123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134 |
- /**
- * @author sunag / http://www.sunag.com.br/
- */
- THREE.NodeLib = {
- nodes: {},
- add: function( node ) {
- this.nodes[ node.name ] = node;
- },
- remove: function( node ) {
- delete this.nodes[ node.name ];
- },
- get: function( name ) {
- return this.nodes[ name ];
- },
- contains: function( name ) {
- return this.nodes[ name ] != undefined;
- }
- };
- //
- // Luma
- //
- THREE.NodeLib.add( new THREE.ConstNode( "vec3 LUMA = vec3(0.2125, 0.7154, 0.0721);" ) );
- //
- // DepthColor
- //
- THREE.NodeLib.add( new THREE.FunctionNode( [
- "float depthcolor( float mNear, float mFar ) {",
- "#ifdef USE_LOGDEPTHBUF_EXT",
- "float depth = gl_FragDepthEXT / gl_FragCoord.w;",
- "#else",
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
- "#endif",
- "return 1.0 - smoothstep( mNear, mFar, depth );",
- "}"
- ].join( "\n" ) ) );
- //
- // NormalMap
- //
- THREE.NodeLib.add( new THREE.FunctionNode( [
- // Per-Pixel Tangent Space Normal Mapping
- // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
- "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 map, vec2 mUv, vec2 scale ) {",
- "vec3 q0 = dFdx( eye_pos );",
- "vec3 q1 = dFdy( eye_pos );",
- "vec2 st0 = dFdx( mUv.st );",
- "vec2 st1 = dFdy( mUv.st );",
- "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
- "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
- "vec3 N = normalize( surf_norm );",
- "vec3 mapN = map * 2.0 - 1.0;",
- "mapN.xy = scale * mapN.xy;",
- "mat3 tsn = mat3( S, T, N );",
- "return normalize( tsn * mapN );",
- "}"
- ].join( "\n" ), null, { derivatives: true } ) );
- //
- // Noise
- //
- THREE.NodeLib.add( new THREE.FunctionNode( [
- "float snoise(vec2 co) {",
- "return fract( sin( dot(co.xy, vec2(12.9898,78.233) ) ) * 43758.5453 );",
- "}"
- ].join( "\n" ) ) );
- //
- // Hue
- //
- THREE.NodeLib.add( new THREE.FunctionNode( [
- "vec3 hue_rgb(vec3 rgb, float adjustment) {",
- "const mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.595716, -0.274453, -0.321263, 0.211456, -0.522591, 0.311135);",
- "const mat3 YIQtoRGB = mat3(1.0, 0.9563, 0.6210, 1.0, -0.2721, -0.6474, 1.0, -1.107, 1.7046);",
- "vec3 yiq = RGBtoYIQ * rgb;",
- "float hue = atan(yiq.z, yiq.y) + adjustment;",
- "float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y);",
- "return YIQtoRGB * vec3(yiq.x, chroma * cos(hue), chroma * sin(hue));",
- "}"
- ].join( "\n" ) ) );
- //
- // Saturation
- //
- THREE.NodeLib.add( new THREE.FunctionNode( [
- // Algorithm from Chapter 16 of OpenGL Shading Language
- "vec3 saturation_rgb(vec3 rgb, float adjustment) {",
- "vec3 intensity = vec3(dot(rgb, LUMA));",
- "return mix(intensity, rgb, adjustment);",
- "}"
- ].join( "\n" ) ) );
- //
- // Luminance
- //
- THREE.NodeLib.add( new THREE.FunctionNode( [
- // Algorithm from Chapter 10 of Graphics Shaders
- "float luminance_rgb(vec3 rgb) {",
- "return dot(rgb, LUMA);",
- "}"
- ].join( "\n" ) ) );
- //
- // Vibrance
- //
- THREE.NodeLib.add( new THREE.FunctionNode( [
- // Shader by Evan Wallace adapted from @lo-th
- "vec3 vibrance_rgb(vec3 rgb, float adjustment) {",
- "float average = (rgb.r + rgb.g + rgb.b) / 3.0;",
- "float mx = max(rgb.r, max(rgb.g, rgb.b));",
- "float amt = (mx - average) * (-3.0 * adjustment);",
- "return mix(rgb.rgb, vec3(mx), amt);",
- "}"
- ].join( "\n" ) ) );
|