NormalDisplacementShader.js 16 KB

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  1. /*
  2. * @author alteredq / http://alteredqualia.com/
  3. *
  4. * Normal map shader
  5. * - Blinn-Phong
  6. * - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  7. * - point and directional lights (use with "lights: true" material option)
  8. */
  9. THREE.NormalDisplacementShader = {
  10. uniforms: THREE.UniformsUtils.merge( [
  11. THREE.UniformsLib[ "fog" ],
  12. THREE.UniformsLib[ "lights" ],
  13. THREE.UniformsLib[ "shadowmap" ],
  14. {
  15. "enableAO" : { type: "i", value: 0 },
  16. "enableDiffuse" : { type: "i", value: 0 },
  17. "enableSpecular" : { type: "i", value: 0 },
  18. "enableReflection" : { type: "i", value: 0 },
  19. "enableDisplacement": { type: "i", value: 0 },
  20. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  21. "tDiffuse" : { type: "t", value: null },
  22. "tCube" : { type: "t", value: null },
  23. "tNormal" : { type: "t", value: null },
  24. "tSpecular" : { type: "t", value: null },
  25. "tAO" : { type: "t", value: null },
  26. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  27. "uDisplacementBias": { type: "f", value: 0.0 },
  28. "uDisplacementScale": { type: "f", value: 1.0 },
  29. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  30. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  31. "shininess": { type: "f", value: 30 },
  32. "opacity": { type: "f", value: 1 },
  33. "refractionRatio": { type: "f", value: 0.98 },
  34. "reflectivity": { type: "f", value: 0.5 },
  35. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  36. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  37. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  38. }
  39. ] ),
  40. fragmentShader: [
  41. "uniform vec3 diffuse;",
  42. "uniform vec3 specular;",
  43. "uniform float shininess;",
  44. "uniform float opacity;",
  45. "uniform bool enableDiffuse;",
  46. "uniform bool enableSpecular;",
  47. "uniform bool enableAO;",
  48. "uniform bool enableReflection;",
  49. "uniform sampler2D tDiffuse;",
  50. "uniform sampler2D tNormal;",
  51. "uniform sampler2D tSpecular;",
  52. "uniform sampler2D tAO;",
  53. "uniform samplerCube tCube;",
  54. "uniform vec2 uNormalScale;",
  55. "uniform float refractionRatio;",
  56. "uniform float reflectivity;",
  57. "varying vec3 vTangent;",
  58. "varying vec3 vBinormal;",
  59. "varying vec3 vNormal;",
  60. "varying vec2 vUv;",
  61. "uniform vec3 ambientLightColor;",
  62. "#if MAX_DIR_LIGHTS > 0",
  63. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  64. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  65. "#endif",
  66. "#if MAX_HEMI_LIGHTS > 0",
  67. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  68. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  69. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  70. "#endif",
  71. "#if MAX_POINT_LIGHTS > 0",
  72. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  73. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  74. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  75. "#endif",
  76. "#if MAX_SPOT_LIGHTS > 0",
  77. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  78. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  79. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  80. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  81. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  82. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  83. "#endif",
  84. "#ifdef WRAP_AROUND",
  85. " uniform vec3 wrapRGB;",
  86. "#endif",
  87. "varying vec3 vWorldPosition;",
  88. "varying vec3 vViewPosition;",
  89. THREE.ShaderChunk[ "common" ],
  90. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  91. THREE.ShaderChunk[ "fog_pars_fragment" ],
  92. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  93. "void main() {",
  94. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  95. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  96. " vec4 diffuseColor = vec4( diffuse, opacity );",
  97. " vec3 specularTex = vec3( 1.0 );",
  98. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  99. " normalTex.xy *= uNormalScale;",
  100. " normalTex = normalize( normalTex );",
  101. " if( enableDiffuse ) {",
  102. " #ifdef GAMMA_INPUT",
  103. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  104. " texelColor.xyz *= texelColor.xyz;",
  105. " diffuseColor *= texelColor;",
  106. " #else",
  107. " diffuseColor *= texture2D( tDiffuse, vUv );",
  108. " #endif",
  109. " }",
  110. " if( enableAO ) {",
  111. " #ifdef GAMMA_INPUT",
  112. " vec4 aoColor = texture2D( tAO, vUv );",
  113. " aoColor.xyz *= aoColor.xyz;",
  114. " diffuseColor.rgb *= aoColor.xyz;",
  115. " #else",
  116. " diffuseColor.rgb *= texture2D( tAO, vUv ).xyz;",
  117. " #endif",
  118. " }",
  119. THREE.ShaderChunk[ "alphatest_fragment" ],
  120. " if( enableSpecular )",
  121. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  122. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  123. " vec3 finalNormal = tsb * normalTex;",
  124. " #ifdef FLIP_SIDED",
  125. " finalNormal = -finalNormal;",
  126. " #endif",
  127. " vec3 normal = normalize( finalNormal );",
  128. " vec3 viewPosition = normalize( vViewPosition );",
  129. " vec3 totalDiffuseLight = vec3( 0.0 );",
  130. " vec3 totalSpecularLight = vec3( 0.0 );",
  131. // point lights
  132. " #if MAX_POINT_LIGHTS > 0",
  133. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  134. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  135. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  136. " float pointDistance = 1.0;",
  137. " if ( pointLightDistance[ i ] > 0.0 )",
  138. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  139. " pointVector = normalize( pointVector );",
  140. // diffuse
  141. " #ifdef WRAP_AROUND",
  142. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  143. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  144. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  145. " #else",
  146. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  147. " #endif",
  148. " totalDiffuseLight += pointDistance * pointLightColor[ i ] * pointDiffuseWeight;",
  149. // specular
  150. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  151. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  152. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  153. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  154. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  155. " totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  156. " }",
  157. " #endif",
  158. // spot lights
  159. " #if MAX_SPOT_LIGHTS > 0",
  160. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  161. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  162. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  163. " float spotDistance = 1.0;",
  164. " if ( spotLightDistance[ i ] > 0.0 )",
  165. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  166. " spotVector = normalize( spotVector );",
  167. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  168. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  169. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  170. // diffuse
  171. " #ifdef WRAP_AROUND",
  172. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  173. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  174. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  175. " #else",
  176. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  177. " #endif",
  178. " totalDiffuseLight += spotDistance * spotLightColor[ i ] * spotDiffuseWeight * spotEffect;",
  179. // specular
  180. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  181. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  182. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  183. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  184. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  185. " totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  186. " }",
  187. " }",
  188. " #endif",
  189. // directional lights
  190. " #if MAX_DIR_LIGHTS > 0",
  191. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  192. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  193. " vec3 dirVector = normalize( lDirection.xyz );",
  194. // diffuse
  195. " #ifdef WRAP_AROUND",
  196. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  197. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  198. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  199. " #else",
  200. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  201. " #endif",
  202. " totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
  203. // specular
  204. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  205. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  206. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  207. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  208. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  209. " totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  210. " }",
  211. " #endif",
  212. // hemisphere lights
  213. " #if MAX_HEMI_LIGHTS > 0",
  214. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  215. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  216. " vec3 lVector = normalize( lDirection.xyz );",
  217. // diffuse
  218. " float dotProduct = dot( normal, lVector );",
  219. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  220. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  221. " totalDiffuseLight += hemiColor;",
  222. // specular (sky light)
  223. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  224. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  225. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  226. // specular (ground light)
  227. " vec3 lVectorGround = -lVector;",
  228. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  229. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  230. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  231. " float dotProductGround = dot( normal, lVectorGround );",
  232. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  233. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  234. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  235. " totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  236. " }",
  237. " #endif",
  238. " #ifdef METAL",
  239. " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
  240. " #else",
  241. " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight;",
  242. " #endif",
  243. " if ( enableReflection ) {",
  244. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  245. " vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );",
  246. " #ifdef ENVMAP_MODE_REFLECTION",
  247. " vec3 vReflect = reflect( cameraToVertex, worldNormal );",
  248. " #else",
  249. " vec3 vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
  250. " #endif",
  251. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  252. " #ifdef GAMMA_INPUT",
  253. " cubeColor.xyz *= cubeColor.xyz;",
  254. " #endif",
  255. " outgoingLight = mix( outgoingLight, cubeColor.xyz, specularTex.r * reflectivity );",
  256. " }",
  257. THREE.ShaderChunk[ "shadowmap_fragment" ],
  258. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  259. THREE.ShaderChunk[ "fog_fragment" ],
  260. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  261. "}"
  262. ].join("\n"),
  263. vertexShader: [
  264. "attribute vec4 tangent;",
  265. "uniform vec2 uOffset;",
  266. "uniform vec2 uRepeat;",
  267. "uniform bool enableDisplacement;",
  268. "#ifdef VERTEX_TEXTURES",
  269. " uniform sampler2D tDisplacement;",
  270. " uniform float uDisplacementScale;",
  271. " uniform float uDisplacementBias;",
  272. "#endif",
  273. "varying vec3 vTangent;",
  274. "varying vec3 vBinormal;",
  275. "varying vec3 vNormal;",
  276. "varying vec2 vUv;",
  277. "varying vec3 vWorldPosition;",
  278. "varying vec3 vViewPosition;",
  279. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  280. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  281. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  282. "void main() {",
  283. THREE.ShaderChunk[ "skinbase_vertex" ],
  284. THREE.ShaderChunk[ "skinnormal_vertex" ],
  285. // normal, tangent and binormal vectors
  286. " #ifdef USE_SKINNING",
  287. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  288. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  289. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  290. " #else",
  291. " vNormal = normalize( normalMatrix * normal );",
  292. " vTangent = normalize( normalMatrix * tangent.xyz );",
  293. " #endif",
  294. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  295. " vUv = uv * uRepeat + uOffset;",
  296. // displacement mapping
  297. " vec3 displacedPosition;",
  298. " #ifdef VERTEX_TEXTURES",
  299. " if ( enableDisplacement ) {",
  300. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  301. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  302. " displacedPosition = position + normalize( normal ) * df;",
  303. " } else {",
  304. " #ifdef USE_SKINNING",
  305. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  306. " vec4 skinned = vec4( 0.0 );",
  307. " skinned += boneMatX * skinVertex * skinWeight.x;",
  308. " skinned += boneMatY * skinVertex * skinWeight.y;",
  309. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  310. " skinned += boneMatW * skinVertex * skinWeight.w;",
  311. " skinned = bindMatrixInverse * skinned;",
  312. " displacedPosition = skinned.xyz;",
  313. " #else",
  314. " displacedPosition = position;",
  315. " #endif",
  316. " }",
  317. " #else",
  318. " #ifdef USE_SKINNING",
  319. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  320. " vec4 skinned = vec4( 0.0 );",
  321. " skinned += boneMatX * skinVertex * skinWeight.x;",
  322. " skinned += boneMatY * skinVertex * skinWeight.y;",
  323. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  324. " skinned += boneMatW * skinVertex * skinWeight.w;",
  325. " skinned = bindMatrixInverse * skinned;",
  326. " displacedPosition = skinned.xyz;",
  327. " #else",
  328. " displacedPosition = position;",
  329. " #endif",
  330. " #endif",
  331. //
  332. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  333. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  334. " gl_Position = projectionMatrix * mvPosition;",
  335. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  336. //
  337. " vWorldPosition = worldPosition.xyz;",
  338. " vViewPosition = -mvPosition.xyz;",
  339. // shadows
  340. " #ifdef USE_SHADOWMAP",
  341. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  342. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  343. " }",
  344. " #endif",
  345. "}"
  346. ].join("\n")
  347. };