ShaderDeferred.js 16 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. fragmentShader : [
  106. "varying vec3 normalView;",
  107. "void main() {",
  108. "gl_FragColor = vec4( vec3( normalView * 0.5 + 0.5 ), 1.0 );",
  109. "}"
  110. ].join("\n"),
  111. vertexShader : [
  112. "varying vec3 normalView;",
  113. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  114. "void main() {",
  115. THREE.ShaderChunk[ "morphnormal_vertex" ],
  116. THREE.ShaderChunk[ "morphtarget_vertex" ],
  117. THREE.ShaderChunk[ "default_vertex" ],
  118. "vec3 objectNormal;",
  119. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  120. "objectNormal = morphedNormal;",
  121. "#endif",
  122. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  123. "objectNormal = normal;",
  124. "#endif",
  125. "normalView = normalize( normalMatrix * objectNormal );",
  126. "}"
  127. ].join("\n")
  128. },
  129. "bump" : {
  130. uniforms: {
  131. bumpMap: { type: "t", value: null },
  132. bumpScale: { type: "f", value: 1 },
  133. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  134. },
  135. fragmentShader : [
  136. "#extension GL_OES_standard_derivatives : enable\n",
  137. "varying vec3 normalView;",
  138. "varying vec2 vUv;",
  139. "varying vec3 vViewPosition;",
  140. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  141. "void main() {",
  142. "vec3 normal = normalize( normalView );",
  143. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  144. "gl_FragColor = vec4( vec3( normal * 0.5 + 0.5 ), 1.0 );",
  145. "}"
  146. ].join("\n"),
  147. vertexShader : [
  148. "varying vec3 normalView;",
  149. "varying vec2 vUv;",
  150. "varying vec3 vViewPosition;",
  151. "uniform vec4 offsetRepeat;",
  152. "void main() {",
  153. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  154. "gl_Position = projectionMatrix * mvPosition;",
  155. "normalView = normalize( normalMatrix * normal );",
  156. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  157. "vViewPosition = -mvPosition.xyz;",
  158. "}"
  159. ].join("\n")
  160. },
  161. "unlit" : {
  162. uniforms: {
  163. samplerDepth: { type: "t", value: null },
  164. viewWidth: { type: "f", value: 800 },
  165. viewHeight: { type: "f", value: 600 },
  166. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) }
  167. },
  168. fragmentShader : [
  169. "varying vec4 clipPos;",
  170. "uniform sampler2D samplerDepth;",
  171. "uniform float viewHeight;",
  172. "uniform float viewWidth;",
  173. "uniform vec3 lightColor;",
  174. "void main() {",
  175. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  176. "float z = texture2D( samplerDepth, texCoord ).x;",
  177. "vec4 color = vec4( lightColor, 1.0 );",
  178. "float depth = clipPos.z / clipPos.w;",
  179. "if( depth > z && z > 0.0 ) color.w = 0.0;",
  180. "gl_FragColor = color;",
  181. "}"
  182. ].join("\n"),
  183. vertexShader : [
  184. "varying vec4 clipPos;",
  185. "void main() {",
  186. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  187. "clipPos = gl_Position;",
  188. "}"
  189. ].join("\n")
  190. },
  191. "composite" : {
  192. uniforms: {
  193. samplerLight: { type: "t", value: null },
  194. multiply: { type: "f", value: 1 }
  195. },
  196. fragmentShader : [
  197. "varying vec2 texCoord;",
  198. "uniform sampler2D samplerLight;",
  199. "uniform float multiply;",
  200. "void main() {",
  201. "vec3 color = texture2D( samplerLight, texCoord ).xyz;",
  202. "gl_FragColor = vec4( multiply * sqrt( color ), 1.0 );",
  203. "}"
  204. ].join("\n"),
  205. vertexShader : [
  206. "varying vec2 texCoord;",
  207. "void main() {",
  208. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  209. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  210. "gl_Position = pos;",
  211. "}"
  212. ].join("\n")
  213. },
  214. "pointLight" : {
  215. uniforms: {
  216. samplerNormals: { type: "t", value: null },
  217. samplerDepth: { type: "t", value: null },
  218. samplerColor: { type: "t", value: null },
  219. matView: { type: "m4", value: new THREE.Matrix4() },
  220. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  221. viewWidth: { type: "f", value: 800 },
  222. viewHeight: { type: "f", value: 600 },
  223. lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  224. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  225. lightIntensity: { type: "f", value: 1.0 },
  226. lightRadius: { type: "f", value: 1.0 }
  227. },
  228. fragmentShader : [
  229. "varying vec3 lightView;",
  230. "varying vec4 clipPos;",
  231. "uniform sampler2D samplerColor;",
  232. "uniform sampler2D samplerDepth;",
  233. "uniform sampler2D samplerNormals;",
  234. "uniform float lightRadius;",
  235. "uniform float lightIntensity;",
  236. "uniform float viewHeight;",
  237. "uniform float viewWidth;",
  238. "uniform vec3 lightColor;",
  239. "uniform mat4 matProjInverse;",
  240. "vec3 float_to_vec3( float data ) {",
  241. "vec3 uncompressed;",
  242. "uncompressed.x = fract( data );",
  243. "float zInt = floor( data / 255.0 );",
  244. "uncompressed.z = fract( zInt / 255.0 );",
  245. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  246. "return uncompressed;",
  247. "}",
  248. "void main() {",
  249. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  250. "float z = texture2D( samplerDepth, texCoord ).x;",
  251. "float lightZ = clipPos.z / clipPos.w;",
  252. /*
  253. "if ( z == 0.0 ) {",
  254. "gl_FragColor = vec4( vec3( 0.0 ), 1.0 );",
  255. "return;",
  256. "}",
  257. */
  258. "if ( z == 0.0 || lightZ > z ) discard;",
  259. "float x = texCoord.x * 2.0 - 1.0;",
  260. "float y = texCoord.y * 2.0 - 1.0;",
  261. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  262. "vec4 viewPos = matProjInverse * projectedPos;",
  263. "viewPos.xyz /= viewPos.w;",
  264. "viewPos.w = 1.0;",
  265. "vec3 lightDir = lightView - viewPos.xyz;",
  266. "float dist = length( lightDir );",
  267. "if ( dist > lightRadius ) discard;",
  268. "lightDir = normalize( lightDir );",
  269. "float cutoff = 0.3;",
  270. "float denom = dist/lightRadius + 1.0;",
  271. "float attenuation = 1.0 / ( denom * denom );",
  272. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  273. "attenuation = max( attenuation, 0.0 );",
  274. "attenuation *= attenuation;",
  275. // normal
  276. "vec3 normal = texture2D( samplerNormals, texCoord ).xyz * 2.0 - 1.0;",
  277. // color
  278. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  279. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  280. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  281. "float shininess = colorMap.z;",
  282. // wrap around lighting
  283. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  284. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  285. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  286. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  287. // simple lighting
  288. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  289. //"vec3 diffuse = vec3 ( diffuseFull );",
  290. // specular
  291. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  292. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  293. // simple specular
  294. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  295. // physically based specular
  296. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  297. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  298. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  299. // combine
  300. "vec3 light = lightIntensity * lightColor;",
  301. "#ifdef ADDITIVE_SPECULAR",
  302. "gl_FragColor = vec4( albedo * light * diffuse, attenuation ) + vec4( light * specular, attenuation );",
  303. "#else",
  304. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), attenuation );",
  305. "#endif",
  306. "}"
  307. ].join("\n"),
  308. vertexShader : [
  309. "varying vec3 lightView;",
  310. "varying vec4 clipPos;",
  311. "uniform vec3 lightPos;",
  312. "uniform mat4 matView;",
  313. "void main() { ",
  314. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  315. "gl_Position = projectionMatrix * mvPosition;",
  316. "lightView = vec3( matView * vec4( lightPos, 1.0 ) );",
  317. "clipPos = gl_Position;",
  318. "}"
  319. ].join("\n")
  320. },
  321. "directionalLight" : {
  322. uniforms: {
  323. samplerNormals: { type: "t", value: null },
  324. samplerDepth: { type: "t", value: null },
  325. samplerColor: { type: "t", value: null },
  326. matView: { type: "m4", value: new THREE.Matrix4() },
  327. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  328. viewWidth: { type: "f", value: 800 },
  329. viewHeight: { type: "f", value: 600 },
  330. lightDir: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  331. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  332. lightIntensity: { type: "f", value: 1.0 }
  333. },
  334. fragmentShader : [
  335. "varying vec3 lightView;",
  336. "varying vec4 clipPos;",
  337. "uniform sampler2D samplerColor;",
  338. "uniform sampler2D samplerDepth;",
  339. "uniform sampler2D samplerNormals;",
  340. "uniform float lightRadius;",
  341. "uniform float lightIntensity;",
  342. "uniform float viewHeight;",
  343. "uniform float viewWidth;",
  344. "uniform vec3 lightColor;",
  345. "uniform mat4 matProjInverse;",
  346. "vec3 float_to_vec3( float data ) {",
  347. "vec3 uncompressed;",
  348. "uncompressed.x = fract( data );",
  349. "float zInt = floor( data / 255.0 );",
  350. "uncompressed.z = fract( zInt / 255.0 );",
  351. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  352. "return uncompressed;",
  353. "}",
  354. "void main() {",
  355. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  356. "float z = texture2D( samplerDepth, texCoord ).x;",
  357. "if ( z == 0.0 ) discard;",
  358. "float x = texCoord.x * 2.0 - 1.0;",
  359. "float y = texCoord.y * 2.0 - 1.0;",
  360. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  361. "vec4 viewPos = matProjInverse * projectedPos;",
  362. "viewPos.xyz /= viewPos.w;",
  363. "viewPos.w = 1.0;",
  364. "vec3 lightDir = normalize( lightView );",
  365. // normal
  366. "vec3 normal = texture2D( samplerNormals, texCoord ).xyz * 2.0 - 1.0;",
  367. // color
  368. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  369. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  370. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  371. "float shininess = colorMap.z;",
  372. // wrap around lighting
  373. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  374. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  375. "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );",
  376. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  377. // simple lighting
  378. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  379. //"vec3 diffuse = vec3 ( diffuseFull );",
  380. // specular
  381. "vec3 halfVector = normalize( lightDir + normalize( viewPos.xyz ) );",
  382. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  383. // simple specular
  384. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  385. // physically based specular
  386. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  387. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  388. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  389. // combine
  390. "vec3 light = lightIntensity * lightColor;",
  391. "#ifdef ADDITIVE_SPECULAR",
  392. "gl_FragColor = vec4( albedo * light * diffuse, 1.0 ) + vec4( light * specular, 1.0 );",
  393. "#else",
  394. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), 1.0 );",
  395. "#endif",
  396. "}"
  397. ].join("\n"),
  398. vertexShader : [
  399. "varying vec3 lightView;",
  400. "varying vec4 clipPos;",
  401. "uniform vec3 lightDir;",
  402. "uniform mat4 matView;",
  403. "void main() { ",
  404. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  405. "gl_Position = projectionMatrix * mvPosition;",
  406. "lightView = vec3( matView * vec4( lightDir, 0.0 ) );",
  407. "clipPos = gl_Position;",
  408. "}"
  409. ].join("\n")
  410. },
  411. "emissiveLight" : {
  412. uniforms: {
  413. samplerDepth: { type: "t", value: null },
  414. samplerColor: { type: "t", value: null },
  415. viewWidth: { type: "f", value: 800 },
  416. viewHeight: { type: "f", value: 600 },
  417. },
  418. fragmentShader : [
  419. "uniform sampler2D samplerDepth;",
  420. "uniform sampler2D samplerColor;",
  421. "uniform float viewHeight;",
  422. "uniform float viewWidth;",
  423. "vec3 float_to_vec3( float data ) {",
  424. "vec3 uncompressed;",
  425. "uncompressed.x = fract( data );",
  426. "float zInt = floor( data / 255.0 );",
  427. "uncompressed.z = fract( zInt / 255.0 );",
  428. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  429. "return uncompressed;",
  430. "}",
  431. "void main() {",
  432. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  433. "float z = texture2D( samplerDepth, texCoord ).x;",
  434. "if ( z == 0.0 ) discard;",
  435. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  436. "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  437. "gl_FragColor = vec4( emissiveColor, 1.0 );",
  438. "}"
  439. ].join("\n"),
  440. vertexShader : [
  441. "void main() { ",
  442. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  443. "gl_Position = projectionMatrix * mvPosition;",
  444. "}"
  445. ].join("\n")
  446. }
  447. };