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- /**
- * Webgl Shader Library for three.js
- *
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.ShaderLib = {
- 'basic': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "shadowmap" ]
- ] ),
- vertexShader: [
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "uv_pars_vertex" ],
- THREE.ShaderChunk[ "uv2_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "uv_vertex" ],
- THREE.ShaderChunk[ "uv2_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- " #ifdef USE_ENVMAP",
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
- " #endif",
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform float opacity;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "uv_pars_fragment" ],
- THREE.ShaderChunk[ "uv2_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "aomap_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphamap_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
- " outgoingLight = diffuseColor.rgb;", // simple shader
- THREE.ShaderChunk[ "aomap_fragment" ],
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
- "}"
- ].join("\n")
- },
- 'lambert': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
- {
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
- }
- ] ),
- vertexShader: [
- "#define LAMBERT",
- "varying vec3 vLightFront;",
- "#ifdef DOUBLE_SIDED",
- " varying vec3 vLightBack;",
- "#endif",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "uv_pars_vertex" ],
- THREE.ShaderChunk[ "uv2_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "uv_vertex" ],
- THREE.ShaderChunk[ "uv2_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform float opacity;",
- "varying vec3 vLightFront;",
- "#ifdef DOUBLE_SIDED",
- " varying vec3 vLightBack;",
- "#endif",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "uv_pars_fragment" ],
- THREE.ShaderChunk[ "uv2_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "aomap_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( 1.0, 1.0, 1.0, opacity );",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphamap_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
- " #ifdef DOUBLE_SIDED",
- //"float isFront = float( gl_FrontFacing );",
- //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
- " if ( gl_FrontFacing )",
- " outgoingLight += diffuseColor.rgb * vLightFront;",
- " else",
- " outgoingLight += diffuseColor.rgb * vLightBack;",
- " #else",
- " outgoingLight += diffuseColor.rgb * vLightFront;",
- " #endif",
- THREE.ShaderChunk[ "aomap_fragment" ],
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
- "}"
- ].join("\n")
- },
- 'phong': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "bump" ],
- THREE.UniformsLib[ "normalmap" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
- {
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
- "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
- "shininess": { type: "f", value: 30 },
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
- }
- ] ),
- vertexShader: [
- "#define PHONG",
- "varying vec3 vViewPosition;",
- "#ifndef FLAT_SHADED",
- " varying vec3 vNormal;",
- "#endif",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "uv_pars_vertex" ],
- THREE.ShaderChunk[ "uv2_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "uv_vertex" ],
- THREE.ShaderChunk[ "uv2_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
- "#ifndef FLAT_SHADED",
- " vNormal = normalize( transformedNormal );",
- "#endif",
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- " vViewPosition = -mvPosition.xyz;",
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "lights_phong_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "#define PHONG",
- "uniform vec3 diffuse;",
- "uniform float opacity;",
- "uniform vec3 emissive;",
- "uniform vec3 specular;",
- "uniform float shininess;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "uv_pars_fragment" ],
- THREE.ShaderChunk[ "uv2_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "aomap_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
- THREE.ShaderChunk[ "normalmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphamap_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
- THREE.ShaderChunk[ "lights_phong_fragment" ],
- THREE.ShaderChunk[ "aomap_fragment" ],
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
- "}"
- ].join("\n")
- },
- 'particle_basic': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "particle" ],
- THREE.UniformsLib[ "shadowmap" ]
- ] ),
- vertexShader: [
- "uniform float size;",
- "uniform float scale;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "color_vertex" ],
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- " #ifdef USE_SIZEATTENUATION",
- " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
- " #else",
- " gl_PointSize = size;",
- " #endif",
- " gl_Position = projectionMatrix * mvPosition;",
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 psColor;",
- "uniform float opacity;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_particle_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( psColor, opacity );",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_particle_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- " outgoingLight = diffuseColor.rgb;", // simple shader
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
- "}"
- ].join("\n")
- },
- 'dashed': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- {
- "scale" : { type: "f", value: 1 },
- "dashSize" : { type: "f", value: 1 },
- "totalSize": { type: "f", value: 2 }
- }
- ] ),
- vertexShader: [
- "uniform float scale;",
- "attribute float lineDistance;",
- "varying float vLineDistance;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "color_vertex" ],
- " vLineDistance = scale * lineDistance;",
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- " gl_Position = projectionMatrix * mvPosition;",
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform float opacity;",
- "uniform float dashSize;",
- "uniform float totalSize;",
- "varying float vLineDistance;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
- " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
- " discard;",
- " }",
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
- "}"
- ].join("\n")
- },
- 'depth': {
- uniforms: {
- "mNear": { type: "f", value: 1.0 },
- "mFar" : { type: "f", value: 2000.0 },
- "opacity" : { type: "f", value: 1.0 }
- },
- vertexShader: [
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform float mNear;",
- "uniform float mFar;",
- "uniform float opacity;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- " #ifdef USE_LOGDEPTHBUF_EXT",
- " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
- " #else",
- " float depth = gl_FragCoord.z / gl_FragCoord.w;",
- " #endif",
- " float color = 1.0 - smoothstep( mNear, mFar, depth );",
- " gl_FragColor = vec4( vec3( color ), opacity );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
- "}"
- ].join("\n")
- },
- 'normal': {
- uniforms: {
- "opacity" : { type: "f", value: 1.0 }
- },
- vertexShader: [
- "varying vec3 vNormal;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- " vNormal = normalize( normalMatrix * normal );",
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform float opacity;",
- "varying vec3 vNormal;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
- " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
- 'cube': {
- uniforms: { "tCube": { type: "t", value: null },
- "tFlip": { type: "f", value: - 1 } },
- vertexShader: [
- "varying vec3 vWorldPosition;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- " vWorldPosition = transformDirection( position, modelMatrix );",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform samplerCube tCube;",
- "uniform float tFlip;",
- "varying vec3 vWorldPosition;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
- " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
- 'equirect': {
- uniforms: { "tEquirect": { type: "t", value: null },
- "tFlip": { type: "f", value: - 1 } },
- vertexShader: [
- "varying vec3 vWorldPosition;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- " vWorldPosition = transformDirection( position, modelMatrix );",
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform sampler2D tEquirect;",
- "uniform float tFlip;",
- "varying vec3 vWorldPosition;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "void main() {",
- // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
- "vec3 direction = normalize( vWorldPosition );",
- "vec2 sampleUV;",
- "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
- "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
- "gl_FragColor = texture2D( tEquirect, sampleUV );",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- "}"
- ].join("\n")
- },
- /* Depth encoding into RGBA texture
- *
- * based on SpiderGL shadow map example
- * http://spidergl.org/example.php?id=6
- *
- * originally from
- * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
- *
- * see also
- * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
- */
- 'depthRGBA': {
- uniforms: {},
- vertexShader: [
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
- "vec4 pack_depth( const in float depth ) {",
- " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
- " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
- " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
- " res -= res.xxyz * bit_mask;",
- " return res;",
- "}",
- "void main() {",
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- " #ifdef USE_LOGDEPTHBUF_EXT",
- " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
- " #else",
- " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
- " #endif",
- //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
- //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
- //"gl_FragData[ 0 ] = pack_depth( z );",
- //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
- "}"
- ].join("\n")
- }
- };
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