ShaderDeferred.js 12 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. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  15. "shininess": { type: "f", value: 30 }
  16. }
  17. ] ),
  18. fragmentShader : [
  19. "uniform vec3 diffuse;",
  20. "uniform vec3 specular;",
  21. "uniform float shininess;",
  22. THREE.ShaderChunk[ "color_pars_fragment" ],
  23. THREE.ShaderChunk[ "map_pars_fragment" ],
  24. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  25. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  26. THREE.ShaderChunk[ "fog_pars_fragment" ],
  27. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  28. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  29. "const float unit = 255.0/256.0;",
  30. "float vec3_to_float( vec3 data ) {",
  31. "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
  32. "return compressed;",
  33. "}",
  34. "void main() {",
  35. "const float opacity = 1.0;",
  36. "gl_FragColor = vec4( diffuse, opacity );",
  37. THREE.ShaderChunk[ "map_fragment" ],
  38. THREE.ShaderChunk[ "alphatest_fragment" ],
  39. THREE.ShaderChunk[ "specularmap_fragment" ],
  40. THREE.ShaderChunk[ "lightmap_fragment" ],
  41. THREE.ShaderChunk[ "color_fragment" ],
  42. THREE.ShaderChunk[ "envmap_fragment" ],
  43. THREE.ShaderChunk[ "shadowmap_fragment" ],
  44. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  45. THREE.ShaderChunk[ "fog_fragment" ],
  46. // diffuse color
  47. "gl_FragColor.x = vec3_to_float( 0.999 * gl_FragColor.xyz );",
  48. // specular color
  49. "gl_FragColor.y = vec3_to_float( 0.999 * specular );",
  50. // shininess
  51. "gl_FragColor.z = shininess;",
  52. // free
  53. "gl_FragColor.w = 0.0;",
  54. "}"
  55. ].join("\n"),
  56. vertexShader : [
  57. THREE.ShaderChunk[ "map_pars_vertex" ],
  58. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  59. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  60. THREE.ShaderChunk[ "color_pars_vertex" ],
  61. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  62. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  63. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  64. "void main() {",
  65. THREE.ShaderChunk[ "map_vertex" ],
  66. THREE.ShaderChunk[ "lightmap_vertex" ],
  67. THREE.ShaderChunk[ "color_vertex" ],
  68. "#ifdef USE_ENVMAP",
  69. THREE.ShaderChunk[ "morphnormal_vertex" ],
  70. THREE.ShaderChunk[ "skinbase_vertex" ],
  71. THREE.ShaderChunk[ "skinnormal_vertex" ],
  72. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  73. "#endif",
  74. THREE.ShaderChunk[ "morphtarget_vertex" ],
  75. THREE.ShaderChunk[ "skinning_vertex" ],
  76. THREE.ShaderChunk[ "default_vertex" ],
  77. THREE.ShaderChunk[ "worldpos_vertex" ],
  78. THREE.ShaderChunk[ "envmap_vertex" ],
  79. THREE.ShaderChunk[ "shadowmap_vertex" ],
  80. "}"
  81. ].join("\n")
  82. },
  83. "clipDepth" : {
  84. uniforms: { },
  85. fragmentShader : [
  86. "varying vec4 clipPos;",
  87. "void main() {",
  88. "gl_FragColor = vec4( clipPos.z / clipPos.w, 1.0, 1.0, 1.0 );",
  89. "}"
  90. ].join("\n"),
  91. vertexShader : [
  92. "varying vec4 clipPos;",
  93. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  94. "void main() {",
  95. THREE.ShaderChunk[ "morphtarget_vertex" ],
  96. THREE.ShaderChunk[ "default_vertex" ],
  97. "clipPos = gl_Position;",
  98. "}"
  99. ].join("\n")
  100. },
  101. "normals" : {
  102. uniforms: { },
  103. fragmentShader : [
  104. "varying vec3 normalView;",
  105. "void main() {",
  106. "gl_FragColor = vec4( vec3( normalView * 0.5 + 0.5 ), 1.0 );",
  107. "}"
  108. ].join("\n"),
  109. vertexShader : [
  110. "varying vec3 normalView;",
  111. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  112. "void main() {",
  113. THREE.ShaderChunk[ "morphnormal_vertex" ],
  114. THREE.ShaderChunk[ "morphtarget_vertex" ],
  115. THREE.ShaderChunk[ "default_vertex" ],
  116. "vec3 objectNormal;",
  117. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  118. "objectNormal = morphedNormal;",
  119. "#endif",
  120. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  121. "objectNormal = normal;",
  122. "#endif",
  123. "normalView = normalize( normalMatrix * objectNormal );",
  124. "}"
  125. ].join("\n")
  126. },
  127. "bump" : {
  128. uniforms: {
  129. bumpMap: { type: "t", value: null },
  130. bumpScale: { type: "f", value: 1 },
  131. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  132. },
  133. fragmentShader : [
  134. "#extension GL_OES_standard_derivatives : enable\n",
  135. "varying vec3 normalView;",
  136. "varying vec2 vUv;",
  137. "varying vec3 vViewPosition;",
  138. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  139. "void main() {",
  140. "vec3 normal = normalize( normalView );",
  141. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  142. "gl_FragColor = vec4( vec3( normal * 0.5 + 0.5 ), 1.0 );",
  143. "}"
  144. ].join("\n"),
  145. vertexShader : [
  146. "varying vec3 normalView;",
  147. "varying vec2 vUv;",
  148. "varying vec3 vViewPosition;",
  149. "uniform vec4 offsetRepeat;",
  150. "void main() {",
  151. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  152. "gl_Position = projectionMatrix * mvPosition;",
  153. "normalView = normalize( normalMatrix * normal );",
  154. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  155. "vViewPosition = -mvPosition.xyz;",
  156. "}"
  157. ].join("\n")
  158. },
  159. "unlit" : {
  160. uniforms: {
  161. samplerDepth: { type: "t", value: null },
  162. viewWidth: { type: "f", value: 800 },
  163. viewHeight: { type: "f", value: 600 },
  164. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) }
  165. },
  166. fragmentShader : [
  167. "varying vec4 clipPos;",
  168. "uniform sampler2D samplerDepth;",
  169. "uniform float viewHeight;",
  170. "uniform float viewWidth;",
  171. "uniform vec3 lightColor;",
  172. "void main() {",
  173. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  174. "float z = texture2D( samplerDepth, texCoord ).x;",
  175. "vec4 color = vec4( lightColor, 1.0 );",
  176. "float depth = clipPos.z / clipPos.w;",
  177. "if( depth > z && z > 0.0 ) color.w = 0.0;",
  178. "gl_FragColor = color;",
  179. "}"
  180. ].join("\n"),
  181. vertexShader : [
  182. "varying vec4 clipPos;",
  183. "void main() {",
  184. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  185. "clipPos = gl_Position;",
  186. "}"
  187. ].join("\n")
  188. },
  189. "composite" : {
  190. uniforms: {
  191. samplerLightBuffer: { type: "t", value: null },
  192. samplerEmitter: { type: "t", value: null }
  193. },
  194. fragmentShader : [
  195. "varying vec2 texCoord;",
  196. "uniform sampler2D samplerLightBuffer;",
  197. "uniform sampler2D samplerEmitter;",
  198. "uniform vec3 lightPos;",
  199. "void main() {",
  200. "vec3 color = texture2D( samplerLightBuffer, texCoord ).xyz;",
  201. "vec3 emitter = texture2D( samplerEmitter, texCoord ).xyz;",
  202. "if ( emitter != vec3( 0.0 ) ) {",
  203. "gl_FragColor = vec4( emitter, 1.0 );",
  204. "} else {",
  205. "gl_FragColor = vec4( sqrt( color ), 1.0 );",
  206. "}",
  207. "}"
  208. ].join("\n"),
  209. vertexShader : [
  210. "varying vec2 texCoord;",
  211. "void main() {",
  212. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  213. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  214. "gl_Position = pos;",
  215. "}"
  216. ].join("\n")
  217. },
  218. "light" : {
  219. uniforms: {
  220. samplerLightBuffer: { type: "t", value: null },
  221. samplerNormals: { type: "t", value: null },
  222. samplerDepth: { type: "t", value: null },
  223. samplerColor: { type: "t", value: null },
  224. matView: { type: "m4", value: new THREE.Matrix4() },
  225. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  226. viewWidth: { type: "f", value: 800 },
  227. viewHeight: { type: "f", value: 600 },
  228. lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  229. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  230. lightIntensity: { type: "f", value: 1.0 },
  231. lightRadius: { type: "f", value: 1.0 }
  232. },
  233. fragmentShader : [
  234. "varying vec3 lightView;",
  235. "varying vec4 clipPos;",
  236. "uniform sampler2D samplerColor;",
  237. "uniform sampler2D samplerDepth;",
  238. "uniform sampler2D samplerNormals;",
  239. "uniform sampler2D samplerLightBuffer;",
  240. "uniform float lightRadius;",
  241. "uniform float lightIntensity;",
  242. "uniform float viewHeight;",
  243. "uniform float viewWidth;",
  244. "uniform vec3 lightColor;",
  245. "uniform mat4 matProjInverse;",
  246. "vec3 float_to_vec3( float data ) {",
  247. "vec3 uncompressed;",
  248. "uncompressed.x = fract( data );",
  249. "float zInt = floor( data / 255.0 );",
  250. "uncompressed.z = fract( zInt / 255.0 );",
  251. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  252. "return uncompressed;",
  253. "}",
  254. "void main() {",
  255. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  256. "float z = texture2D( samplerDepth, texCoord ).x;",
  257. "float lightZ = clipPos.z / clipPos.w;",
  258. /*
  259. "if ( z == 0.0 ) {",
  260. "gl_FragColor = vec4( vec3( 0.0 ), 1.0 );",
  261. "return;",
  262. "}",
  263. */
  264. "if ( z == 0.0 || lightZ > z ) discard;",
  265. "float x = texCoord.x * 2.0 - 1.0;",
  266. "float y = texCoord.y * 2.0 - 1.0;",
  267. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  268. "vec4 viewPos = matProjInverse * projectedPos;",
  269. "viewPos.xyz /= viewPos.w;",
  270. "viewPos.w = 1.0;",
  271. "vec3 lightDir = lightView - viewPos.xyz;",
  272. "float dist = length( lightDir );",
  273. "if ( dist > lightRadius ) discard;",
  274. "lightDir = normalize( lightDir );",
  275. "float cutoff = 0.3;",
  276. "float denom = dist/lightRadius + 1.0;",
  277. "float attenuation = 1.0 / ( denom * denom );",
  278. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  279. "attenuation = max( attenuation, 0.0 );",
  280. "attenuation *= attenuation;",
  281. // normal
  282. "vec3 normal = texture2D( samplerNormals, texCoord ).xyz * 2.0 - 1.0;",
  283. // color
  284. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  285. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  286. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  287. "float shininess = colorMap.z;",
  288. // wrap around lighting
  289. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  290. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  291. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  292. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  293. // simple lighting
  294. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  295. //"vec3 diffuse = vec3 ( diffuseFull );",
  296. // specular
  297. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  298. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  299. // simple specular
  300. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  301. // physically based specular
  302. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  303. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  304. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  305. // combine
  306. "vec3 light = lightIntensity * lightColor;",
  307. "#ifdef ADDITIVE_SPECULAR",
  308. "gl_FragColor = vec4( albedo * light * diffuse, attenuation ) + vec4( light * specular, attenuation );",
  309. "#else",
  310. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), attenuation );",
  311. "#endif",
  312. "}"
  313. ].join("\n"),
  314. vertexShader : [
  315. "varying vec3 lightView;",
  316. "varying vec4 clipPos;",
  317. "uniform vec3 lightPos;",
  318. "uniform mat4 matView;",
  319. "void main() { ",
  320. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  321. "gl_Position = projectionMatrix * mvPosition;",
  322. "lightView = vec3( matView * vec4( lightPos, 1.0 ) );",
  323. "clipPos = gl_Position;",
  324. "}"
  325. ].join("\n")
  326. }
  327. };