LibNode.js 2.0 KB

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  1. /**
  2. * @author sunag / http://www.sunag.com.br/
  3. */
  4. THREE.LibNode = {
  5. nodes: {},
  6. add: function( node ) {
  7. this.nodes[ node.name ] = node;
  8. },
  9. remove: function( node ) {
  10. delete this.nodes[ node.name ];
  11. },
  12. get: function( name ) {
  13. return this.nodes[ name ];
  14. },
  15. contains: function( name ) {
  16. return this.nodes[ name ] != undefined;
  17. }
  18. };
  19. //
  20. // Luma
  21. //
  22. THREE.LibNode.add( new THREE.ConstNode( "vec3 LUMA = vec3(0.2125, 0.7154, 0.0721);" ) );
  23. //
  24. // DepthColor
  25. //
  26. THREE.LibNode.add( new THREE.FunctionNode( [
  27. "float depthcolor( float mNear, float mFar ) {",
  28. "#ifdef USE_LOGDEPTHBUF_EXT",
  29. "float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  30. "#else",
  31. "float depth = gl_FragCoord.z / gl_FragCoord.w;",
  32. "#endif",
  33. "return 1.0 - smoothstep( mNear, mFar, depth );",
  34. "}"
  35. ].join( "\n" ) ) );
  36. //
  37. // NormalMap
  38. //
  39. THREE.LibNode.add( new THREE.FunctionNode( [
  40. // Per-Pixel Tangent Space Normal Mapping
  41. // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
  42. "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 map, vec2 mUv, float scale ) {",
  43. "vec3 q0 = dFdx( eye_pos );",
  44. "vec3 q1 = dFdy( eye_pos );",
  45. "vec2 st0 = dFdx( mUv.st );",
  46. "vec2 st1 = dFdy( mUv.st );",
  47. "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
  48. "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
  49. "vec3 N = normalize( surf_norm );",
  50. "vec3 mapN = map * 2.0 - 1.0;",
  51. "mapN.xy = scale * mapN.xy;",
  52. "mat3 tsn = mat3( S, T, N );",
  53. "return normalize( tsn * mapN );",
  54. "}"
  55. ].join( "\n" ), null, { derivatives: true } ) );
  56. //
  57. // Saturation
  58. //
  59. THREE.LibNode.add( new THREE.FunctionNode( [
  60. // Algorithm from Chapter 16 of OpenGL Shading Language
  61. "vec3 saturation_rgb(vec3 rgb, float adjustment) {",
  62. "vec3 intensity = vec3(dot(rgb, LUMA));",
  63. "return mix(intensity, rgb, adjustment);",
  64. "}"
  65. ].join( "\n" ) ) );
  66. //
  67. // Luminance
  68. //
  69. THREE.LibNode.add( new THREE.FunctionNode( [
  70. // Algorithm from Chapter 10 of Graphics Shaders.
  71. "float luminance_rgb(vec3 rgb) {",
  72. "return dot(rgb, LUMA);",
  73. "}"
  74. ].join( "\n" ) ) );