ShaderLib.js 34 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324
  1. /**
  2. * Webgl Shader Library for three.js
  3. *
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author mrdoob / http://mrdoob.com/
  6. * @author mikael emtinger / http://gomo.se/
  7. */
  8. THREE.ShaderLib = {
  9. 'basic': {
  10. uniforms: THREE.UniformsUtils.merge( [
  11. THREE.UniformsLib[ "common" ],
  12. THREE.UniformsLib[ "fog" ],
  13. THREE.UniformsLib[ "shadowmap" ]
  14. ] ),
  15. vertexShader: [
  16. THREE.ShaderChunk[ "map_pars_vertex" ],
  17. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  18. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  19. THREE.ShaderChunk[ "color_pars_vertex" ],
  20. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  21. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  22. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  23. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  24. "void main() {",
  25. THREE.ShaderChunk[ "map_vertex" ],
  26. THREE.ShaderChunk[ "lightmap_vertex" ],
  27. THREE.ShaderChunk[ "color_vertex" ],
  28. THREE.ShaderChunk[ "skinbase_vertex" ],
  29. " #ifdef USE_ENVMAP",
  30. THREE.ShaderChunk[ "morphnormal_vertex" ],
  31. THREE.ShaderChunk[ "skinnormal_vertex" ],
  32. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  33. " #endif",
  34. THREE.ShaderChunk[ "morphtarget_vertex" ],
  35. THREE.ShaderChunk[ "skinning_vertex" ],
  36. THREE.ShaderChunk[ "default_vertex" ],
  37. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  38. THREE.ShaderChunk[ "worldpos_vertex" ],
  39. THREE.ShaderChunk[ "envmap_vertex" ],
  40. THREE.ShaderChunk[ "shadowmap_vertex" ],
  41. "}"
  42. ].join("\n"),
  43. fragmentShader: [
  44. "uniform vec3 diffuse;",
  45. "uniform float opacity;",
  46. THREE.ShaderChunk[ "color_pars_fragment" ],
  47. THREE.ShaderChunk[ "map_pars_fragment" ],
  48. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  49. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  50. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  51. THREE.ShaderChunk[ "fog_pars_fragment" ],
  52. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  53. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  54. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  55. "void main() {",
  56. " gl_FragColor = vec4( diffuse, opacity );",
  57. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  58. THREE.ShaderChunk[ "map_fragment" ],
  59. THREE.ShaderChunk[ "alphamap_fragment" ],
  60. THREE.ShaderChunk[ "alphatest_fragment" ],
  61. THREE.ShaderChunk[ "specularmap_fragment" ],
  62. THREE.ShaderChunk[ "lightmap_fragment" ],
  63. THREE.ShaderChunk[ "color_fragment" ],
  64. THREE.ShaderChunk[ "envmap_fragment" ],
  65. THREE.ShaderChunk[ "shadowmap_fragment" ],
  66. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  67. THREE.ShaderChunk[ "fog_fragment" ],
  68. "}"
  69. ].join("\n")
  70. },
  71. 'lambert': {
  72. uniforms: THREE.UniformsUtils.merge( [
  73. THREE.UniformsLib[ "common" ],
  74. THREE.UniformsLib[ "fog" ],
  75. THREE.UniformsLib[ "lights" ],
  76. THREE.UniformsLib[ "shadowmap" ],
  77. {
  78. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  79. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  80. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  81. }
  82. ] ),
  83. vertexShader: [
  84. "#define LAMBERT",
  85. "varying vec3 vLightFront;",
  86. "#ifdef DOUBLE_SIDED",
  87. " varying vec3 vLightBack;",
  88. "#endif",
  89. THREE.ShaderChunk[ "map_pars_vertex" ],
  90. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  91. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  92. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  93. THREE.ShaderChunk[ "color_pars_vertex" ],
  94. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  95. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  96. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  97. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  98. "void main() {",
  99. THREE.ShaderChunk[ "map_vertex" ],
  100. THREE.ShaderChunk[ "lightmap_vertex" ],
  101. THREE.ShaderChunk[ "color_vertex" ],
  102. THREE.ShaderChunk[ "morphnormal_vertex" ],
  103. THREE.ShaderChunk[ "skinbase_vertex" ],
  104. THREE.ShaderChunk[ "skinnormal_vertex" ],
  105. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  106. THREE.ShaderChunk[ "morphtarget_vertex" ],
  107. THREE.ShaderChunk[ "skinning_vertex" ],
  108. THREE.ShaderChunk[ "default_vertex" ],
  109. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  110. THREE.ShaderChunk[ "worldpos_vertex" ],
  111. THREE.ShaderChunk[ "envmap_vertex" ],
  112. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  113. THREE.ShaderChunk[ "shadowmap_vertex" ],
  114. "}"
  115. ].join("\n"),
  116. fragmentShader: [
  117. "uniform float opacity;",
  118. "varying vec3 vLightFront;",
  119. "#ifdef DOUBLE_SIDED",
  120. " varying vec3 vLightBack;",
  121. "#endif",
  122. THREE.ShaderChunk[ "color_pars_fragment" ],
  123. THREE.ShaderChunk[ "map_pars_fragment" ],
  124. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  125. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  126. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  127. THREE.ShaderChunk[ "fog_pars_fragment" ],
  128. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  129. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  130. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  131. "void main() {",
  132. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  133. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  134. THREE.ShaderChunk[ "map_fragment" ],
  135. THREE.ShaderChunk[ "alphamap_fragment" ],
  136. THREE.ShaderChunk[ "alphatest_fragment" ],
  137. THREE.ShaderChunk[ "specularmap_fragment" ],
  138. " #ifdef DOUBLE_SIDED",
  139. //"float isFront = float( gl_FrontFacing );",
  140. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  141. " if ( gl_FrontFacing )",
  142. " gl_FragColor.xyz *= vLightFront;",
  143. " else",
  144. " gl_FragColor.xyz *= vLightBack;",
  145. " #else",
  146. " gl_FragColor.xyz *= vLightFront;",
  147. " #endif",
  148. THREE.ShaderChunk[ "lightmap_fragment" ],
  149. THREE.ShaderChunk[ "color_fragment" ],
  150. THREE.ShaderChunk[ "envmap_fragment" ],
  151. THREE.ShaderChunk[ "shadowmap_fragment" ],
  152. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  153. THREE.ShaderChunk[ "fog_fragment" ],
  154. "}"
  155. ].join("\n")
  156. },
  157. 'phong': {
  158. uniforms: THREE.UniformsUtils.merge( [
  159. THREE.UniformsLib[ "common" ],
  160. THREE.UniformsLib[ "bump" ],
  161. THREE.UniformsLib[ "normalmap" ],
  162. THREE.UniformsLib[ "fog" ],
  163. THREE.UniformsLib[ "lights" ],
  164. THREE.UniformsLib[ "shadowmap" ],
  165. {
  166. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  167. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  168. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  169. "shininess": { type: "f", value: 30 },
  170. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  171. }
  172. ] ),
  173. vertexShader: [
  174. "#define PHONG",
  175. "varying vec3 vViewPosition;",
  176. "varying vec3 vNormal;",
  177. THREE.ShaderChunk[ "map_pars_vertex" ],
  178. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  179. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  180. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  181. THREE.ShaderChunk[ "color_pars_vertex" ],
  182. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  183. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  184. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  185. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  186. "void main() {",
  187. THREE.ShaderChunk[ "map_vertex" ],
  188. THREE.ShaderChunk[ "lightmap_vertex" ],
  189. THREE.ShaderChunk[ "color_vertex" ],
  190. THREE.ShaderChunk[ "morphnormal_vertex" ],
  191. THREE.ShaderChunk[ "skinbase_vertex" ],
  192. THREE.ShaderChunk[ "skinnormal_vertex" ],
  193. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  194. " vNormal = normalize( transformedNormal );",
  195. THREE.ShaderChunk[ "morphtarget_vertex" ],
  196. THREE.ShaderChunk[ "skinning_vertex" ],
  197. THREE.ShaderChunk[ "default_vertex" ],
  198. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  199. " vViewPosition = -mvPosition.xyz;",
  200. THREE.ShaderChunk[ "worldpos_vertex" ],
  201. THREE.ShaderChunk[ "envmap_vertex" ],
  202. THREE.ShaderChunk[ "lights_phong_vertex" ],
  203. THREE.ShaderChunk[ "shadowmap_vertex" ],
  204. "}"
  205. ].join("\n"),
  206. fragmentShader: [
  207. "uniform vec3 diffuse;",
  208. "uniform float opacity;",
  209. "uniform vec3 ambient;",
  210. "uniform vec3 emissive;",
  211. "uniform vec3 specular;",
  212. "uniform float shininess;",
  213. THREE.ShaderChunk[ "color_pars_fragment" ],
  214. THREE.ShaderChunk[ "map_pars_fragment" ],
  215. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  216. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  217. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  218. THREE.ShaderChunk[ "fog_pars_fragment" ],
  219. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  220. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  221. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  222. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  223. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  224. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  225. "void main() {",
  226. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  227. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  228. THREE.ShaderChunk[ "map_fragment" ],
  229. THREE.ShaderChunk[ "alphamap_fragment" ],
  230. THREE.ShaderChunk[ "alphatest_fragment" ],
  231. THREE.ShaderChunk[ "specularmap_fragment" ],
  232. THREE.ShaderChunk[ "lights_phong_fragment" ],
  233. THREE.ShaderChunk[ "lightmap_fragment" ],
  234. THREE.ShaderChunk[ "color_fragment" ],
  235. THREE.ShaderChunk[ "envmap_fragment" ],
  236. THREE.ShaderChunk[ "shadowmap_fragment" ],
  237. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  238. THREE.ShaderChunk[ "fog_fragment" ],
  239. "}"
  240. ].join("\n")
  241. },
  242. 'particle_basic': {
  243. uniforms: THREE.UniformsUtils.merge( [
  244. THREE.UniformsLib[ "particle" ],
  245. THREE.UniformsLib[ "shadowmap" ]
  246. ] ),
  247. vertexShader: [
  248. "uniform float size;",
  249. "uniform float scale;",
  250. THREE.ShaderChunk[ "color_pars_vertex" ],
  251. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  252. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  253. "void main() {",
  254. THREE.ShaderChunk[ "color_vertex" ],
  255. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  256. " #ifdef USE_SIZEATTENUATION",
  257. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  258. " #else",
  259. " gl_PointSize = size;",
  260. " #endif",
  261. " gl_Position = projectionMatrix * mvPosition;",
  262. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  263. THREE.ShaderChunk[ "worldpos_vertex" ],
  264. THREE.ShaderChunk[ "shadowmap_vertex" ],
  265. "}"
  266. ].join("\n"),
  267. fragmentShader: [
  268. "uniform vec3 psColor;",
  269. "uniform float opacity;",
  270. THREE.ShaderChunk[ "color_pars_fragment" ],
  271. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  272. THREE.ShaderChunk[ "fog_pars_fragment" ],
  273. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  274. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  275. "void main() {",
  276. " gl_FragColor = vec4( psColor, opacity );",
  277. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  278. THREE.ShaderChunk[ "map_particle_fragment" ],
  279. THREE.ShaderChunk[ "alphatest_fragment" ],
  280. THREE.ShaderChunk[ "color_fragment" ],
  281. THREE.ShaderChunk[ "shadowmap_fragment" ],
  282. THREE.ShaderChunk[ "fog_fragment" ],
  283. "}"
  284. ].join("\n")
  285. },
  286. 'dashed': {
  287. uniforms: THREE.UniformsUtils.merge( [
  288. THREE.UniformsLib[ "common" ],
  289. THREE.UniformsLib[ "fog" ],
  290. {
  291. "scale" : { type: "f", value: 1 },
  292. "dashSize" : { type: "f", value: 1 },
  293. "totalSize": { type: "f", value: 2 }
  294. }
  295. ] ),
  296. vertexShader: [
  297. "uniform float scale;",
  298. "attribute float lineDistance;",
  299. "varying float vLineDistance;",
  300. THREE.ShaderChunk[ "color_pars_vertex" ],
  301. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  302. "void main() {",
  303. THREE.ShaderChunk[ "color_vertex" ],
  304. " vLineDistance = scale * lineDistance;",
  305. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  306. " gl_Position = projectionMatrix * mvPosition;",
  307. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  308. "}"
  309. ].join("\n"),
  310. fragmentShader: [
  311. "uniform vec3 diffuse;",
  312. "uniform float opacity;",
  313. "uniform float dashSize;",
  314. "uniform float totalSize;",
  315. "varying float vLineDistance;",
  316. THREE.ShaderChunk[ "color_pars_fragment" ],
  317. THREE.ShaderChunk[ "fog_pars_fragment" ],
  318. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  319. "void main() {",
  320. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  321. " discard;",
  322. " }",
  323. " gl_FragColor = vec4( diffuse, opacity );",
  324. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  325. THREE.ShaderChunk[ "color_fragment" ],
  326. THREE.ShaderChunk[ "fog_fragment" ],
  327. "}"
  328. ].join("\n")
  329. },
  330. 'depth': {
  331. uniforms: {
  332. "mNear": { type: "f", value: 1.0 },
  333. "mFar" : { type: "f", value: 2000.0 },
  334. "opacity" : { type: "f", value: 1.0 }
  335. },
  336. vertexShader: [
  337. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  338. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  339. "void main() {",
  340. THREE.ShaderChunk[ "morphtarget_vertex" ],
  341. THREE.ShaderChunk[ "default_vertex" ],
  342. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  343. "}"
  344. ].join("\n"),
  345. fragmentShader: [
  346. "uniform float mNear;",
  347. "uniform float mFar;",
  348. "uniform float opacity;",
  349. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  350. "void main() {",
  351. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  352. " #ifdef USE_LOGDEPTHBUF_EXT",
  353. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  354. " #else",
  355. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  356. " #endif",
  357. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  358. " gl_FragColor = vec4( vec3( color ), opacity );",
  359. "}"
  360. ].join("\n")
  361. },
  362. 'normal': {
  363. uniforms: {
  364. "opacity" : { type: "f", value: 1.0 }
  365. },
  366. vertexShader: [
  367. "varying vec3 vNormal;",
  368. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  369. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  370. "void main() {",
  371. " vNormal = normalize( normalMatrix * normal );",
  372. THREE.ShaderChunk[ "morphtarget_vertex" ],
  373. THREE.ShaderChunk[ "default_vertex" ],
  374. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  375. "}"
  376. ].join("\n"),
  377. fragmentShader: [
  378. "uniform float opacity;",
  379. "varying vec3 vNormal;",
  380. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  381. "void main() {",
  382. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  383. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  384. "}"
  385. ].join("\n")
  386. },
  387. /* -------------------------------------------------------------------------
  388. // Normal map shader
  389. // - Blinn-Phong
  390. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  391. // - point and directional lights (use with "lights: true" material option)
  392. ------------------------------------------------------------------------- */
  393. 'normalmap' : {
  394. uniforms: THREE.UniformsUtils.merge( [
  395. THREE.UniformsLib[ "fog" ],
  396. THREE.UniformsLib[ "lights" ],
  397. THREE.UniformsLib[ "shadowmap" ],
  398. {
  399. "enableAO" : { type: "i", value: 0 },
  400. "enableDiffuse" : { type: "i", value: 0 },
  401. "enableSpecular" : { type: "i", value: 0 },
  402. "enableReflection" : { type: "i", value: 0 },
  403. "enableDisplacement": { type: "i", value: 0 },
  404. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  405. "tDiffuse" : { type: "t", value: null },
  406. "tCube" : { type: "t", value: null },
  407. "tNormal" : { type: "t", value: null },
  408. "tSpecular" : { type: "t", value: null },
  409. "tAO" : { type: "t", value: null },
  410. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  411. "uDisplacementBias": { type: "f", value: 0.0 },
  412. "uDisplacementScale": { type: "f", value: 1.0 },
  413. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  414. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  415. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  416. "shininess": { type: "f", value: 30 },
  417. "opacity": { type: "f", value: 1 },
  418. "useRefract": { type: "i", value: 0 },
  419. "refractionRatio": { type: "f", value: 0.98 },
  420. "reflectivity": { type: "f", value: 0.5 },
  421. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  422. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  423. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  424. }
  425. ] ),
  426. fragmentShader: [
  427. "uniform vec3 ambient;",
  428. "uniform vec3 diffuse;",
  429. "uniform vec3 specular;",
  430. "uniform float shininess;",
  431. "uniform float opacity;",
  432. "uniform bool enableDiffuse;",
  433. "uniform bool enableSpecular;",
  434. "uniform bool enableAO;",
  435. "uniform bool enableReflection;",
  436. "uniform sampler2D tDiffuse;",
  437. "uniform sampler2D tNormal;",
  438. "uniform sampler2D tSpecular;",
  439. "uniform sampler2D tAO;",
  440. "uniform samplerCube tCube;",
  441. "uniform vec2 uNormalScale;",
  442. "uniform bool useRefract;",
  443. "uniform float refractionRatio;",
  444. "uniform float reflectivity;",
  445. "varying vec3 vTangent;",
  446. "varying vec3 vBinormal;",
  447. "varying vec3 vNormal;",
  448. "varying vec2 vUv;",
  449. "uniform vec3 ambientLightColor;",
  450. "#if MAX_DIR_LIGHTS > 0",
  451. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  452. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  453. "#endif",
  454. "#if MAX_HEMI_LIGHTS > 0",
  455. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  456. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  457. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  458. "#endif",
  459. "#if MAX_POINT_LIGHTS > 0",
  460. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  461. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  462. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  463. "#endif",
  464. "#if MAX_SPOT_LIGHTS > 0",
  465. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  466. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  467. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  468. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  469. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  470. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  471. "#endif",
  472. "#ifdef WRAP_AROUND",
  473. " uniform vec3 wrapRGB;",
  474. "#endif",
  475. "varying vec3 vWorldPosition;",
  476. "varying vec3 vViewPosition;",
  477. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  478. THREE.ShaderChunk[ "fog_pars_fragment" ],
  479. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  480. "void main() {",
  481. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  482. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  483. " vec3 specularTex = vec3( 1.0 );",
  484. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  485. " normalTex.xy *= uNormalScale;",
  486. " normalTex = normalize( normalTex );",
  487. " if( enableDiffuse ) {",
  488. " #ifdef GAMMA_INPUT",
  489. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  490. " texelColor.xyz *= texelColor.xyz;",
  491. " gl_FragColor = gl_FragColor * texelColor;",
  492. " #else",
  493. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  494. " #endif",
  495. " }",
  496. " if( enableAO ) {",
  497. " #ifdef GAMMA_INPUT",
  498. " vec4 aoColor = texture2D( tAO, vUv );",
  499. " aoColor.xyz *= aoColor.xyz;",
  500. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  501. " #else",
  502. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  503. " #endif",
  504. " }",
  505. " if( enableSpecular )",
  506. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  507. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  508. " vec3 finalNormal = tsb * normalTex;",
  509. " #ifdef FLIP_SIDED",
  510. " finalNormal = -finalNormal;",
  511. " #endif",
  512. " vec3 normal = normalize( finalNormal );",
  513. " vec3 viewPosition = normalize( vViewPosition );",
  514. // point lights
  515. " #if MAX_POINT_LIGHTS > 0",
  516. " vec3 pointDiffuse = vec3( 0.0 );",
  517. " vec3 pointSpecular = vec3( 0.0 );",
  518. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  519. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  520. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  521. " float pointDistance = 1.0;",
  522. " if ( pointLightDistance[ i ] > 0.0 )",
  523. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  524. " pointVector = normalize( pointVector );",
  525. // diffuse
  526. " #ifdef WRAP_AROUND",
  527. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  528. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  529. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  530. " #else",
  531. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  532. " #endif",
  533. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  534. // specular
  535. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  536. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  537. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  538. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  539. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  540. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  541. " }",
  542. " #endif",
  543. // spot lights
  544. " #if MAX_SPOT_LIGHTS > 0",
  545. " vec3 spotDiffuse = vec3( 0.0 );",
  546. " vec3 spotSpecular = vec3( 0.0 );",
  547. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  548. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  549. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  550. " float spotDistance = 1.0;",
  551. " if ( spotLightDistance[ i ] > 0.0 )",
  552. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  553. " spotVector = normalize( spotVector );",
  554. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  555. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  556. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  557. // diffuse
  558. " #ifdef WRAP_AROUND",
  559. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  560. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  561. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  562. " #else",
  563. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  564. " #endif",
  565. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  566. // specular
  567. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  568. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  569. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  570. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  571. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  572. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  573. " }",
  574. " }",
  575. " #endif",
  576. // directional lights
  577. " #if MAX_DIR_LIGHTS > 0",
  578. " vec3 dirDiffuse = vec3( 0.0 );",
  579. " vec3 dirSpecular = vec3( 0.0 );",
  580. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  581. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  582. " vec3 dirVector = normalize( lDirection.xyz );",
  583. // diffuse
  584. " #ifdef WRAP_AROUND",
  585. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  586. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  587. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  588. " #else",
  589. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  590. " #endif",
  591. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  592. // specular
  593. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  594. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  595. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  596. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  597. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  598. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  599. " }",
  600. " #endif",
  601. // hemisphere lights
  602. " #if MAX_HEMI_LIGHTS > 0",
  603. " vec3 hemiDiffuse = vec3( 0.0 );",
  604. " vec3 hemiSpecular = vec3( 0.0 );" ,
  605. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  606. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  607. " vec3 lVector = normalize( lDirection.xyz );",
  608. // diffuse
  609. " float dotProduct = dot( normal, lVector );",
  610. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  611. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  612. " hemiDiffuse += diffuse * hemiColor;",
  613. // specular (sky light)
  614. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  615. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  616. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  617. // specular (ground light)
  618. " vec3 lVectorGround = -lVector;",
  619. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  620. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  621. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  622. " float dotProductGround = dot( normal, lVectorGround );",
  623. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  624. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  625. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  626. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  627. " }",
  628. " #endif",
  629. // all lights contribution summation
  630. " vec3 totalDiffuse = vec3( 0.0 );",
  631. " vec3 totalSpecular = vec3( 0.0 );",
  632. " #if MAX_DIR_LIGHTS > 0",
  633. " totalDiffuse += dirDiffuse;",
  634. " totalSpecular += dirSpecular;",
  635. " #endif",
  636. " #if MAX_HEMI_LIGHTS > 0",
  637. " totalDiffuse += hemiDiffuse;",
  638. " totalSpecular += hemiSpecular;",
  639. " #endif",
  640. " #if MAX_POINT_LIGHTS > 0",
  641. " totalDiffuse += pointDiffuse;",
  642. " totalSpecular += pointSpecular;",
  643. " #endif",
  644. " #if MAX_SPOT_LIGHTS > 0",
  645. " totalDiffuse += spotDiffuse;",
  646. " totalSpecular += spotSpecular;",
  647. " #endif",
  648. " #ifdef METAL",
  649. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  650. " #else",
  651. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  652. " #endif",
  653. " if ( enableReflection ) {",
  654. " vec3 vReflect;",
  655. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  656. " if ( useRefract ) {",
  657. " vReflect = refract( cameraToVertex, normal, refractionRatio );",
  658. " } else {",
  659. " vReflect = reflect( cameraToVertex, normal );",
  660. " }",
  661. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  662. " #ifdef GAMMA_INPUT",
  663. " cubeColor.xyz *= cubeColor.xyz;",
  664. " #endif",
  665. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  666. " }",
  667. THREE.ShaderChunk[ "shadowmap_fragment" ],
  668. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  669. THREE.ShaderChunk[ "fog_fragment" ],
  670. "}"
  671. ].join("\n"),
  672. vertexShader: [
  673. "attribute vec4 tangent;",
  674. "uniform vec2 uOffset;",
  675. "uniform vec2 uRepeat;",
  676. "uniform bool enableDisplacement;",
  677. "#ifdef VERTEX_TEXTURES",
  678. " uniform sampler2D tDisplacement;",
  679. " uniform float uDisplacementScale;",
  680. " uniform float uDisplacementBias;",
  681. "#endif",
  682. "varying vec3 vTangent;",
  683. "varying vec3 vBinormal;",
  684. "varying vec3 vNormal;",
  685. "varying vec2 vUv;",
  686. "varying vec3 vWorldPosition;",
  687. "varying vec3 vViewPosition;",
  688. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  689. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  690. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  691. "void main() {",
  692. THREE.ShaderChunk[ "skinbase_vertex" ],
  693. THREE.ShaderChunk[ "skinnormal_vertex" ],
  694. // normal, tangent and binormal vectors
  695. " #ifdef USE_SKINNING",
  696. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  697. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  698. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  699. " #else",
  700. " vNormal = normalize( normalMatrix * normal );",
  701. " vTangent = normalize( normalMatrix * tangent.xyz );",
  702. " #endif",
  703. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  704. " vUv = uv * uRepeat + uOffset;",
  705. // displacement mapping
  706. " vec3 displacedPosition;",
  707. " #ifdef VERTEX_TEXTURES",
  708. " if ( enableDisplacement ) {",
  709. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  710. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  711. " displacedPosition = position + normalize( normal ) * df;",
  712. " } else {",
  713. " #ifdef USE_SKINNING",
  714. " vec4 skinVertex = vec4( position, 1.0 );",
  715. " vec4 skinned = vec4( 0.0 );",
  716. " skinned += boneMatX * skinVertex * skinWeight.x;",
  717. " skinned += boneMatY * skinVertex * skinWeight.y;",
  718. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  719. " skinned += boneMatW * skinVertex * skinWeight.w;",
  720. " displacedPosition = skinned.xyz;",
  721. " #else",
  722. " displacedPosition = position;",
  723. " #endif",
  724. " }",
  725. " #else",
  726. " #ifdef USE_SKINNING",
  727. " vec4 skinVertex = vec4( position, 1.0 );",
  728. " vec4 skinned = vec4( 0.0 );",
  729. " skinned += boneMatX * skinVertex * skinWeight.x;",
  730. " skinned += boneMatY * skinVertex * skinWeight.y;",
  731. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  732. " skinned += boneMatW * skinVertex * skinWeight.w;",
  733. " displacedPosition = skinned.xyz;",
  734. " #else",
  735. " displacedPosition = position;",
  736. " #endif",
  737. " #endif",
  738. //
  739. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  740. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  741. " gl_Position = projectionMatrix * mvPosition;",
  742. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  743. //
  744. " vWorldPosition = worldPosition.xyz;",
  745. " vViewPosition = -mvPosition.xyz;",
  746. // shadows
  747. " #ifdef USE_SHADOWMAP",
  748. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  749. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  750. " }",
  751. " #endif",
  752. "}"
  753. ].join("\n")
  754. },
  755. /* -------------------------------------------------------------------------
  756. // Cube map shader
  757. ------------------------------------------------------------------------- */
  758. 'cube': {
  759. uniforms: { "tCube": { type: "t", value: null },
  760. "tFlip": { type: "f", value: - 1 } },
  761. vertexShader: [
  762. "varying vec3 vWorldPosition;",
  763. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  764. "void main() {",
  765. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  766. " vWorldPosition = worldPosition.xyz;",
  767. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  768. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  769. "}"
  770. ].join("\n"),
  771. fragmentShader: [
  772. "uniform samplerCube tCube;",
  773. "uniform float tFlip;",
  774. "varying vec3 vWorldPosition;",
  775. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  776. "void main() {",
  777. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  778. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  779. "}"
  780. ].join("\n")
  781. },
  782. /* Depth encoding into RGBA texture
  783. *
  784. * based on SpiderGL shadow map example
  785. * http://spidergl.org/example.php?id=6
  786. *
  787. * originally from
  788. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  789. *
  790. * see also
  791. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  792. */
  793. 'depthRGBA': {
  794. uniforms: {},
  795. vertexShader: [
  796. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  797. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  798. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  799. "void main() {",
  800. THREE.ShaderChunk[ "skinbase_vertex" ],
  801. THREE.ShaderChunk[ "morphtarget_vertex" ],
  802. THREE.ShaderChunk[ "skinning_vertex" ],
  803. THREE.ShaderChunk[ "default_vertex" ],
  804. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  805. "}"
  806. ].join("\n"),
  807. fragmentShader: [
  808. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  809. "vec4 pack_depth( const in float depth ) {",
  810. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  811. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  812. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  813. " res -= res.xxyz * bit_mask;",
  814. " return res;",
  815. "}",
  816. "void main() {",
  817. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  818. " #ifdef USE_LOGDEPTHBUF_EXT",
  819. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  820. " #else",
  821. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  822. " #endif",
  823. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  824. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  825. //"gl_FragData[ 0 ] = pack_depth( z );",
  826. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  827. "}"
  828. ].join("\n")
  829. }
  830. };