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- /**
- * Currently contains:
- *
- * toon1
- * toon2
- * hatching
- * dotted
- */
- THREE.ToonShader1 = {
- uniforms: {
- 'uDirLightPos': { value: new THREE.Vector3() },
- 'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
- 'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
- 'uBaseColor': { value: new THREE.Color( 0xffffff ) }
- },
- vertexShader: [
- 'varying vec3 vNormal;',
- 'varying vec3 vRefract;',
- 'void main() {',
- ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
- ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
- ' vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );',
- ' vNormal = normalize( normalMatrix * normal );',
- ' vec3 I = worldPosition.xyz - cameraPosition;',
- ' vRefract = refract( normalize( I ), worldNormal, 1.02 );',
- ' gl_Position = projectionMatrix * mvPosition;',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform vec3 uBaseColor;',
- 'uniform vec3 uDirLightPos;',
- 'uniform vec3 uDirLightColor;',
- 'uniform vec3 uAmbientLightColor;',
- 'varying vec3 vNormal;',
- 'varying vec3 vRefract;',
- 'void main() {',
- ' float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
- ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
- ' float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );',
- ' intensity += length(lightWeighting) * 0.2;',
- ' float cameraWeighting = dot( normalize( vNormal ), vRefract );',
- ' intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );',
- ' intensity = intensity * 0.2 + 0.3;',
- ' if ( intensity < 0.50 ) {',
- ' gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );',
- ' } else {',
- ' gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );',
- '}',
- '}'
- ].join( '\n' )
- };
- THREE.ToonShader2 = {
- uniforms: {
- 'uDirLightPos': { value: new THREE.Vector3() },
- 'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
- 'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
- 'uBaseColor': { value: new THREE.Color( 0xeeeeee ) },
- 'uLineColor1': { value: new THREE.Color( 0x808080 ) },
- 'uLineColor2': { value: new THREE.Color( 0x000000 ) },
- 'uLineColor3': { value: new THREE.Color( 0x000000 ) },
- 'uLineColor4': { value: new THREE.Color( 0x000000 ) }
- },
- vertexShader: [
- 'varying vec3 vNormal;',
- 'void main() {',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- ' vNormal = normalize( normalMatrix * normal );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform vec3 uBaseColor;',
- 'uniform vec3 uLineColor1;',
- 'uniform vec3 uLineColor2;',
- 'uniform vec3 uLineColor3;',
- 'uniform vec3 uLineColor4;',
- 'uniform vec3 uDirLightPos;',
- 'uniform vec3 uDirLightColor;',
- 'uniform vec3 uAmbientLightColor;',
- 'varying vec3 vNormal;',
- 'void main() {',
- ' float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);',
- ' float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
- ' gl_FragColor = vec4( uBaseColor, 1.0 );',
- ' if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {',
- ' gl_FragColor *= vec4( uLineColor1, 1.0 );',
- ' }',
- ' if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {',
- ' gl_FragColor *= vec4( uLineColor2, 1.0 );',
- ' }',
- '}'
- ].join( '\n' )
- };
- THREE.ToonShaderHatching = {
- uniforms: {
- 'uDirLightPos': { value: new THREE.Vector3() },
- 'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
- 'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
- 'uBaseColor': { value: new THREE.Color( 0xffffff ) },
- 'uLineColor1': { value: new THREE.Color( 0x000000 ) },
- 'uLineColor2': { value: new THREE.Color( 0x000000 ) },
- 'uLineColor3': { value: new THREE.Color( 0x000000 ) },
- 'uLineColor4': { value: new THREE.Color( 0x000000 ) }
- },
- vertexShader: [
- 'varying vec3 vNormal;',
- 'void main() {',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- ' vNormal = normalize( normalMatrix * normal );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform vec3 uBaseColor;',
- 'uniform vec3 uLineColor1;',
- 'uniform vec3 uLineColor2;',
- 'uniform vec3 uLineColor3;',
- 'uniform vec3 uLineColor4;',
- 'uniform vec3 uDirLightPos;',
- 'uniform vec3 uDirLightColor;',
- 'uniform vec3 uAmbientLightColor;',
- 'varying vec3 vNormal;',
- 'void main() {',
- ' float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
- ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
- ' gl_FragColor = vec4( uBaseColor, 1.0 );',
- ' if ( length(lightWeighting) < 1.00 ) {',
- ' if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',
- ' gl_FragColor = vec4( uLineColor1, 1.0 );',
- ' }',
- ' }',
- ' if ( length(lightWeighting) < 0.75 ) {',
- ' if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {',
- ' gl_FragColor = vec4( uLineColor2, 1.0 );',
- ' }',
- ' }',
- ' if ( length(lightWeighting) < 0.50 ) {',
- ' if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
- ' gl_FragColor = vec4( uLineColor3, 1.0 );',
- ' }',
- ' }',
- ' if ( length(lightWeighting) < 0.3465 ) {',
- ' if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
- ' gl_FragColor = vec4( uLineColor4, 1.0 );',
- ' }',
- ' }',
- '}'
- ].join( '\n' )
- };
- THREE.ToonShaderDotted = {
- uniforms: {
- 'uDirLightPos': { value: new THREE.Vector3() },
- 'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
- 'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
- 'uBaseColor': { value: new THREE.Color( 0xffffff ) },
- 'uLineColor1': { value: new THREE.Color( 0x000000 ) }
- },
- vertexShader: [
- 'varying vec3 vNormal;',
- 'void main() {',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- ' vNormal = normalize( normalMatrix * normal );',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'uniform vec3 uBaseColor;',
- 'uniform vec3 uLineColor1;',
- 'uniform vec3 uLineColor2;',
- 'uniform vec3 uLineColor3;',
- 'uniform vec3 uLineColor4;',
- 'uniform vec3 uDirLightPos;',
- 'uniform vec3 uDirLightColor;',
- 'uniform vec3 uAmbientLightColor;',
- 'varying vec3 vNormal;',
- 'void main() {',
- 'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
- 'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
- 'gl_FragColor = vec4( uBaseColor, 1.0 );',
- 'if ( length(lightWeighting) < 1.00 ) {',
- ' if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {',
- ' gl_FragColor = vec4( uLineColor1, 1.0 );',
- ' }',
- ' }',
- ' if ( length(lightWeighting) < 0.50 ) {',
- ' if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {',
- ' gl_FragColor = vec4( uLineColor1, 1.0 );',
- ' }',
- ' }',
- '}'
- ].join( '\n' )
- };
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