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- /**
- * @author sunag / http://www.sunag.com.br/
- */
- THREE.LibNode = {
- nodes: {},
- add: function( node ) {
- this.nodes[ node.name ] = node;
- },
- remove: function( node ) {
- delete this.nodes[ node.name ];
- },
- get: function( name ) {
- return this.nodes[ name ];
- },
- contains: function( name ) {
- return this.nodes[ name ] != undefined;
- }
- };
- //
- // Luma
- //
- THREE.LibNode.add( new THREE.ConstNode( "vec3 LUMA = vec3(0.2125, 0.7154, 0.0721);" ) );
- //
- // DepthColor
- //
- THREE.LibNode.add( new THREE.FunctionNode( [
- "float depthcolor( float mNear, float mFar ) {",
- "#ifdef USE_LOGDEPTHBUF_EXT",
- "float depth = gl_FragDepthEXT / gl_FragCoord.w;",
- "#else",
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
- "#endif",
- "return 1.0 - smoothstep( mNear, mFar, depth );",
- "}"
- ].join( "\n" ) ) );
- //
- // NormalMap
- //
- THREE.LibNode.add( new THREE.FunctionNode( [
- // Per-Pixel Tangent Space Normal Mapping
- // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
- "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 map, vec2 mUv, float scale ) {",
- "vec3 q0 = dFdx( eye_pos );",
- "vec3 q1 = dFdy( eye_pos );",
- "vec2 st0 = dFdx( mUv.st );",
- "vec2 st1 = dFdy( mUv.st );",
- "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
- "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
- "vec3 N = normalize( surf_norm );",
- "vec3 mapN = map * 2.0 - 1.0;",
- "mapN.xy = scale * mapN.xy;",
- "mat3 tsn = mat3( S, T, N );",
- "return normalize( tsn * mapN );",
- "}"
- ].join( "\n" ), null, { derivatives: true } ) );
- //
- // Saturation
- //
- THREE.LibNode.add( new THREE.FunctionNode( [
- // Algorithm from Chapter 16 of OpenGL Shading Language
- "vec3 saturation_rgb(vec3 rgb, float adjustment) {",
- "vec3 intensity = vec3(dot(rgb, LUMA));",
- "return mix(intensity, rgb, adjustment);",
- "}"
- ].join( "\n" ) ) );
- //
- // Luminance
- //
- THREE.LibNode.add( new THREE.FunctionNode( [
- // Algorithm from Chapter 10 of Graphics Shaders.
- "float luminance_rgb(vec3 rgb) {",
- "return dot(rgb, LUMA);",
- "}"
- ].join( "\n" ) ) );
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