meshtoon.glsl.js 2.8 KB

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  1. export const vertex = /* glsl */`
  2. #define TOON
  3. varying vec3 vViewPosition;
  4. #include <common>
  5. #include <uv_pars_vertex>
  6. #include <displacementmap_pars_vertex>
  7. #include <color_pars_vertex>
  8. #include <fog_pars_vertex>
  9. #include <normal_pars_vertex>
  10. #include <morphtarget_pars_vertex>
  11. #include <skinning_pars_vertex>
  12. #include <shadowmap_pars_vertex>
  13. #include <logdepthbuf_pars_vertex>
  14. #include <clipping_planes_pars_vertex>
  15. void main() {
  16. #include <uv_vertex>
  17. #include <color_vertex>
  18. #include <morphcolor_vertex>
  19. #include <beginnormal_vertex>
  20. #include <morphnormal_vertex>
  21. #include <skinbase_vertex>
  22. #include <skinnormal_vertex>
  23. #include <defaultnormal_vertex>
  24. #include <normal_vertex>
  25. #include <begin_vertex>
  26. #include <morphtarget_vertex>
  27. #include <skinning_vertex>
  28. #include <displacementmap_vertex>
  29. #include <project_vertex>
  30. #include <logdepthbuf_vertex>
  31. #include <clipping_planes_vertex>
  32. vViewPosition = - mvPosition.xyz;
  33. #include <worldpos_vertex>
  34. #include <shadowmap_vertex>
  35. #include <fog_vertex>
  36. }
  37. `;
  38. export const fragment = /* glsl */`
  39. #define TOON
  40. uniform vec3 diffuse;
  41. uniform vec3 emissive;
  42. uniform float opacity;
  43. #include <common>
  44. #include <packing>
  45. #include <dithering_pars_fragment>
  46. #include <color_pars_fragment>
  47. #include <uv_pars_fragment>
  48. #include <map_pars_fragment>
  49. #include <alphamap_pars_fragment>
  50. #include <alphatest_pars_fragment>
  51. #include <alphahash_pars_fragment>
  52. #include <aomap_pars_fragment>
  53. #include <lightmap_pars_fragment>
  54. #include <emissivemap_pars_fragment>
  55. #include <gradientmap_pars_fragment>
  56. #include <fog_pars_fragment>
  57. #include <bsdfs>
  58. #include <lights_pars_begin>
  59. #include <normal_pars_fragment>
  60. #include <lights_toon_pars_fragment>
  61. #include <shadowmap_pars_fragment>
  62. #include <bumpmap_pars_fragment>
  63. #include <normalmap_pars_fragment>
  64. #include <logdepthbuf_pars_fragment>
  65. #include <clipping_planes_pars_fragment>
  66. void main() {
  67. #include <clipping_planes_fragment>
  68. vec4 diffuseColor = vec4( diffuse, opacity );
  69. ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
  70. vec3 totalEmissiveRadiance = emissive;
  71. #include <logdepthbuf_fragment>
  72. #include <map_fragment>
  73. #include <color_fragment>
  74. #include <alphamap_fragment>
  75. #include <alphatest_fragment>
  76. #include <alphahash_fragment>
  77. #include <normal_fragment_begin>
  78. #include <normal_fragment_maps>
  79. #include <emissivemap_fragment>
  80. // accumulation
  81. #include <lights_toon_fragment>
  82. #include <lights_fragment_begin>
  83. #include <lights_fragment_maps>
  84. #include <lights_fragment_end>
  85. // modulation
  86. #include <aomap_fragment>
  87. vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
  88. #include <opaque_fragment>
  89. #include <tonemapping_fragment>
  90. #include <colorspace_fragment>
  91. #include <fog_fragment>
  92. #include <premultiplied_alpha_fragment>
  93. #include <dithering_fragment>
  94. }
  95. `;