ShaderLib.js 21 KB

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  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[ "aomap_pars_fragment" ],
  54. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  55. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  56. THREE.ShaderChunk[ "fog_pars_fragment" ],
  57. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  58. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  59. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  60. "void main() {",
  61. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  62. " vec4 diffuseColor = vec4( diffuse, opacity );",
  63. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  64. THREE.ShaderChunk[ "map_fragment" ],
  65. THREE.ShaderChunk[ "color_fragment" ],
  66. THREE.ShaderChunk[ "alphamap_fragment" ],
  67. THREE.ShaderChunk[ "alphatest_fragment" ],
  68. THREE.ShaderChunk[ "specularmap_fragment" ],
  69. " outgoingLight = diffuseColor.rgb;", // simple shader
  70. THREE.ShaderChunk[ "aomap_fragment" ],
  71. THREE.ShaderChunk[ "lightmap_fragment" ],
  72. THREE.ShaderChunk[ "envmap_fragment" ],
  73. THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
  74. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  75. THREE.ShaderChunk[ "fog_fragment" ],
  76. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  77. "}"
  78. ].join("\n")
  79. },
  80. 'lambert': {
  81. uniforms: THREE.UniformsUtils.merge( [
  82. THREE.UniformsLib[ "common" ],
  83. THREE.UniformsLib[ "fog" ],
  84. THREE.UniformsLib[ "lights" ],
  85. THREE.UniformsLib[ "shadowmap" ],
  86. {
  87. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  88. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  89. }
  90. ] ),
  91. vertexShader: [
  92. "#define LAMBERT",
  93. "varying vec3 vLightFront;",
  94. "#ifdef DOUBLE_SIDED",
  95. " varying vec3 vLightBack;",
  96. "#endif",
  97. THREE.ShaderChunk[ "common" ],
  98. THREE.ShaderChunk[ "uv_pars_vertex" ],
  99. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  100. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  101. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  102. THREE.ShaderChunk[ "color_pars_vertex" ],
  103. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  104. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  105. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  106. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  107. "void main() {",
  108. THREE.ShaderChunk[ "uv_vertex" ],
  109. THREE.ShaderChunk[ "uv2_vertex" ],
  110. THREE.ShaderChunk[ "color_vertex" ],
  111. THREE.ShaderChunk[ "morphnormal_vertex" ],
  112. THREE.ShaderChunk[ "skinbase_vertex" ],
  113. THREE.ShaderChunk[ "skinnormal_vertex" ],
  114. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  115. THREE.ShaderChunk[ "morphtarget_vertex" ],
  116. THREE.ShaderChunk[ "skinning_vertex" ],
  117. THREE.ShaderChunk[ "default_vertex" ],
  118. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  119. THREE.ShaderChunk[ "worldpos_vertex" ],
  120. THREE.ShaderChunk[ "envmap_vertex" ],
  121. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  122. THREE.ShaderChunk[ "shadowmap_vertex" ],
  123. "}"
  124. ].join("\n"),
  125. fragmentShader: [
  126. "uniform float opacity;",
  127. "varying vec3 vLightFront;",
  128. "#ifdef DOUBLE_SIDED",
  129. " varying vec3 vLightBack;",
  130. "#endif",
  131. THREE.ShaderChunk[ "common" ],
  132. THREE.ShaderChunk[ "color_pars_fragment" ],
  133. THREE.ShaderChunk[ "uv_pars_fragment" ],
  134. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  135. THREE.ShaderChunk[ "map_pars_fragment" ],
  136. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  137. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  138. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  139. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  140. THREE.ShaderChunk[ "fog_pars_fragment" ],
  141. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  142. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  143. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  144. "void main() {",
  145. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  146. " vec4 diffuseColor = vec4( 1.0, 1.0, 1.0, opacity );",
  147. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  148. THREE.ShaderChunk[ "map_fragment" ],
  149. THREE.ShaderChunk[ "color_fragment" ],
  150. THREE.ShaderChunk[ "alphamap_fragment" ],
  151. THREE.ShaderChunk[ "alphatest_fragment" ],
  152. THREE.ShaderChunk[ "specularmap_fragment" ],
  153. " #ifdef DOUBLE_SIDED",
  154. //"float isFront = float( gl_FrontFacing );",
  155. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  156. " if ( gl_FrontFacing )",
  157. " outgoingLight += diffuseColor.rgb * vLightFront;",
  158. " else",
  159. " outgoingLight += diffuseColor.rgb * vLightBack;",
  160. " #else",
  161. " outgoingLight += diffuseColor.rgb * vLightFront;",
  162. " #endif",
  163. THREE.ShaderChunk[ "aomap_fragment" ],
  164. THREE.ShaderChunk[ "lightmap_fragment" ],
  165. THREE.ShaderChunk[ "envmap_fragment" ],
  166. THREE.ShaderChunk[ "shadowmap_fragment" ],
  167. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  168. THREE.ShaderChunk[ "fog_fragment" ],
  169. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  170. "}"
  171. ].join("\n")
  172. },
  173. 'phong': {
  174. uniforms: THREE.UniformsUtils.merge( [
  175. THREE.UniformsLib[ "common" ],
  176. THREE.UniformsLib[ "bump" ],
  177. THREE.UniformsLib[ "normalmap" ],
  178. THREE.UniformsLib[ "fog" ],
  179. THREE.UniformsLib[ "lights" ],
  180. THREE.UniformsLib[ "shadowmap" ],
  181. {
  182. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  183. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  184. "shininess": { type: "f", value: 30 },
  185. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  186. }
  187. ] ),
  188. vertexShader: [
  189. "#define PHONG",
  190. "varying vec3 vViewPosition;",
  191. "#ifndef FLAT_SHADED",
  192. " varying vec3 vNormal;",
  193. "#endif",
  194. THREE.ShaderChunk[ "common" ],
  195. THREE.ShaderChunk[ "uv_pars_vertex" ],
  196. THREE.ShaderChunk[ "uv2_pars_vertex" ],
  197. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  198. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  199. THREE.ShaderChunk[ "color_pars_vertex" ],
  200. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  201. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  202. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  203. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  204. "void main() {",
  205. THREE.ShaderChunk[ "uv_vertex" ],
  206. THREE.ShaderChunk[ "uv2_vertex" ],
  207. THREE.ShaderChunk[ "color_vertex" ],
  208. THREE.ShaderChunk[ "morphnormal_vertex" ],
  209. THREE.ShaderChunk[ "skinbase_vertex" ],
  210. THREE.ShaderChunk[ "skinnormal_vertex" ],
  211. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  212. "#ifndef FLAT_SHADED",
  213. " vNormal = normalize( transformedNormal );",
  214. "#endif",
  215. THREE.ShaderChunk[ "morphtarget_vertex" ],
  216. THREE.ShaderChunk[ "skinning_vertex" ],
  217. THREE.ShaderChunk[ "default_vertex" ],
  218. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  219. " vViewPosition = -mvPosition.xyz;",
  220. THREE.ShaderChunk[ "worldpos_vertex" ],
  221. THREE.ShaderChunk[ "envmap_vertex" ],
  222. THREE.ShaderChunk[ "lights_phong_vertex" ],
  223. THREE.ShaderChunk[ "shadowmap_vertex" ],
  224. "}"
  225. ].join("\n"),
  226. fragmentShader: [
  227. "#define PHONG",
  228. "uniform vec3 diffuse;",
  229. "uniform float opacity;",
  230. "uniform vec3 emissive;",
  231. "uniform vec3 specular;",
  232. "uniform float shininess;",
  233. THREE.ShaderChunk[ "common" ],
  234. THREE.ShaderChunk[ "color_pars_fragment" ],
  235. THREE.ShaderChunk[ "uv_pars_fragment" ],
  236. THREE.ShaderChunk[ "uv2_pars_fragment" ],
  237. THREE.ShaderChunk[ "map_pars_fragment" ],
  238. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  239. THREE.ShaderChunk[ "aomap_pars_fragment" ],
  240. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  241. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  242. THREE.ShaderChunk[ "fog_pars_fragment" ],
  243. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  244. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  245. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  246. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  247. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  248. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  249. "void main() {",
  250. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  251. " vec4 diffuseColor = vec4( diffuse, opacity );",
  252. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  253. THREE.ShaderChunk[ "map_fragment" ],
  254. THREE.ShaderChunk[ "color_fragment" ],
  255. THREE.ShaderChunk[ "alphamap_fragment" ],
  256. THREE.ShaderChunk[ "alphatest_fragment" ],
  257. THREE.ShaderChunk[ "specularmap_fragment" ],
  258. THREE.ShaderChunk[ "lights_phong_fragment" ],
  259. THREE.ShaderChunk[ "aomap_fragment" ],
  260. THREE.ShaderChunk[ "lightmap_fragment" ],
  261. THREE.ShaderChunk[ "envmap_fragment" ],
  262. THREE.ShaderChunk[ "shadowmap_fragment" ],
  263. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  264. THREE.ShaderChunk[ "fog_fragment" ],
  265. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  266. "}"
  267. ].join("\n")
  268. },
  269. 'particle_basic': {
  270. uniforms: THREE.UniformsUtils.merge( [
  271. THREE.UniformsLib[ "particle" ],
  272. THREE.UniformsLib[ "shadowmap" ]
  273. ] ),
  274. vertexShader: [
  275. "uniform float size;",
  276. "uniform float scale;",
  277. THREE.ShaderChunk[ "common" ],
  278. THREE.ShaderChunk[ "color_pars_vertex" ],
  279. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  280. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  281. "void main() {",
  282. THREE.ShaderChunk[ "color_vertex" ],
  283. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  284. " #ifdef USE_SIZEATTENUATION",
  285. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  286. " #else",
  287. " gl_PointSize = size;",
  288. " #endif",
  289. " gl_Position = projectionMatrix * mvPosition;",
  290. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  291. THREE.ShaderChunk[ "worldpos_vertex" ],
  292. THREE.ShaderChunk[ "shadowmap_vertex" ],
  293. "}"
  294. ].join("\n"),
  295. fragmentShader: [
  296. "uniform vec3 psColor;",
  297. "uniform float opacity;",
  298. THREE.ShaderChunk[ "common" ],
  299. THREE.ShaderChunk[ "color_pars_fragment" ],
  300. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  301. THREE.ShaderChunk[ "fog_pars_fragment" ],
  302. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  303. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  304. "void main() {",
  305. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  306. " vec4 diffuseColor = vec4( psColor, opacity );",
  307. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  308. THREE.ShaderChunk[ "map_particle_fragment" ],
  309. THREE.ShaderChunk[ "color_fragment" ],
  310. THREE.ShaderChunk[ "alphatest_fragment" ],
  311. " outgoingLight = diffuseColor.rgb;", // simple shader
  312. THREE.ShaderChunk[ "shadowmap_fragment" ],
  313. THREE.ShaderChunk[ "fog_fragment" ],
  314. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  315. "}"
  316. ].join("\n")
  317. },
  318. 'dashed': {
  319. uniforms: THREE.UniformsUtils.merge( [
  320. THREE.UniformsLib[ "common" ],
  321. THREE.UniformsLib[ "fog" ],
  322. {
  323. "scale" : { type: "f", value: 1 },
  324. "dashSize" : { type: "f", value: 1 },
  325. "totalSize": { type: "f", value: 2 }
  326. }
  327. ] ),
  328. vertexShader: [
  329. "uniform float scale;",
  330. "attribute float lineDistance;",
  331. "varying float vLineDistance;",
  332. THREE.ShaderChunk[ "common" ],
  333. THREE.ShaderChunk[ "color_pars_vertex" ],
  334. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  335. "void main() {",
  336. THREE.ShaderChunk[ "color_vertex" ],
  337. " vLineDistance = scale * lineDistance;",
  338. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  339. " gl_Position = projectionMatrix * mvPosition;",
  340. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  341. "}"
  342. ].join("\n"),
  343. fragmentShader: [
  344. "uniform vec3 diffuse;",
  345. "uniform float opacity;",
  346. "uniform float dashSize;",
  347. "uniform float totalSize;",
  348. "varying float vLineDistance;",
  349. THREE.ShaderChunk[ "common" ],
  350. THREE.ShaderChunk[ "color_pars_fragment" ],
  351. THREE.ShaderChunk[ "fog_pars_fragment" ],
  352. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  353. "void main() {",
  354. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  355. " discard;",
  356. " }",
  357. " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
  358. " vec4 diffuseColor = vec4( diffuse, opacity );",
  359. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  360. THREE.ShaderChunk[ "color_fragment" ],
  361. THREE.ShaderChunk[ "fog_fragment" ],
  362. " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  363. "}"
  364. ].join("\n")
  365. },
  366. 'depth': {
  367. uniforms: {
  368. "mNear": { type: "f", value: 1.0 },
  369. "mFar" : { type: "f", value: 2000.0 },
  370. "opacity" : { type: "f", value: 1.0 }
  371. },
  372. vertexShader: [
  373. THREE.ShaderChunk[ "common" ],
  374. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  375. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  376. "void main() {",
  377. THREE.ShaderChunk[ "morphtarget_vertex" ],
  378. THREE.ShaderChunk[ "default_vertex" ],
  379. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  380. "}"
  381. ].join("\n"),
  382. fragmentShader: [
  383. "uniform float mNear;",
  384. "uniform float mFar;",
  385. "uniform float opacity;",
  386. THREE.ShaderChunk[ "common" ],
  387. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  388. "void main() {",
  389. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  390. " #ifdef USE_LOGDEPTHBUF_EXT",
  391. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  392. " #else",
  393. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  394. " #endif",
  395. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  396. " gl_FragColor = vec4( vec3( color ), opacity );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
  397. "}"
  398. ].join("\n")
  399. },
  400. 'normal': {
  401. uniforms: {
  402. "opacity" : { type: "f", value: 1.0 }
  403. },
  404. vertexShader: [
  405. "varying vec3 vNormal;",
  406. THREE.ShaderChunk[ "common" ],
  407. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  408. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  409. "void main() {",
  410. " vNormal = normalize( normalMatrix * normal );",
  411. THREE.ShaderChunk[ "morphtarget_vertex" ],
  412. THREE.ShaderChunk[ "default_vertex" ],
  413. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  414. "}"
  415. ].join("\n"),
  416. fragmentShader: [
  417. "uniform float opacity;",
  418. "varying vec3 vNormal;",
  419. THREE.ShaderChunk[ "common" ],
  420. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  421. "void main() {",
  422. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  423. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  424. "}"
  425. ].join("\n")
  426. },
  427. /* -------------------------------------------------------------------------
  428. // Cube map shader
  429. ------------------------------------------------------------------------- */
  430. 'cube': {
  431. uniforms: { "tCube": { type: "t", value: null },
  432. "tFlip": { type: "f", value: - 1 } },
  433. vertexShader: [
  434. "varying vec3 vWorldPosition;",
  435. THREE.ShaderChunk[ "common" ],
  436. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  437. "void main() {",
  438. " vWorldPosition = transformDirection( position, modelMatrix );",
  439. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  440. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  441. "}"
  442. ].join("\n"),
  443. fragmentShader: [
  444. "uniform samplerCube tCube;",
  445. "uniform float tFlip;",
  446. "varying vec3 vWorldPosition;",
  447. THREE.ShaderChunk[ "common" ],
  448. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  449. "void main() {",
  450. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  451. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  452. "}"
  453. ].join("\n")
  454. },
  455. /* -------------------------------------------------------------------------
  456. // Cube map shader
  457. ------------------------------------------------------------------------- */
  458. 'equirect': {
  459. uniforms: { "tEquirect": { type: "t", value: null },
  460. "tFlip": { type: "f", value: - 1 } },
  461. vertexShader: [
  462. "varying vec3 vWorldPosition;",
  463. THREE.ShaderChunk[ "common" ],
  464. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  465. "void main() {",
  466. " vWorldPosition = transformDirection( position, modelMatrix );",
  467. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  468. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  469. "}"
  470. ].join("\n"),
  471. fragmentShader: [
  472. "uniform sampler2D tEquirect;",
  473. "uniform float tFlip;",
  474. "varying vec3 vWorldPosition;",
  475. THREE.ShaderChunk[ "common" ],
  476. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  477. "void main() {",
  478. // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  479. "vec3 direction = normalize( vWorldPosition );",
  480. "vec2 sampleUV;",
  481. "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
  482. "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
  483. "gl_FragColor = texture2D( tEquirect, sampleUV );",
  484. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  485. "}"
  486. ].join("\n")
  487. },
  488. /* Depth encoding into RGBA texture
  489. *
  490. * based on SpiderGL shadow map example
  491. * http://spidergl.org/example.php?id=6
  492. *
  493. * originally from
  494. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  495. *
  496. * see also
  497. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  498. */
  499. 'depthRGBA': {
  500. uniforms: {},
  501. vertexShader: [
  502. THREE.ShaderChunk[ "common" ],
  503. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  504. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  505. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  506. "void main() {",
  507. THREE.ShaderChunk[ "skinbase_vertex" ],
  508. THREE.ShaderChunk[ "morphtarget_vertex" ],
  509. THREE.ShaderChunk[ "skinning_vertex" ],
  510. THREE.ShaderChunk[ "default_vertex" ],
  511. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  512. "}"
  513. ].join("\n"),
  514. fragmentShader: [
  515. THREE.ShaderChunk[ "common" ],
  516. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  517. "vec4 pack_depth( const in float depth ) {",
  518. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  519. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  520. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  521. " res -= res.xxyz * bit_mask;",
  522. " return res;",
  523. "}",
  524. "void main() {",
  525. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  526. " #ifdef USE_LOGDEPTHBUF_EXT",
  527. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  528. " #else",
  529. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  530. " #endif",
  531. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  532. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  533. //"gl_FragData[ 0 ] = pack_depth( z );",
  534. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  535. "}"
  536. ].join("\n")
  537. }
  538. };