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. "additiveSpecular": { type: "f", value: 1 }
  19. }
  20. ] ),
  21. fragmentShader : [
  22. "uniform vec3 diffuse;",
  23. "uniform vec3 specular;",
  24. "uniform vec3 emissive;",
  25. "uniform float shininess;",
  26. "uniform float wrapAround;",
  27. "uniform float additiveSpecular;",
  28. THREE.ShaderChunk[ "color_pars_fragment" ],
  29. THREE.ShaderChunk[ "map_pars_fragment" ],
  30. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  31. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  32. THREE.ShaderChunk[ "fog_pars_fragment" ],
  33. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  34. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  35. "const float unit = 255.0/256.0;",
  36. "float vec3_to_float( vec3 data ) {",
  37. "highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
  38. "return compressed;",
  39. "}",
  40. "void main() {",
  41. "const float opacity = 1.0;",
  42. "gl_FragColor = vec4( diffuse, opacity );",
  43. THREE.ShaderChunk[ "map_fragment" ],
  44. THREE.ShaderChunk[ "alphatest_fragment" ],
  45. THREE.ShaderChunk[ "specularmap_fragment" ],
  46. THREE.ShaderChunk[ "lightmap_fragment" ],
  47. THREE.ShaderChunk[ "color_fragment" ],
  48. THREE.ShaderChunk[ "envmap_fragment" ],
  49. THREE.ShaderChunk[ "shadowmap_fragment" ],
  50. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  51. THREE.ShaderChunk[ "fog_fragment" ],
  52. //
  53. "const float compressionScale = 0.999;",
  54. // diffuse color
  55. "gl_FragColor.x = vec3_to_float( compressionScale * gl_FragColor.xyz );",
  56. // specular color
  57. "gl_FragColor.y = additiveSpecular * vec3_to_float( compressionScale * specular );",
  58. // shininess
  59. "gl_FragColor.z = wrapAround * shininess;",
  60. // emissive color
  61. "#ifdef USE_MAP",
  62. "gl_FragColor.w = vec3_to_float( compressionScale * emissive * texelColor.xyz );",
  63. "#else",
  64. "gl_FragColor.w = vec3_to_float( compressionScale * emissive );",
  65. "#endif",
  66. "}"
  67. ].join("\n"),
  68. vertexShader : [
  69. THREE.ShaderChunk[ "map_pars_vertex" ],
  70. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  71. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  72. THREE.ShaderChunk[ "color_pars_vertex" ],
  73. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  74. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  75. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  76. "void main() {",
  77. THREE.ShaderChunk[ "map_vertex" ],
  78. THREE.ShaderChunk[ "lightmap_vertex" ],
  79. THREE.ShaderChunk[ "color_vertex" ],
  80. "#ifdef USE_ENVMAP",
  81. THREE.ShaderChunk[ "morphnormal_vertex" ],
  82. THREE.ShaderChunk[ "skinbase_vertex" ],
  83. THREE.ShaderChunk[ "skinnormal_vertex" ],
  84. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  85. "#endif",
  86. THREE.ShaderChunk[ "morphtarget_vertex" ],
  87. THREE.ShaderChunk[ "skinning_vertex" ],
  88. THREE.ShaderChunk[ "default_vertex" ],
  89. THREE.ShaderChunk[ "worldpos_vertex" ],
  90. THREE.ShaderChunk[ "envmap_vertex" ],
  91. THREE.ShaderChunk[ "shadowmap_vertex" ],
  92. "}"
  93. ].join("\n")
  94. },
  95. "normalDepth" : {
  96. uniforms: {
  97. bumpMap: { type: "t", value: null },
  98. bumpScale: { type: "f", value: 1 },
  99. offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
  100. },
  101. fragmentShader : [
  102. "#ifdef USE_BUMPMAP",
  103. "#extension GL_OES_standard_derivatives : enable\n",
  104. "varying vec2 vUv;",
  105. "varying vec3 vViewPosition;",
  106. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  107. "#endif",
  108. "varying vec3 normalView;",
  109. "varying vec4 clipPos;",
  110. "void main() {",
  111. "vec3 normal = normalize( normalView );",
  112. "#ifdef USE_BUMPMAP",
  113. "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  114. "#endif",
  115. "gl_FragColor.xyz = normal * 0.5 + 0.5;",
  116. "gl_FragColor.w = clipPos.z / clipPos.w;",
  117. "}"
  118. ].join("\n"),
  119. vertexShader : [
  120. "varying vec3 normalView;",
  121. "varying vec4 clipPos;",
  122. "#ifdef USE_BUMPMAP",
  123. "varying vec2 vUv;",
  124. "varying vec3 vViewPosition;",
  125. "uniform vec4 offsetRepeat;",
  126. "#endif",
  127. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  128. "void main() {",
  129. THREE.ShaderChunk[ "morphnormal_vertex" ],
  130. THREE.ShaderChunk[ "morphtarget_vertex" ],
  131. THREE.ShaderChunk[ "default_vertex" ],
  132. "vec3 objectNormal;",
  133. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  134. "objectNormal = morphedNormal;",
  135. "#endif",
  136. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  137. "objectNormal = normal;",
  138. "#endif",
  139. "normalView = normalize( normalMatrix * objectNormal );",
  140. "#ifdef USE_BUMPMAP",
  141. "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  142. "vViewPosition = -mvPosition.xyz;",
  143. "#endif",
  144. "clipPos = gl_Position;",
  145. "}"
  146. ].join("\n")
  147. },
  148. "composite" : {
  149. uniforms: {
  150. samplerLight: { type: "t", value: null },
  151. brightness: { type: "f", value: 1 }
  152. },
  153. fragmentShader : [
  154. "varying vec2 texCoord;",
  155. "uniform sampler2D samplerLight;",
  156. "uniform float brightness;",
  157. "void main() {",
  158. "vec3 color = texture2D( samplerLight, texCoord ).xyz;",
  159. "gl_FragColor = vec4( brightness * sqrt( color ), 1.0 );",
  160. "}"
  161. ].join("\n"),
  162. vertexShader : [
  163. "varying vec2 texCoord;",
  164. "void main() {",
  165. "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
  166. "texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
  167. "gl_Position = pos;",
  168. "}"
  169. ].join("\n")
  170. },
  171. "pointLight" : {
  172. uniforms: {
  173. samplerNormalDepth: { type: "t", value: null },
  174. samplerColor: { type: "t", value: null },
  175. matView: { type: "m4", value: new THREE.Matrix4() },
  176. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  177. viewWidth: { type: "f", value: 800 },
  178. viewHeight: { type: "f", value: 600 },
  179. lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
  180. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  181. lightIntensity: { type: "f", value: 1.0 },
  182. lightRadius: { type: "f", value: 1.0 }
  183. },
  184. fragmentShader : [
  185. "varying vec3 lightView;",
  186. "varying vec4 clipPos;",
  187. "uniform sampler2D samplerColor;",
  188. "uniform sampler2D samplerNormalDepth;",
  189. "uniform float lightRadius;",
  190. "uniform float lightIntensity;",
  191. "uniform float viewHeight;",
  192. "uniform float viewWidth;",
  193. "uniform vec3 lightColor;",
  194. "uniform mat4 matProjInverse;",
  195. "vec3 float_to_vec3( float data ) {",
  196. "vec3 uncompressed;",
  197. "uncompressed.x = fract( data );",
  198. "float zInt = floor( data / 255.0 );",
  199. "uncompressed.z = fract( zInt / 255.0 );",
  200. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  201. "return uncompressed;",
  202. "}",
  203. "void main() {",
  204. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  205. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  206. "float z = normalDepth.w;",
  207. "float lightZ = clipPos.z / clipPos.w;",
  208. "if ( z == 0.0 || lightZ > z ) discard;",
  209. "float x = texCoord.x * 2.0 - 1.0;",
  210. "float y = texCoord.y * 2.0 - 1.0;",
  211. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  212. "vec4 viewPos = matProjInverse * projectedPos;",
  213. "viewPos.xyz /= viewPos.w;",
  214. "viewPos.w = 1.0;",
  215. "vec3 lightDir = lightView - viewPos.xyz;",
  216. "float dist = length( lightDir );",
  217. "if ( dist > lightRadius ) discard;",
  218. "lightDir = normalize( lightDir );",
  219. "float cutoff = 0.3;",
  220. "float denom = dist/lightRadius + 1.0;",
  221. "float attenuation = 1.0 / ( denom * denom );",
  222. "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
  223. "attenuation = max( attenuation, 0.0 );",
  224. "attenuation *= attenuation;",
  225. // normal
  226. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  227. // color
  228. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  229. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  230. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  231. "float shininess = abs( colorMap.z );",
  232. "float wrapAround = sign( colorMap.z );",
  233. // light
  234. "vec3 diffuse;",
  235. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  236. "if ( wrapAround < 0.0 ) {",
  237. // wrap around lighting
  238. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  239. "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );",
  240. "diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  241. "} else {",
  242. // simple lighting
  243. "diffuse = vec3( diffuseFull );",
  244. "}",
  245. // specular
  246. "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );",
  247. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  248. // simple specular
  249. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  250. // physically based specular
  251. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  252. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  253. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  254. // combine
  255. "vec3 light = lightIntensity * lightColor;",
  256. "float additiveSpecular = sign( colorMap.y );",
  257. "if ( additiveSpecular < 0.0 ) {",
  258. "gl_FragColor = vec4( albedo * light * diffuse, attenuation ) + vec4( light * specular, attenuation );",
  259. "} else {",
  260. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), attenuation );",
  261. "}",
  262. "}"
  263. ].join("\n"),
  264. vertexShader : [
  265. "varying vec3 lightView;",
  266. "varying vec4 clipPos;",
  267. "uniform vec3 lightPos;",
  268. "uniform mat4 matView;",
  269. "void main() { ",
  270. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  271. "gl_Position = projectionMatrix * mvPosition;",
  272. "lightView = vec3( matView * vec4( lightPos, 1.0 ) );",
  273. "clipPos = gl_Position;",
  274. "}"
  275. ].join("\n")
  276. },
  277. "directionalLight" : {
  278. uniforms: {
  279. samplerNormalDepth: { type: "t", value: null },
  280. samplerColor: { type: "t", value: null },
  281. matView: { type: "m4", value: new THREE.Matrix4() },
  282. matProjInverse: { type: "m4", value: new THREE.Matrix4() },
  283. viewWidth: { type: "f", value: 800 },
  284. viewHeight: { type: "f", value: 600 },
  285. lightDir: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
  286. lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
  287. lightIntensity: { type: "f", value: 1.0 }
  288. },
  289. fragmentShader : [
  290. "varying vec3 lightView;",
  291. "varying vec4 clipPos;",
  292. "uniform sampler2D samplerColor;",
  293. "uniform sampler2D samplerNormalDepth;",
  294. "uniform float lightRadius;",
  295. "uniform float lightIntensity;",
  296. "uniform float viewHeight;",
  297. "uniform float viewWidth;",
  298. "uniform vec3 lightColor;",
  299. "uniform mat4 matProjInverse;",
  300. "vec3 float_to_vec3( float data ) {",
  301. "vec3 uncompressed;",
  302. "uncompressed.x = fract( data );",
  303. "float zInt = floor( data / 255.0 );",
  304. "uncompressed.z = fract( zInt / 255.0 );",
  305. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  306. "return uncompressed;",
  307. "}",
  308. "void main() {",
  309. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  310. "vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
  311. "float z = normalDepth.w;",
  312. "if ( z == 0.0 ) discard;",
  313. "float x = texCoord.x * 2.0 - 1.0;",
  314. "float y = texCoord.y * 2.0 - 1.0;",
  315. "vec4 projectedPos = vec4( x, y, z, 1.0 );",
  316. "vec4 viewPos = matProjInverse * projectedPos;",
  317. "viewPos.xyz /= viewPos.w;",
  318. "viewPos.w = 1.0;",
  319. "vec3 lightDir = normalize( lightView );",
  320. // normal
  321. "vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
  322. // color
  323. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  324. "vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
  325. "vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
  326. "float shininess = colorMap.z;",
  327. // wrap around lighting
  328. "float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  329. "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );",
  330. "const vec3 wrapRGB = vec3( 0.2, 0.2, 0.2 );",
  331. "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
  332. // simple lighting
  333. //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );",
  334. //"vec3 diffuse = vec3 ( diffuseFull );",
  335. // specular
  336. "vec3 halfVector = normalize( lightDir + normalize( viewPos.xyz ) );",
  337. "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
  338. // simple specular
  339. //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
  340. // physically based specular
  341. "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  342. "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );",
  343. "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;",
  344. // combine
  345. "vec3 light = lightIntensity * lightColor;",
  346. "#ifdef ADDITIVE_SPECULAR",
  347. "gl_FragColor = vec4( albedo * light * diffuse, 1.0 ) + vec4( light * specular, 1.0 );",
  348. "#else",
  349. "gl_FragColor = vec4( albedo * light * ( diffuse + specular ), 1.0 );",
  350. "#endif",
  351. "}"
  352. ].join("\n"),
  353. vertexShader : [
  354. "varying vec3 lightView;",
  355. "varying vec4 clipPos;",
  356. "uniform vec3 lightDir;",
  357. "uniform mat4 matView;",
  358. "void main() { ",
  359. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  360. "gl_Position = projectionMatrix * mvPosition;",
  361. "lightView = vec3( matView * vec4( lightDir, 0.0 ) );",
  362. "clipPos = gl_Position;",
  363. "}"
  364. ].join("\n")
  365. },
  366. "emissiveLight" : {
  367. uniforms: {
  368. samplerColor: { type: "t", value: null },
  369. viewWidth: { type: "f", value: 800 },
  370. viewHeight: { type: "f", value: 600 },
  371. },
  372. fragmentShader : [
  373. "uniform sampler2D samplerColor;",
  374. "uniform float viewHeight;",
  375. "uniform float viewWidth;",
  376. "vec3 float_to_vec3( float data ) {",
  377. "vec3 uncompressed;",
  378. "uncompressed.x = fract( data );",
  379. "float zInt = floor( data / 255.0 );",
  380. "uncompressed.z = fract( zInt / 255.0 );",
  381. "uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
  382. "return uncompressed;",
  383. "}",
  384. "void main() {",
  385. "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
  386. "vec4 colorMap = texture2D( samplerColor, texCoord );",
  387. "vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
  388. "gl_FragColor = vec4( emissiveColor, 1.0 );",
  389. "}"
  390. ].join("\n"),
  391. vertexShader : [
  392. "void main() { ",
  393. "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  394. "gl_Position = projectionMatrix * mvPosition;",
  395. "}"
  396. ].join("\n")
  397. }
  398. };