 clipPos;",
  67. "void main() {",
  68. "gl_FragColor = vec4( clipPos.z / clipPos.w, 1.0, 1.0, 1.0 );",
  69. "}"
  70. ].join("\n"),
  71. vertexShader : [
  72. "varying vec4 clipPos;",
  73. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  74. "void main() {",
  75. THREE.ShaderChunk[ "morphtarget_vertex" ],
  76. THREE.ShaderChunk[ "default_vertex" ],
  77. "clipPos = gl_Position;",
  78. "}"
  79. ].join("\n")
  80. },
  81. "normals" : {
  82. uniforms: { },
  83. fragmentShader : [
  84. "varying vec3 normalView;",
  85. "void main() {",
  86. "gl_FragColor = vec4( vec3( normalView * 0.5 + 0.5 ), 1.0 );",
  87. "}"
  88. ].join("\n"),
  89. vertexShader : [
  90. "varying vec3 normalView;",
  91. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  92. "void main() {",
  93. THREE.ShaderChunk[ "morphnormal_vertex" ],
  94. THREE.ShaderChunk[ "morphtarget_vertex" ],
  95. THREE.ShaderChunk[ "default_vertex" ],
  96. "vec3 objectNormal;",
  97. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  98. "objectNormal = morphedNormal;",
  99. "#endif",
  100. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  101. "objectNormal = normal;",
  102. "#endif",
  103. "normalView = normalize( normalMatrix * objectNormal );",
  104. "}"
  105. ].join("\n")
  106. },
  107. "bump" : {
  108. uniforms: {
  109. bumpMap: { type: "t", value: null },
  110. bumpScale: { type: "f", value: 1 },
  111. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  112. },
  113. fragmentShader : [
  114. "#extension GL_OES_standard_derivatives : enable\n",
  115. "varying vec3 normalView;",
  116. "varying vec2 vUv;",
  117. "varying vec3 vViewPosition;",
  118. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  119. "void main() {",
  120. "vec3 normal = normalize( normalView );",
  121. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  122. "gl_FragColor = vec4( vec3( normal * 0.5 + 0.5 ), 1.0 );",
  123. "}"
  124. ].join("\n"),
  125. vertexShader : [
  126. "varying vec3 normalView;",
  127. "varying vec2 vUv;",
  128. "varying vec3 vViewPosition;",
  129. "uniform vec4 offsetRepeat;",
  130. "void main() {",
  131. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  132. "gl_Position = projectionMatrix * mvPosition;",
  133. "normalView = normalize( normalMatrix * normal );",
  134. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  135. "vViewPosition = -mvPosition.xyz;",
  136. "}"
  137. ].join("\n")
  138. },
  139. "unlit" : {
  140. uniforms: {
  141. samplerDepth: { type: "t", value: null },
  142. viewWidth: { type: "f", value: 800 },
  143. viewHeight: { type: "f", value: 600 },
  144. lightColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }
  145. },
  146. fragmentShader : [
  147. "varying vec4 clipPos;",
  148. "uniform sampler2D samplerDepth;",
  149. "uniform float viewHeight;",
  150. "uniform float viewWidth;",
  151. "uniform vec3 lightColor;",
  152. "void main() {",
  153. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  154. "float z = texture2D( samplerDepth, texCoord ).x;",
  155. "vec4 color = vec4( lightColor, 1.0 );",
  156. "float depth = clipPos.z / clipPos.w;",
  157. "if( depth > z && z > 0.0 ) color.w = 0.0;",
  158. "gl_FragColor = color;",
  159. "}"
  160. ].join("\n"),
  161. vertexShader : [
  162. "varying vec4 clipPos;",
  163. "void main() {",
  164. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  165. "clipPos = gl_Position;",
  166. "}"
  167. ].join("\n")
  168. },
  169. "composite" : {
  170. uniforms: {
  171. samplerLightBuffer: { type: "t", value: null },
  172. samplerEmitter: { type: "t", value: null }
  173. },
  174. fragmentShader : [
  175. "varying vec2 texCoord;",
  176. "uniform sampler2D samplerLightBuffer;",
  177. "uniform sampler2D samplerEmitter;",
  178. "uniform vec3 lightPos;",
  179. "void main() {",
  180. "vec3 color = texture2D( samplerLightBuffer, texCoord ).xyz;",
  181. "vec3 emitter = texture2D( samplerEmitter, texCoord ).xyz;",
  182. "if ( emitter != vec3( 0.0 ) ) {",
  183. "gl_FragColor = vec4( emitter, 1.0 );",
  184. "} else {",
  185. "gl_FragColor = vec4( sqrt( color ), 1.0 );",
  186. "}",
  187. "}"
  188. ].join("\n"),
  189. vertexShader : [
  190. "varying vec2 texCoord;",
  191. "void main() {",
  192. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  193. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  194. "gl_Position = pos;",
  195. "}"
  196. ].join("\n")
  197. },
  198. "light" : {
  199. uniforms: {
  200. samplerLightBuffer: { type: "t", value: null },
  201. samplerNormals: { type: "t", value: null },
  202. samplerDepth: { type: "t", value: null },
  203. samplerColor: { type: "t", value: null },
  204. matView: { type: "m4", value: new THREE.Matrix4() },
  205. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  206. viewWidth: { type: "f", value: 800 },
  207. viewHeight: { type: "f", value: 600 },
  208. lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  209. lightColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  210. lightIntensity: { type: "f", value: 1.0 },
  211. lightRadius: { type: "f", value: 1.0 }
  212. },
  213. fragmentShader : [
  214. "varying vec3 lightView;",
  215. "varying vec4 clipPos;",
  216. "uniform sampler2D samplerColor;",
  217. "uniform sampler2D samplerDepth;",
  218. "uniform sampler2D samplerNormals;",
  219. "uniform sampler2D samplerLightBuffer;",
  220. "uniform float lightRadius;",
  221. "uniform float lightIntensity;",
  222. "uniform float viewHeight;",
  223. "uniform float viewWidth;",
  224. "uniform vec3 lightColor;",
  225. "uniform mat4 matProjInverse;",
  226. "void main() {",
  227. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  228. "float z = texture2D( samplerDepth, texCoord ).x;",
  229. "float lightZ = clipPos.z / clipPos.w;",
  230. /*
  231. "if ( z == 0.0 ) {",
  232. "gl_FragColor = vec4( vec3( 0.0 ), 1.0 );",
  233. "return;",
  234. "}",
  235. */
  236. "if ( z == 0.0 || lightZ > z ) discard;",
  237. "float x = texCoord.x * 2.0 - 1.0;",
  238. "float y = texCoord.y * 2.0 - 1.0;",
  239. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  240. "vec4 viewPos = matProjInverse * projectedPos;",
  241. "viewPos.xyz /= viewPos.w;",
  242. "viewPos.w = 1.0;",
  243. "vec3 lightDir = lightView - viewPos.xyz;",
  244. "float dist = length( lightDir );",
  245. "if ( dist > lightRadius ) discard;",
  246. "lightDir = normalize( lightDir );",
  247. "float cutoff = 0.3;",
  248. "float denom = dist/lightRadius + 1.0;",
  249. "float attenuation = 1.0 / ( denom * denom );",
  250. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  251. "attenuation = max( attenuation, 0.0 );",
  252. "attenuation *= attenuation;",
  253. "vec3 normal = texture2D( samplerNormals, texCoord ).xyz * 2.0 - 1.0;",
  254. // wrap around lighting
  255. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  256. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  257. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  258. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  259. // simple lighting
  260. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  261. //"vec3 diffuse = vec3 ( diffuseFull );",
  262. // specular
  263. "const float shininess = SHININESS;",
  264. "const float specularIntensity = SPECULAR_INTENSITY;",
  265. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  266. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  267. // simple specular
  268. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  269. // physically based specular
  270. "vec3 specularColor = specularIntensity * vec3( 1.0 );",
  271. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  272. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  273. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  274. // color
  275. "vec4 albedo = texture2D( samplerColor, texCoord );",
  276. // combine
  277. "vec4 color = vec4( 0.0 );",
  278. "color.xyz = albedo.xyz * lightColor * lightIntensity;",
  279. "color.w = attenuation;",
  280. "#ifdef ADDITIVE_SPECULAR",
  281. "gl_FragColor = color * vec4( diffuse, 1.0 ) + vec4( lightColor * lightIntensity * specular, attenuation );",
  282. "#else",
  283. "gl_FragColor = color * vec4( diffuse + specular, 1.0 );",
  284. "#endif",
  285. "}"
  286. ].join("\n"),
  287. vertexShader : [
  288. "varying vec3 lightView;",
  289. "varying vec4 clipPos;",
  290. "uniform vec3 lightPos;",
  291. "uniform mat4 matView;",
  292. "void main() { ",
  293. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  294. "gl_Position = projectionMatrix * mvPosition;",
  295. "lightView = vec3( matView * vec4( lightPos, 1.0 ) );",
  296. "clipPos = gl_Position;",
  297. "}"
  298. ].join("\n")
  299. }
  300. };