ShaderDeferred.js 15 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. "wrapAround": { type: "f", value: 1 }
  18. }
  19. ] ),
  20. fragmentShader : [
  21. "uniform vec3 diffuse;",
  22. "uniform vec3 specular;",
  23. "uniform vec3 emissive;",
  24. "uniform float shininess;",
  25. "uniform float wrapAround;",
  26. THREE.ShaderChunk[ "color_pars_fragment" ],
  27. THREE.ShaderChunk[ "map_pars_fragment" ],
  28. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  29. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  30. THREE.ShaderChunk[ "fog_pars_fragment" ],
  31. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  32. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  33. "const float unit = 255.0/256.0;",
  34. "float vec3_to_float( vec3 data ) {",
  35. "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
  36. "return compressed;",
  37. "}",
  38. "void main() {",
  39. "const float opacity = 1.0;",
  40. "gl_FragColor = vec4( diffuse, opacity );",
  41. THREE.ShaderChunk[ "map_fragment" ],
  42. THREE.ShaderChunk[ "alphatest_fragment" ],
  43. THREE.ShaderChunk[ "specularmap_fragment" ],
  44. THREE.ShaderChunk[ "lightmap_fragment" ],
  45. THREE.ShaderChunk[ "color_fragment" ],
  46. THREE.ShaderChunk[ "envmap_fragment" ],
  47. THREE.ShaderChunk[ "shadowmap_fragment" ],
  48. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  49. THREE.ShaderChunk[ "fog_fragment" ],
  50. // diffuse color
  51. "gl_FragColor.x = vec3_to_float( 0.999 * gl_FragColor.xyz );",
  52. // specular color
  53. "gl_FragColor.y = vec3_to_float( 0.999 * specular );",
  54. // shininess
  55. "gl_FragColor.z = wrapAround * shininess;",
  56. // emissive color
  57. "gl_FragColor.w = vec3_to_float( 0.999 * emissive );",
  58. "}"
  59. ].join("\n"),
  60. vertexShader : [
  61. THREE.ShaderChunk[ "map_pars_vertex" ],
  62. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  63. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  64. THREE.ShaderChunk[ "color_pars_vertex" ],
  65. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  66. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  67. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  68. "void main() {",
  69. THREE.ShaderChunk[ "map_vertex" ],
  70. THREE.ShaderChunk[ "lightmap_vertex" ],
  71. THREE.ShaderChunk[ "color_vertex" ],
  72. "#ifdef USE_ENVMAP",
  73. THREE.ShaderChunk[ "morphnormal_vertex" ],
  74. THREE.ShaderChunk[ "skinbase_vertex" ],
  75. THREE.ShaderChunk[ "skinnormal_vertex" ],
  76. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  77. "#endif",
  78. THREE.ShaderChunk[ "morphtarget_vertex" ],
  79. THREE.ShaderChunk[ "skinning_vertex" ],
  80. THREE.ShaderChunk[ "default_vertex" ],
  81. THREE.ShaderChunk[ "worldpos_vertex" ],
  82. THREE.ShaderChunk[ "envmap_vertex" ],
  83. THREE.ShaderChunk[ "shadowmap_vertex" ],
  84. "}"
  85. ].join("\n")
  86. },
  87. "normalDepth" : {
  88. uniforms: {
  89. bumpMap: { type: "t", value: null },
  90. bumpScale: { type: "f", value: 1 },
  91. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  92. },
  93. fragmentShader : [
  94. "#ifdef USE_BUMPMAP",
  95. "#extension GL_OES_standard_derivatives : enable\n",
  96. "varying vec2 vUv;",
  97. "varying vec3 vViewPosition;",
  98. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  99. "#endif",
  100. "varying vec3 normalView;",
  101. "varying vec4 clipPos;",
  102. "void main() {",
  103. "vec3 normal = normalize( normalView );",
  104. "#ifdef USE_BUMPMAP",
  105. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  106. "#endif",
  107. "gl_FragColor.xyz = normal * 0.5 + 0.5;",
  108. "gl_FragColor.w = clipPos.z / clipPos.w;",
  109. "}"
  110. ].join("\n"),
  111. vertexShader : [
  112. "varying vec3 normalView;",
  113. "varying vec4 clipPos;",
  114. "#ifdef USE_BUMPMAP",
  115. "varying vec2 vUv;",
  116. "varying vec3 vViewPosition;",
  117. "uniform vec4 offsetRepeat;",
  118. "#endif",
  119. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  120. "void main() {",
  121. THREE.ShaderChunk[ "morphnormal_vertex" ],
  122. THREE.ShaderChunk[ "morphtarget_vertex" ],
  123. THREE.ShaderChunk[ "default_vertex" ],
  124. "vec3 objectNormal;",
  125. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  126. "objectNormal = morphedNormal;",
  127. "#endif",
  128. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  129. "objectNormal = normal;",
  130. "#endif",
  131. "normalView = normalize( normalMatrix * objectNormal );",
  132. "#ifdef USE_BUMPMAP",
  133. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  134. "vViewPosition = -mvPosition.xyz;",
  135. "#endif",
  136. "clipPos = gl_Position;",
  137. "}"
  138. ].join("\n")
  139. },
  140. "composite" : {
  141. uniforms: {
  142. samplerLight: { type: "t", value: null },
  143. brightness: { type: "f", value: 1 }
  144. },
  145. fragmentShader : [
  146. "varying vec2 texCoord;",
  147. "uniform sampler2D samplerLight;",
  148. "uniform float brightness;",
  149. "void main() {",
  150. "vec3 color = texture2D( samplerLight, texCoord ).xyz;",
  151. "gl_FragColor = vec4( brightness * sqrt( color ), 1.0 );",
  152. "}"
  153. ].join("\n"),
  154. vertexShader : [
  155. "varying vec2 texCoord;",
  156. "void main() {",
  157. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  158. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  159. "gl_Position = pos;",
  160. "}"
  161. ].join("\n")
  162. },
  163. "pointLight" : {
  164. uniforms: {
  165. samplerNormalDepth: { type: "t", value: null },
  166. samplerColor: { type: "t", value: null },
  167. matView: { type: "m4", value: new THREE.Matrix4() },
  168. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  169. viewWidth: { type: "f", value: 800 },
  170. viewHeight: { type: "f", value: 600 },
  171. lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  172. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  173. lightIntensity: { type: "f", value: 1.0 },
  174. lightRadius: { type: "f", value: 1.0 }
  175. },
  176. fragmentShader : [
  177. "varying vec3 lightView;",
  178. "varying vec4 clipPos;",
  179. "uniform sampler2D samplerColor;",
  180. "uniform sampler2D samplerNormalDepth;",
  181. "uniform float lightRadius;",
  182. "uniform float lightIntensity;",
  183. "uniform float viewHeight;",
  184. "uniform float viewWidth;",
  185. "uniform vec3 lightColor;",
  186. "uniform mat4 matProjInverse;",
  187. "vec3 float_to_vec3( float data ) {",
  188. "vec3 uncompressed;",
  189. "uncompressed.x = fract( data );",
  190. "float zInt = floor( data / 255.0 );",
  191. "uncompressed.z = fract( zInt / 255.0 );",
  192. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  193. "return uncompressed;",
  194. "}",
  195. "void main() {",
  196. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  197. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  198. "float z = normalDepth.w;",
  199. "float lightZ = clipPos.z / clipPos.w;",
  200. "if ( z == 0.0 || lightZ > z ) discard;",
  201. "float x = texCoord.x * 2.0 - 1.0;",
  202. "float y = texCoord.y * 2.0 - 1.0;",
  203. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  204. "vec4 viewPos = matProjInverse * projectedPos;",
  205. "viewPos.xyz /= viewPos.w;",
  206. "viewPos.w = 1.0;",
  207. "vec3 lightDir = lightView - viewPos.xyz;",
  208. "float dist = length( lightDir );",
  209. "if ( dist > lightRadius ) discard;",
  210. "lightDir = normalize( lightDir );",
  211. "float cutoff = 0.3;",
  212. "float denom = dist/lightRadius + 1.0;",
  213. "float attenuation = 1.0 / ( denom * denom );",
  214. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  215. "attenuation = max( attenuation, 0.0 );",
  216. "attenuation *= attenuation;",
  217. // normal
  218. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  219. // color
  220. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  221. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  222. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  223. "float shininess = abs( colorMap.z );",
  224. "float wrapAround = sign( colorMap.z );",
  225. // light
  226. "vec3 diffuse;",
  227. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  228. "if ( wrapAround < 0.0 ) {",
  229. // wrap around lighting
  230. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  231. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  232. "diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  233. "} else {",
  234. // simple lighting
  235. "diffuse = vec3( diffuseFull );",
  236. "}",
  237. // specular
  238. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  239. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  240. // simple specular
  241. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  242. // physically based specular
  243. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  244. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  245. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  246. // combine
  247. "vec3 light = lightIntensity * lightColor;",
  248. "#ifdef ADDITIVE_SPECULAR",
  249. "gl_FragColor = vec4( albedo * light * diffuse, attenuation ) + vec4( light * specular, attenuation );",
  250. "#else",
  251. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), attenuation );",
  252. "#endif",
  253. "}"
  254. ].join("\n"),
  255. vertexShader : [
  256. "varying vec3 lightView;",
  257. "varying vec4 clipPos;",
  258. "uniform vec3 lightPos;",
  259. "uniform mat4 matView;",
  260. "void main() { ",
  261. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  262. "gl_Position = projectionMatrix * mvPosition;",
  263. "lightView = vec3( matView * vec4( lightPos, 1.0 ) );",
  264. "clipPos = gl_Position;",
  265. "}"
  266. ].join("\n")
  267. },
  268. "directionalLight" : {
  269. uniforms: {
  270. samplerNormalDepth: { type: "t", value: null },
  271. samplerColor: { type: "t", value: null },
  272. matView: { type: "m4", value: new THREE.Matrix4() },
  273. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  274. viewWidth: { type: "f", value: 800 },
  275. viewHeight: { type: "f", value: 600 },
  276. lightDir: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  277. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  278. lightIntensity: { type: "f", value: 1.0 }
  279. },
  280. fragmentShader : [
  281. "varying vec3 lightView;",
  282. "varying vec4 clipPos;",
  283. "uniform sampler2D samplerColor;",
  284. "uniform sampler2D samplerNormalDepth;",
  285. "uniform float lightRadius;",
  286. "uniform float lightIntensity;",
  287. "uniform float viewHeight;",
  288. "uniform float viewWidth;",
  289. "uniform vec3 lightColor;",
  290. "uniform mat4 matProjInverse;",
  291. "vec3 float_to_vec3( float data ) {",
  292. "vec3 uncompressed;",
  293. "uncompressed.x = fract( data );",
  294. "float zInt = floor( data / 255.0 );",
  295. "uncompressed.z = fract( zInt / 255.0 );",
  296. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  297. "return uncompressed;",
  298. "}",
  299. "void main() {",
  300. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  301. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  302. "float z = normalDepth.w;",
  303. "if ( z == 0.0 ) discard;",
  304. "float x = texCoord.x * 2.0 - 1.0;",
  305. "float y = texCoord.y * 2.0 - 1.0;",
  306. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  307. "vec4 viewPos = matProjInverse * projectedPos;",
  308. "viewPos.xyz /= viewPos.w;",
  309. "viewPos.w = 1.0;",
  310. "vec3 lightDir = normalize( lightView );",
  311. // normal
  312. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  313. // color
  314. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  315. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  316. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  317. "float shininess = colorMap.z;",
  318. // wrap around lighting
  319. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  320. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  321. "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );",
  322. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  323. // simple lighting
  324. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  325. //"vec3 diffuse = vec3 ( diffuseFull );",
  326. // specular
  327. "vec3 halfVector = normalize( lightDir + normalize( viewPos.xyz ) );",
  328. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  329. // simple specular
  330. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  331. // physically based specular
  332. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  333. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  334. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  335. // combine
  336. "vec3 light = lightIntensity * lightColor;",
  337. "#ifdef ADDITIVE_SPECULAR",
  338. "gl_FragColor = vec4( albedo * light * diffuse, 1.0 ) + vec4( light * specular, 1.0 );",
  339. "#else",
  340. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), 1.0 );",
  341. "#endif",
  342. "}"
  343. ].join("\n"),
  344. vertexShader : [
  345. "varying vec3 lightView;",
  346. "varying vec4 clipPos;",
  347. "uniform vec3 lightDir;",
  348. "uniform mat4 matView;",
  349. "void main() { ",
  350. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  351. "gl_Position = projectionMatrix * mvPosition;",
  352. "lightView = vec3( matView * vec4( lightDir, 0.0 ) );",
  353. "clipPos = gl_Position;",
  354. "}"
  355. ].join("\n")
  356. },
  357. "emissiveLight" : {
  358. uniforms: {
  359. samplerColor: { type: "t", value: null },
  360. viewWidth: { type: "f", value: 800 },
  361. viewHeight: { type: "f", value: 600 },
  362. },
  363. fragmentShader : [
  364. "uniform sampler2D samplerColor;",
  365. "uniform float viewHeight;",
  366. "uniform float viewWidth;",
  367. "vec3 float_to_vec3( float data ) {",
  368. "vec3 uncompressed;",
  369. "uncompressed.x = fract( data );",
  370. "float zInt = floor( data / 255.0 );",
  371. "uncompressed.z = fract( zInt / 255.0 );",
  372. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  373. "return uncompressed;",
  374. "}",
  375. "void main() {",
  376. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  377. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  378. "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  379. "gl_FragColor = vec4( emissiveColor, 1.0 );",
  380. "}"
  381. ].join("\n"),
  382. vertexShader : [
  383. "void main() { ",
  384. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  385. "gl_Position = projectionMatrix * mvPosition;",
  386. "}"
  387. ].join("\n")
  388. }
  389. };