ShaderLib.js 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820
  1. /**
  2. * Webgl Shader Library for three.js
  3. *
  4. * @author alteredq / http://alteredqualia.com/
  5. * @author mrdoob / http://mrdoob.com/
  6. * @author mikael emtinger / http://gomo.se/
  7. */
  8. THREE.ShaderLib = {
  9. 'basic': {
  10. uniforms: THREE.UniformsUtils.merge( [
  11. THREE.UniformsLib[ "common" ],
  12. THREE.UniformsLib[ "fog" ],
  13. THREE.UniformsLib[ "shadowmap" ]
  14. ] ),
  15. vertexShader: [
  16. THREE.ShaderChunk[ "common" ],
  17. THREE.ShaderChunk[ "uv_pars_vertex" ],
  18. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  19. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  20. THREE.ShaderChunk[ "color_pars_vertex" ],
  21. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  22. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  23. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  24. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  25. "void main() {",
  26. THREE.ShaderChunk[ "uv_vertex" ],
  27. THREE.ShaderChunk[ "uv2_vertex" ],
  28. THREE.ShaderChunk[ "color_vertex" ],
  29. THREE.ShaderChunk[ "skinbase_vertex" ],
  30. " #ifdef USE_ENVMAP",
  31. THREE.ShaderChunk[ "morphnormal_vertex" ],
  32. THREE.ShaderChunk[ "skinnormal_vertex" ],
  33. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  34. " #endif",
  35. THREE.ShaderChunk[ "morphtarget_vertex" ],
  36. THREE.ShaderChunk[ "skinning_vertex" ],
  37. THREE.ShaderChunk[ "default_vertex" ],
  38. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  39. THREE.ShaderChunk[ "worldpos_vertex" ],
  40. THREE.ShaderChunk[ "envmap_vertex" ],
  41. THREE.ShaderChunk[ "shadowmap_vertex" ],
  42. "}"
  43. ].join("\n"),
  44. fragmentShader: [
  45. "uniform vec3 diffuse;",
  46. "uniform float opacity;",
  47. THREE.ShaderChunk[ "common" ],
  48. THREE.ShaderChunk[ "color_pars_fragment" ],
  49. THREE.ShaderChunk[ "uv_pars_fragment" ],
  50. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  51. THREE.ShaderChunk[ "map_pars_fragment" ],
  52. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  53. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  54. THREE.ShaderChunk[ "fog_pars_fragment" ],
  55. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  56. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  57. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  58. "void main() {",
  59. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  60. " vec4 diffuseColor = vec4( diffuse, opacity );",
  61. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  62. THREE.ShaderChunk[ "map_fragment" ],
  63. THREE.ShaderChunk[ "color_fragment" ],
  64. THREE.ShaderChunk[ "alphamap_fragment" ],
  65. THREE.ShaderChunk[ "alphatest_fragment" ],
  66. THREE.ShaderChunk[ "specularmap_fragment" ],
  67. " outgoingLight = diffuseColor.rgb;", // simple shader
  68. THREE.ShaderChunk[ "envmap_fragment" ],
  69. THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
  70. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  71. THREE.ShaderChunk[ "fog_fragment" ],
  72. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  73. "}"
  74. ].join("\n")
  75. },
  76. 'lambert': {
  77. uniforms: THREE.UniformsUtils.merge( [
  78. THREE.UniformsLib[ "common" ],
  79. THREE.UniformsLib[ "fog" ],
  80. THREE.UniformsLib[ "lights" ],
  81. THREE.UniformsLib[ "shadowmap" ],
  82. {
  83. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }
  84. }
  85. ] ),
  86. vertexShader: [
  87. "#define LAMBERT",
  88. "varying vec3 vLightFront;",
  89. "#ifdef DOUBLE_SIDED",
  90. " varying vec3 vLightBack;",
  91. "#endif",
  92. THREE.ShaderChunk[ "common" ],
  93. THREE.ShaderChunk[ "uv_pars_vertex" ],
  94. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  95. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  96. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  97. THREE.ShaderChunk[ "color_pars_vertex" ],
  98. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  99. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  100. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  101. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  102. "void main() {",
  103. THREE.ShaderChunk[ "uv_vertex" ],
  104. THREE.ShaderChunk[ "uv2_vertex" ],
  105. THREE.ShaderChunk[ "color_vertex" ],
  106. THREE.ShaderChunk[ "morphnormal_vertex" ],
  107. THREE.ShaderChunk[ "skinbase_vertex" ],
  108. THREE.ShaderChunk[ "skinnormal_vertex" ],
  109. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  110. THREE.ShaderChunk[ "morphtarget_vertex" ],
  111. THREE.ShaderChunk[ "skinning_vertex" ],
  112. THREE.ShaderChunk[ "default_vertex" ],
  113. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  114. THREE.ShaderChunk[ "worldpos_vertex" ],
  115. THREE.ShaderChunk[ "envmap_vertex" ],
  116. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  117. THREE.ShaderChunk[ "shadowmap_vertex" ],
  118. "}"
  119. ].join("\n"),
  120. fragmentShader: [
  121. "uniform vec3 diffuse;",
  122. "uniform vec3 emissive;",
  123. "uniform float opacity;",
  124. "varying vec3 vLightFront;",
  125. "#ifdef DOUBLE_SIDED",
  126. " varying vec3 vLightBack;",
  127. "#endif",
  128. THREE.ShaderChunk[ "common" ],
  129. THREE.ShaderChunk[ "color_pars_fragment" ],
  130. THREE.ShaderChunk[ "uv_pars_fragment" ],
  131. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  132. THREE.ShaderChunk[ "map_pars_fragment" ],
  133. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  134. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  135. THREE.ShaderChunk[ "fog_pars_fragment" ],
  136. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  137. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  138. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  139. "void main() {",
  140. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  141. " vec4 diffuseColor = vec4( diffuse, opacity );",
  142. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  143. THREE.ShaderChunk[ "map_fragment" ],
  144. THREE.ShaderChunk[ "color_fragment" ],
  145. THREE.ShaderChunk[ "alphamap_fragment" ],
  146. THREE.ShaderChunk[ "alphatest_fragment" ],
  147. THREE.ShaderChunk[ "specularmap_fragment" ],
  148. " #ifdef DOUBLE_SIDED",
  149. //"float isFront = float( gl_FrontFacing );",
  150. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  151. " if ( gl_FrontFacing )",
  152. " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
  153. " else",
  154. " outgoingLight += diffuseColor.rgb * vLightBack + emissive;",
  155. " #else",
  156. " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
  157. " #endif",
  158. THREE.ShaderChunk[ "envmap_fragment" ],
  159. THREE.ShaderChunk[ "shadowmap_fragment" ],
  160. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  161. THREE.ShaderChunk[ "fog_fragment" ],
  162. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  163. "}"
  164. ].join("\n")
  165. },
  166. 'phong': {
  167. uniforms: THREE.UniformsUtils.merge( [
  168. THREE.UniformsLib[ "common" ],
  169. THREE.UniformsLib[ "aomap" ],
  170. THREE.UniformsLib[ "lightmap" ],
  171. THREE.UniformsLib[ "bump" ],
  172. THREE.UniformsLib[ "normalmap" ],
  173. THREE.UniformsLib[ "fog" ],
  174. THREE.UniformsLib[ "lights" ],
  175. THREE.UniformsLib[ "shadowmap" ],
  176. {
  177. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  178. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  179. "shininess": { type: "f", value: 30 }
  180. }
  181. ] ),
  182. vertexShader: [
  183. "#define PHONG",
  184. "varying vec3 vViewPosition;",
  185. "#ifndef FLAT_SHADED",
  186. " varying vec3 vNormal;",
  187. "#endif",
  188. THREE.ShaderChunk[ "common" ],
  189. THREE.ShaderChunk[ "uv_pars_vertex" ],
  190. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  191. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  192. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  193. THREE.ShaderChunk[ "color_pars_vertex" ],
  194. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  195. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  196. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  197. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  198. "void main() {",
  199. THREE.ShaderChunk[ "uv_vertex" ],
  200. THREE.ShaderChunk[ "uv2_vertex" ],
  201. THREE.ShaderChunk[ "color_vertex" ],
  202. THREE.ShaderChunk[ "morphnormal_vertex" ],
  203. THREE.ShaderChunk[ "skinbase_vertex" ],
  204. THREE.ShaderChunk[ "skinnormal_vertex" ],
  205. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  206. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  207. " vNormal = normalize( transformedNormal );",
  208. "#endif",
  209. THREE.ShaderChunk[ "morphtarget_vertex" ],
  210. THREE.ShaderChunk[ "skinning_vertex" ],
  211. THREE.ShaderChunk[ "default_vertex" ],
  212. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  213. " vViewPosition = -mvPosition.xyz;",
  214. THREE.ShaderChunk[ "worldpos_vertex" ],
  215. THREE.ShaderChunk[ "envmap_vertex" ],
  216. THREE.ShaderChunk[ "lights_phong_vertex" ],
  217. THREE.ShaderChunk[ "shadowmap_vertex" ],
  218. "}"
  219. ].join("\n"),
  220. fragmentShader: [
  221. "#define PHONG",
  222. "uniform vec3 diffuse;",
  223. "uniform vec3 emissive;",
  224. "uniform vec3 specular;",
  225. "uniform float shininess;",
  226. "uniform float opacity;",
  227. THREE.ShaderChunk[ "common" ],
  228. THREE.ShaderChunk[ "color_pars_fragment" ],
  229. THREE.ShaderChunk[ "uv_pars_fragment" ],
  230. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  231. THREE.ShaderChunk[ "map_pars_fragment" ],
  232. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  233. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  234. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  235. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  236. THREE.ShaderChunk[ "fog_pars_fragment" ],
  237. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  238. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  239. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  240. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  241. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  242. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  243. "void main() {",
  244. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  245. " vec4 diffuseColor = vec4( diffuse, opacity );",
  246. " vec3 totalAmbientLight = ambientLightColor;",
  247. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  248. THREE.ShaderChunk[ "map_fragment" ],
  249. THREE.ShaderChunk[ "color_fragment" ],
  250. THREE.ShaderChunk[ "alphamap_fragment" ],
  251. THREE.ShaderChunk[ "alphatest_fragment" ],
  252. THREE.ShaderChunk[ "specularmap_fragment" ],
  253. THREE.ShaderChunk[ "lightmap_fragment" ],
  254. THREE.ShaderChunk[ "aomap_fragment" ],
  255. THREE.ShaderChunk[ "lights_phong_fragment" ],
  256. THREE.ShaderChunk[ "envmap_fragment" ],
  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. },
  264. 'particle_basic': {
  265. uniforms: THREE.UniformsUtils.merge( [
  266. THREE.UniformsLib[ "particle" ],
  267. THREE.UniformsLib[ "shadowmap" ]
  268. ] ),
  269. vertexShader: [
  270. "uniform float size;",
  271. "uniform float scale;",
  272. THREE.ShaderChunk[ "common" ],
  273. THREE.ShaderChunk[ "color_pars_vertex" ],
  274. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  275. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  276. "void main() {",
  277. THREE.ShaderChunk[ "color_vertex" ],
  278. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  279. " #ifdef USE_SIZEATTENUATION",
  280. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  281. " #else",
  282. " gl_PointSize = size;",
  283. " #endif",
  284. " gl_Position = projectionMatrix * mvPosition;",
  285. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  286. THREE.ShaderChunk[ "worldpos_vertex" ],
  287. THREE.ShaderChunk[ "shadowmap_vertex" ],
  288. "}"
  289. ].join("\n"),
  290. fragmentShader: [
  291. "uniform vec3 psColor;",
  292. "uniform float opacity;",
  293. THREE.ShaderChunk[ "common" ],
  294. THREE.ShaderChunk[ "color_pars_fragment" ],
  295. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  296. THREE.ShaderChunk[ "fog_pars_fragment" ],
  297. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  298. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  299. "void main() {",
  300. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  301. " vec4 diffuseColor = vec4( psColor, opacity );",
  302. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  303. THREE.ShaderChunk[ "map_particle_fragment" ],
  304. THREE.ShaderChunk[ "color_fragment" ],
  305. THREE.ShaderChunk[ "alphatest_fragment" ],
  306. " outgoingLight = diffuseColor.rgb;", // simple shader
  307. THREE.ShaderChunk[ "shadowmap_fragment" ],
  308. THREE.ShaderChunk[ "fog_fragment" ],
  309. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  310. "}"
  311. ].join("\n")
  312. },
  313. 'dashed': {
  314. uniforms: THREE.UniformsUtils.merge( [
  315. THREE.UniformsLib[ "common" ],
  316. THREE.UniformsLib[ "fog" ],
  317. {
  318. "scale" : { type: "f", value: 1 },
  319. "dashSize" : { type: "f", value: 1 },
  320. "totalSize": { type: "f", value: 2 }
  321. }
  322. ] ),
  323. vertexShader: [
  324. "uniform float scale;",
  325. "attribute float lineDistance;",
  326. "varying float vLineDistance;",
  327. THREE.ShaderChunk[ "common" ],
  328. THREE.ShaderChunk[ "color_pars_vertex" ],
  329. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  330. "void main() {",
  331. THREE.ShaderChunk[ "color_vertex" ],
  332. " vLineDistance = scale * lineDistance;",
  333. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  334. " gl_Position = projectionMatrix * mvPosition;",
  335. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  336. "}"
  337. ].join("\n"),
  338. fragmentShader: [
  339. "uniform vec3 diffuse;",
  340. "uniform float opacity;",
  341. "uniform float dashSize;",
  342. "uniform float totalSize;",
  343. "varying float vLineDistance;",
  344. THREE.ShaderChunk[ "common" ],
  345. THREE.ShaderChunk[ "color_pars_fragment" ],
  346. THREE.ShaderChunk[ "fog_pars_fragment" ],
  347. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  348. "void main() {",
  349. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  350. " discard;",
  351. " }",
  352. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  353. " vec4 diffuseColor = vec4( diffuse, opacity );",
  354. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  355. THREE.ShaderChunk[ "color_fragment" ],
  356. " outgoingLight = diffuseColor.rgb;", // simple shader
  357. THREE.ShaderChunk[ "fog_fragment" ],
  358. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  359. "}"
  360. ].join("\n")
  361. },
  362. 'depth': {
  363. uniforms: {
  364. "mNear": { type: "f", value: 1.0 },
  365. "mFar" : { type: "f", value: 2000.0 },
  366. "opacity" : { type: "f", value: 1.0 }
  367. },
  368. vertexShader: [
  369. THREE.ShaderChunk[ "common" ],
  370. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  371. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  372. "void main() {",
  373. THREE.ShaderChunk[ "morphtarget_vertex" ],
  374. THREE.ShaderChunk[ "default_vertex" ],
  375. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  376. "}"
  377. ].join("\n"),
  378. fragmentShader: [
  379. "uniform float mNear;",
  380. "uniform float mFar;",
  381. "uniform float opacity;",
  382. THREE.ShaderChunk[ "common" ],
  383. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  384. "void main() {",
  385. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  386. " #ifdef USE_LOGDEPTHBUF_EXT",
  387. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  388. " #else",
  389. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  390. " #endif",
  391. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  392. " gl_FragColor = vec4( vec3( color ), opacity );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  393. "}"
  394. ].join("\n")
  395. },
  396. 'normal': {
  397. uniforms: {
  398. "opacity" : { type: "f", value: 1.0 }
  399. },
  400. vertexShader: [
  401. "varying vec3 vNormal;",
  402. THREE.ShaderChunk[ "common" ],
  403. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  404. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  405. "void main() {",
  406. " vNormal = normalize( normalMatrix * normal );",
  407. THREE.ShaderChunk[ "morphtarget_vertex" ],
  408. THREE.ShaderChunk[ "default_vertex" ],
  409. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  410. "}"
  411. ].join("\n"),
  412. fragmentShader: [
  413. "uniform float opacity;",
  414. "varying vec3 vNormal;",
  415. THREE.ShaderChunk[ "common" ],
  416. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  417. "void main() {",
  418. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  419. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  420. "}"
  421. ].join("\n")
  422. },
  423. /* -------------------------------------------------------------------------
  424. // Cube map shader
  425. ------------------------------------------------------------------------- */
  426. 'cube': {
  427. uniforms: { "tCube": { type: "t", value: null },
  428. "tFlip": { type: "f", value: - 1 } },
  429. vertexShader: [
  430. "varying vec3 vWorldPosition;",
  431. THREE.ShaderChunk[ "common" ],
  432. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  433. "void main() {",
  434. " vWorldPosition = transformDirection( position, modelMatrix );",
  435. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  436. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  437. "}"
  438. ].join("\n"),
  439. fragmentShader: [
  440. "uniform samplerCube tCube;",
  441. "uniform float tFlip;",
  442. "varying vec3 vWorldPosition;",
  443. THREE.ShaderChunk[ "common" ],
  444. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  445. "void main() {",
  446. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  447. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  448. "}"
  449. ].join("\n")
  450. },
  451. /* -------------------------------------------------------------------------
  452. // Cube map shader
  453. ------------------------------------------------------------------------- */
  454. 'equirect': {
  455. uniforms: { "tEquirect": { type: "t", value: null },
  456. "tFlip": { type: "f", value: - 1 } },
  457. vertexShader: [
  458. "varying vec3 vWorldPosition;",
  459. THREE.ShaderChunk[ "common" ],
  460. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  461. "void main() {",
  462. " vWorldPosition = transformDirection( position, modelMatrix );",
  463. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  464. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  465. "}"
  466. ].join("\n"),
  467. fragmentShader: [
  468. "uniform sampler2D tEquirect;",
  469. "uniform float tFlip;",
  470. "varying vec3 vWorldPosition;",
  471. THREE.ShaderChunk[ "common" ],
  472. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  473. "void main() {",
  474. // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  475. "vec3 direction = normalize( vWorldPosition );",
  476. "vec2 sampleUV;",
  477. "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
  478. "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  479. "gl_FragColor = texture2D( tEquirect, sampleUV );",
  480. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  481. "}"
  482. ].join("\n")
  483. },
  484. /* Depth encoding into RGBA texture
  485. *
  486. * based on SpiderGL shadow map example
  487. * http://spidergl.org/example.php?id=6
  488. *
  489. * originally from
  490. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  491. *
  492. * see also
  493. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  494. */
  495. 'depthRGBA': {
  496. uniforms: {},
  497. vertexShader: [
  498. THREE.ShaderChunk[ "common" ],
  499. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  500. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  501. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  502. "void main() {",
  503. THREE.ShaderChunk[ "skinbase_vertex" ],
  504. THREE.ShaderChunk[ "morphtarget_vertex" ],
  505. THREE.ShaderChunk[ "skinning_vertex" ],
  506. THREE.ShaderChunk[ "default_vertex" ],
  507. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  508. "}"
  509. ].join("\n"),
  510. fragmentShader: [
  511. THREE.ShaderChunk[ "common" ],
  512. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  513. "vec4 pack_depth( const in float depth ) {",
  514. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  515. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  516. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  517. " res -= res.xxyz * bit_mask;",
  518. " return res;",
  519. "}",
  520. "void main() {",
  521. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  522. " #ifdef USE_LOGDEPTHBUF_EXT",
  523. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  524. " #else",
  525. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  526. " #endif",
  527. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  528. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  529. //"gl_FragData[ 0 ] = pack_depth( z );",
  530. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  531. "}"
  532. ].join("\n")
  533. }
  534. };