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ToonShader.js 6.9 KB

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  1. /**
  2. * Currently contains:
  3. *
  4. * toon1
  5. * toon2
  6. * hatching
  7. * dotted
  8. */
  9. THREE.ToonShader1 = {
  10. uniforms: {
  11. 'uDirLightPos': { value: new THREE.Vector3() },
  12. 'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
  13. 'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
  14. 'uBaseColor': { value: new THREE.Color( 0xffffff ) }
  15. },
  16. vertexShader: [
  17. 'varying vec3 vNormal;',
  18. 'varying vec3 vRefract;',
  19. 'void main() {',
  20. ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
  21. ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
  22. ' vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );',
  23. ' vNormal = normalize( normalMatrix * normal );',
  24. ' vec3 I = worldPosition.xyz - cameraPosition;',
  25. ' vRefract = refract( normalize( I ), worldNormal, 1.02 );',
  26. ' gl_Position = projectionMatrix * mvPosition;',
  27. '}'
  28. ].join( '\n' ),
  29. fragmentShader: [
  30. 'uniform vec3 uBaseColor;',
  31. 'uniform vec3 uDirLightPos;',
  32. 'uniform vec3 uDirLightColor;',
  33. 'uniform vec3 uAmbientLightColor;',
  34. 'varying vec3 vNormal;',
  35. 'varying vec3 vRefract;',
  36. 'void main() {',
  37. ' float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
  38. ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
  39. ' float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );',
  40. ' intensity += length(lightWeighting) * 0.2;',
  41. ' float cameraWeighting = dot( normalize( vNormal ), vRefract );',
  42. ' intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );',
  43. ' intensity = intensity * 0.2 + 0.3;',
  44. ' if ( intensity < 0.50 ) {',
  45. ' gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );',
  46. ' } else {',
  47. ' gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );',
  48. '}',
  49. '}'
  50. ].join( '\n' )
  51. };
  52. THREE.ToonShader2 = {
  53. uniforms: {
  54. 'uDirLightPos': { value: new THREE.Vector3() },
  55. 'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
  56. 'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
  57. 'uBaseColor': { value: new THREE.Color( 0xeeeeee ) },
  58. 'uLineColor1': { value: new THREE.Color( 0x808080 ) },
  59. 'uLineColor2': { value: new THREE.Color( 0x000000 ) },
  60. 'uLineColor3': { value: new THREE.Color( 0x000000 ) },
  61. 'uLineColor4': { value: new THREE.Color( 0x000000 ) }
  62. },
  63. vertexShader: [
  64. 'varying vec3 vNormal;',
  65. 'void main() {',
  66. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  67. ' vNormal = normalize( normalMatrix * normal );',
  68. '}'
  69. ].join( '\n' ),
  70. fragmentShader: [
  71. 'uniform vec3 uBaseColor;',
  72. 'uniform vec3 uLineColor1;',
  73. 'uniform vec3 uLineColor2;',
  74. 'uniform vec3 uLineColor3;',
  75. 'uniform vec3 uLineColor4;',
  76. 'uniform vec3 uDirLightPos;',
  77. 'uniform vec3 uDirLightColor;',
  78. 'uniform vec3 uAmbientLightColor;',
  79. 'varying vec3 vNormal;',
  80. 'void main() {',
  81. ' float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);',
  82. ' float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
  83. ' gl_FragColor = vec4( uBaseColor, 1.0 );',
  84. ' if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {',
  85. ' gl_FragColor *= vec4( uLineColor1, 1.0 );',
  86. ' }',
  87. ' if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {',
  88. ' gl_FragColor *= vec4( uLineColor2, 1.0 );',
  89. ' }',
  90. '}'
  91. ].join( '\n' )
  92. };
  93. THREE.ToonShaderHatching = {
  94. uniforms: {
  95. 'uDirLightPos': { value: new THREE.Vector3() },
  96. 'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
  97. 'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
  98. 'uBaseColor': { value: new THREE.Color( 0xffffff ) },
  99. 'uLineColor1': { value: new THREE.Color( 0x000000 ) },
  100. 'uLineColor2': { value: new THREE.Color( 0x000000 ) },
  101. 'uLineColor3': { value: new THREE.Color( 0x000000 ) },
  102. 'uLineColor4': { value: new THREE.Color( 0x000000 ) }
  103. },
  104. vertexShader: [
  105. 'varying vec3 vNormal;',
  106. 'void main() {',
  107. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  108. ' vNormal = normalize( normalMatrix * normal );',
  109. '}'
  110. ].join( '\n' ),
  111. fragmentShader: [
  112. 'uniform vec3 uBaseColor;',
  113. 'uniform vec3 uLineColor1;',
  114. 'uniform vec3 uLineColor2;',
  115. 'uniform vec3 uLineColor3;',
  116. 'uniform vec3 uLineColor4;',
  117. 'uniform vec3 uDirLightPos;',
  118. 'uniform vec3 uDirLightColor;',
  119. 'uniform vec3 uAmbientLightColor;',
  120. 'varying vec3 vNormal;',
  121. 'void main() {',
  122. ' float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
  123. ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
  124. ' gl_FragColor = vec4( uBaseColor, 1.0 );',
  125. ' if ( length(lightWeighting) < 1.00 ) {',
  126. ' if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',
  127. ' gl_FragColor = vec4( uLineColor1, 1.0 );',
  128. ' }',
  129. ' }',
  130. ' if ( length(lightWeighting) < 0.75 ) {',
  131. ' if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {',
  132. ' gl_FragColor = vec4( uLineColor2, 1.0 );',
  133. ' }',
  134. ' }',
  135. ' if ( length(lightWeighting) < 0.50 ) {',
  136. ' if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
  137. ' gl_FragColor = vec4( uLineColor3, 1.0 );',
  138. ' }',
  139. ' }',
  140. ' if ( length(lightWeighting) < 0.3465 ) {',
  141. ' if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
  142. ' gl_FragColor = vec4( uLineColor4, 1.0 );',
  143. ' }',
  144. ' }',
  145. '}'
  146. ].join( '\n' )
  147. };
  148. THREE.ToonShaderDotted = {
  149. uniforms: {
  150. 'uDirLightPos': { value: new THREE.Vector3() },
  151. 'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
  152. 'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
  153. 'uBaseColor': { value: new THREE.Color( 0xffffff ) },
  154. 'uLineColor1': { value: new THREE.Color( 0x000000 ) }
  155. },
  156. vertexShader: [
  157. 'varying vec3 vNormal;',
  158. 'void main() {',
  159. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  160. ' vNormal = normalize( normalMatrix * normal );',
  161. '}'
  162. ].join( '\n' ),
  163. fragmentShader: [
  164. 'uniform vec3 uBaseColor;',
  165. 'uniform vec3 uLineColor1;',
  166. 'uniform vec3 uLineColor2;',
  167. 'uniform vec3 uLineColor3;',
  168. 'uniform vec3 uLineColor4;',
  169. 'uniform vec3 uDirLightPos;',
  170. 'uniform vec3 uDirLightColor;',
  171. 'uniform vec3 uAmbientLightColor;',
  172. 'varying vec3 vNormal;',
  173. 'void main() {',
  174. 'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
  175. 'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
  176. 'gl_FragColor = vec4( uBaseColor, 1.0 );',
  177. 'if ( length(lightWeighting) < 1.00 ) {',
  178. ' if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {',
  179. ' gl_FragColor = vec4( uLineColor1, 1.0 );',
  180. ' }',
  181. ' }',
  182. ' if ( length(lightWeighting) < 0.50 ) {',
  183. ' if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {',
  184. ' gl_FragColor = vec4( uLineColor1, 1.0 );',
  185. ' }',
  186. ' }',
  187. '}'
  188. ].join( '\n' )
  189. };