Shader.js 7.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237
  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_start
  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. #pragma unroll_loop_end
  31. #endif
  32. #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
  33. SpotLight spotLight;
  34. #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
  35. SpotLightShadow spotLightShadow;
  36. #endif
  37. #pragma unroll_loop_start
  38. for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
  39. spotLight = spotLights[ i ];
  40. getSpotDirectLightIrradiance( spotLight, geometry, directLight );
  41. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
  42. spotLightShadow = spotLightShadows[ i ];
  43. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
  44. #endif
  45. RE_Direct( directLight, geometry, material, reflectedLight );
  46. }
  47. #pragma unroll_loop_end
  48. #endif
  49. #if ( NUM_DIR_LIGHTS > 0) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
  50. DirectionalLight directionalLight;
  51. float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
  52. #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
  53. DirectionalLightShadow directionalLightShadow;
  54. #endif
  55. #if defined( USE_SHADOWMAP ) && defined( CSM_FADE )
  56. vec2 cascade;
  57. float cascadeCenter;
  58. float closestEdge;
  59. float margin;
  60. float csmx;
  61. float csmy;
  62. #pragma unroll_loop_start
  63. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  64. directionalLight = directionalLights[ i ];
  65. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  66. // NOTE: Depth gets larger away from the camera.
  67. // cascade.x is closer, cascade.y is further
  68. cascade = CSM_cascades[ i ];
  69. cascadeCenter = ( cascade.x + cascade.y ) / 2.0;
  70. closestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;
  71. margin = 0.25 * pow( closestEdge, 2.0 );
  72. csmx = cascade.x - margin / 2.0;
  73. csmy = cascade.y + margin / 2.0;
  74. if( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS && linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {
  75. float dist = min( linearDepth - csmx, csmy - linearDepth );
  76. float ratio = clamp( dist / margin, 0.0, 1.0 );
  77. if( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) {
  78. vec3 prevColor = directLight.color;
  79. directionalLightShadow = directionalLightShadows[ i ];
  80. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
  81. bool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;
  82. directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );
  83. }
  84. ReflectedLight prevLight = reflectedLight;
  85. RE_Direct( directLight, geometry, material, reflectedLight );
  86. bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;
  87. float blendRatio = shouldBlend ? ratio : 1.0;
  88. reflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );
  89. reflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );
  90. reflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );
  91. reflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );
  92. }
  93. }
  94. #pragma unroll_loop_end
  95. #else
  96. #pragma unroll_loop_start
  97. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  98. directionalLight = directionalLights[ i ];
  99. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  100. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
  101. directionalLightShadow = directionalLightShadows[ i ];
  102. 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;
  103. #endif
  104. 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 );
  105. }
  106. #pragma unroll_loop_end
  107. #endif
  108. #endif
  109. #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
  110. DirectionalLight directionalLight;
  111. #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
  112. DirectionalLightShadow directionalLightShadow;
  113. #endif
  114. #pragma unroll_loop_start
  115. for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
  116. directionalLight = directionalLights[ i ];
  117. getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );
  118. #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
  119. directionalLightShadow = directionalLightShadows[ i ];
  120. directLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
  121. #endif
  122. RE_Direct( directLight, geometry, material, reflectedLight );
  123. }
  124. #pragma unroll_loop_end
  125. #endif
  126. #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
  127. RectAreaLight rectAreaLight;
  128. #pragma unroll_loop_start
  129. for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
  130. rectAreaLight = rectAreaLights[ i ];
  131. RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );
  132. }
  133. #pragma unroll_loop_end
  134. #endif
  135. #if defined( RE_IndirectDiffuse )
  136. vec3 iblIrradiance = vec3( 0.0 );
  137. vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
  138. irradiance += getLightProbeIrradiance( lightProbe, geometry );
  139. #if ( NUM_HEMI_LIGHTS > 0 )
  140. #pragma unroll_loop_start
  141. for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
  142. irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );
  143. }
  144. #pragma unroll_loop_end
  145. #endif
  146. #endif
  147. #if defined( RE_IndirectSpecular )
  148. vec3 radiance = vec3( 0.0 );
  149. vec3 clearcoatRadiance = vec3( 0.0 );
  150. #endif
  151. `,
  152. lights_pars_begin: /* glsl */`
  153. #if defined( USE_CSM ) && defined( CSM_CASCADES )
  154. uniform vec2 CSM_cascades[CSM_CASCADES];
  155. uniform float cameraNear;
  156. uniform float shadowFar;
  157. #endif
  158. ` + ShaderChunk.lights_pars_begin
  159. };