Shader.js 7.6 KB

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  1. /**
  2. * @author vHawk / https://github.com/vHawk/
  3. */
  4. import { ShaderChunk } from '../../../build/three.module.js';
  5. export default {
  6. lights_fragment_begin: /* glsl */`
  7. GeometricContext geometry;
  8. geometry.position = - vViewPosition;
  9. geometry.normal = normal;
  10. geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
  11. #ifdef CLEARCOAT
  12. geometry.clearcoatNormal = clearcoatNormal;
  13. #endif
  14. IncidentLight directLight;
  15. #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
  16. PointLight pointLight;
  17. #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
  18. PointLightShadow pointLightShadow;
  19. #endif
  20. #pragma unroll_loop
  21. for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
  22. pointLight = pointLights[ i ];
  23. getPointDirectLightIrradiance( pointLight, geometry, directLight );
  24. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
  25. pointLightShadow = pointLightShadows[ i ];
  26. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
  27. #endif
  28. RE_Direct( directLight, geometry, material, reflectedLight );
  29. }
  30. #endif
  31. #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
  32. SpotLight spotLight;
  33. #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
  34. SpotLightShadow spotLightShadow;
  35. #endif
  36. #pragma unroll_loop
  37. for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
  38. spotLight = spotLights[ i ];
  39. getSpotDirectLightIrradiance( spotLight, geometry, directLight );
  40. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
  41. spotLightShadow = spotLightShadows[ i ];
  42. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
  43. #endif
  44. RE_Direct( directLight, geometry, material, reflectedLight );
  45. }
  46. #endif
  47. #if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
  48. DirectionalLight directionalLight;
  49. float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
  50. #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
  51. DirectionalLightShadow directionalLightShadow;
  52. #endif
  53. #if defined( USE_SHADOWMAP ) && defined( CSM_FADE )
  54. vec2 cascade;
  55. float cascadeCenter;
  56. float closestEdge;
  57. float margin;
  58. float csmx;
  59. float csmy;
  60. #pragma unroll_loop_start
  61. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  62. directionalLight = directionalLights[ i ];
  63. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  64. // NOTE: Depth gets larger away from the camera.
  65. // cascade.x is closer, cascade.y is further
  66. cascade = CSM_cascades[ i ];
  67. cascadeCenter = ( cascade.x + cascade.y ) / 2.0;
  68. closestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;
  69. margin = 0.25 * pow( closestEdge, 2.0 );
  70. csmx = cascade.x - margin / 2.0;
  71. csmy = cascade.y + margin / 2.0;
  72. if( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS && linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {
  73. float dist = min( linearDepth - csmx, csmy - linearDepth );
  74. float ratio = clamp( dist / margin, 0.0, 1.0 );
  75. if( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) {
  76. vec3 prevColor = directLight.color;
  77. directionalLightShadow = directionalLightShadows[ i ];
  78. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
  79. bool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;
  80. directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );
  81. }
  82. ReflectedLight prevLight = reflectedLight;
  83. RE_Direct( directLight, geometry, material, reflectedLight );
  84. bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;
  85. float blendRatio = shouldBlend ? ratio : 1.0;
  86. reflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );
  87. reflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );
  88. reflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );
  89. reflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );
  90. }
  91. }
  92. #pragma unroll_loop_end
  93. #else
  94. #pragma unroll_loop
  95. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  96. directionalLight = directionalLights[ i ];
  97. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  98. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
  99. directionalLightShadow = directionalLightShadows[ i ];
  100. if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
  101. #endif
  102. if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight );
  103. }
  104. #endif
  105. #endif
  106. #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
  107. DirectionalLight directionalLight;
  108. #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
  109. DirectionalLightShadow directionalLightShadow;
  110. #endif
  111. #pragma unroll_loop
  112. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  113. directionalLight = directionalLights[ i ];
  114. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  115. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
  116. directionalLightShadow = directionalLightShadows[ i ];
  117. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
  118. #endif
  119. RE_Direct( directLight, geometry, material, reflectedLight );
  120. }
  121. #endif
  122. #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
  123. RectAreaLight rectAreaLight;
  124. #pragma unroll_loop
  125. for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
  126. rectAreaLight = rectAreaLights[ i ];
  127. RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
  128. }
  129. #endif
  130. #if defined( RE_IndirectDiffuse )
  131. vec3 iblIrradiance = vec3( 0.0 );
  132. vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
  133. irradiance += getLightProbeIrradiance( lightProbe, geometry );
  134. #if ( NUM_HEMI_LIGHTS > 0 )
  135. #pragma unroll_loop
  136. for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
  137. irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
  138. }
  139. #endif
  140. #endif
  141. #if defined( RE_IndirectSpecular )
  142. vec3 radiance = vec3( 0.0 );
  143. vec3 clearcoatRadiance = vec3( 0.0 );
  144. #endif
  145. `,
  146. lights_pars_begin: /* glsl */`
  147. #if defined( USE_CSM ) && defined( CSM_CASCADES )
  148. uniform vec2 CSM_cascades[CSM_CASCADES];
  149. uniform float cameraNear;
  150. uniform float shadowFar;
  151. #endif
  152. ` + ShaderChunk.lights_pars_begin
  153. };