ToonShader.js 6.9 KB

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  1. import {
  2. Color,
  3. Vector3
  4. } from '../../../build/three.module.js';
  5. /**
  6. * Currently contains:
  7. *
  8. * toon1
  9. * toon2
  10. * hatching
  11. * dotted
  12. */
  13. var ToonShader1 = {
  14. uniforms: {
  15. 'uDirLightPos': { value: new Vector3() },
  16. 'uDirLightColor': { value: new Color( 0xeeeeee ) },
  17. 'uAmbientLightColor': { value: new Color( 0x050505 ) },
  18. 'uBaseColor': { value: new Color( 0xffffff ) }
  19. },
  20. vertexShader: [
  21. 'varying vec3 vNormal;',
  22. 'varying vec3 vRefract;',
  23. 'void main() {',
  24. ' vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
  25. ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
  26. ' vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );',
  27. ' vNormal = normalize( normalMatrix * normal );',
  28. ' vec3 I = worldPosition.xyz - cameraPosition;',
  29. ' vRefract = refract( normalize( I ), worldNormal, 1.02 );',
  30. ' gl_Position = projectionMatrix * mvPosition;',
  31. '}'
  32. ].join( '\n' ),
  33. fragmentShader: [
  34. 'uniform vec3 uBaseColor;',
  35. 'uniform vec3 uDirLightPos;',
  36. 'uniform vec3 uDirLightColor;',
  37. 'uniform vec3 uAmbientLightColor;',
  38. 'varying vec3 vNormal;',
  39. 'varying vec3 vRefract;',
  40. 'void main() {',
  41. ' float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
  42. ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
  43. ' float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );',
  44. ' intensity += length(lightWeighting) * 0.2;',
  45. ' float cameraWeighting = dot( normalize( vNormal ), vRefract );',
  46. ' intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );',
  47. ' intensity = intensity * 0.2 + 0.3;',
  48. ' if ( intensity < 0.50 ) {',
  49. ' gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );',
  50. ' } else {',
  51. ' gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );',
  52. '}',
  53. '}'
  54. ].join( '\n' )
  55. };
  56. var ToonShader2 = {
  57. uniforms: {
  58. 'uDirLightPos': { value: new Vector3() },
  59. 'uDirLightColor': { value: new Color( 0xeeeeee ) },
  60. 'uAmbientLightColor': { value: new Color( 0x050505 ) },
  61. 'uBaseColor': { value: new Color( 0xeeeeee ) },
  62. 'uLineColor1': { value: new Color( 0x808080 ) },
  63. 'uLineColor2': { value: new Color( 0x000000 ) },
  64. 'uLineColor3': { value: new Color( 0x000000 ) },
  65. 'uLineColor4': { value: new Color( 0x000000 ) }
  66. },
  67. vertexShader: [
  68. 'varying vec3 vNormal;',
  69. 'void main() {',
  70. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  71. ' vNormal = normalize( normalMatrix * normal );',
  72. '}'
  73. ].join( '\n' ),
  74. fragmentShader: [
  75. 'uniform vec3 uBaseColor;',
  76. 'uniform vec3 uLineColor1;',
  77. 'uniform vec3 uLineColor2;',
  78. 'uniform vec3 uLineColor3;',
  79. 'uniform vec3 uLineColor4;',
  80. 'uniform vec3 uDirLightPos;',
  81. 'uniform vec3 uDirLightColor;',
  82. 'uniform vec3 uAmbientLightColor;',
  83. 'varying vec3 vNormal;',
  84. 'void main() {',
  85. ' float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);',
  86. ' float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
  87. ' gl_FragColor = vec4( uBaseColor, 1.0 );',
  88. ' if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {',
  89. ' gl_FragColor *= vec4( uLineColor1, 1.0 );',
  90. ' }',
  91. ' if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {',
  92. ' gl_FragColor *= vec4( uLineColor2, 1.0 );',
  93. ' }',
  94. '}'
  95. ].join( '\n' )
  96. };
  97. var ToonShaderHatching = {
  98. uniforms: {
  99. 'uDirLightPos': { value: new Vector3() },
  100. 'uDirLightColor': { value: new Color( 0xeeeeee ) },
  101. 'uAmbientLightColor': { value: new Color( 0x050505 ) },
  102. 'uBaseColor': { value: new Color( 0xffffff ) },
  103. 'uLineColor1': { value: new Color( 0x000000 ) },
  104. 'uLineColor2': { value: new Color( 0x000000 ) },
  105. 'uLineColor3': { value: new Color( 0x000000 ) },
  106. 'uLineColor4': { value: new Color( 0x000000 ) }
  107. },
  108. vertexShader: [
  109. 'varying vec3 vNormal;',
  110. 'void main() {',
  111. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  112. ' vNormal = normalize( normalMatrix * normal );',
  113. '}'
  114. ].join( '\n' ),
  115. fragmentShader: [
  116. 'uniform vec3 uBaseColor;',
  117. 'uniform vec3 uLineColor1;',
  118. 'uniform vec3 uLineColor2;',
  119. 'uniform vec3 uLineColor3;',
  120. 'uniform vec3 uLineColor4;',
  121. 'uniform vec3 uDirLightPos;',
  122. 'uniform vec3 uDirLightColor;',
  123. 'uniform vec3 uAmbientLightColor;',
  124. 'varying vec3 vNormal;',
  125. 'void main() {',
  126. ' float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
  127. ' vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
  128. ' gl_FragColor = vec4( uBaseColor, 1.0 );',
  129. ' if ( length(lightWeighting) < 1.00 ) {',
  130. ' if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',
  131. ' gl_FragColor = vec4( uLineColor1, 1.0 );',
  132. ' }',
  133. ' }',
  134. ' if ( length(lightWeighting) < 0.75 ) {',
  135. ' if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {',
  136. ' gl_FragColor = vec4( uLineColor2, 1.0 );',
  137. ' }',
  138. ' }',
  139. ' if ( length(lightWeighting) < 0.50 ) {',
  140. ' if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
  141. ' gl_FragColor = vec4( uLineColor3, 1.0 );',
  142. ' }',
  143. ' }',
  144. ' if ( length(lightWeighting) < 0.3465 ) {',
  145. ' if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {',
  146. ' gl_FragColor = vec4( uLineColor4, 1.0 );',
  147. ' }',
  148. ' }',
  149. '}'
  150. ].join( '\n' )
  151. };
  152. var ToonShaderDotted = {
  153. uniforms: {
  154. 'uDirLightPos': { value: new Vector3() },
  155. 'uDirLightColor': { value: new Color( 0xeeeeee ) },
  156. 'uAmbientLightColor': { value: new Color( 0x050505 ) },
  157. 'uBaseColor': { value: new Color( 0xffffff ) },
  158. 'uLineColor1': { value: new Color( 0x000000 ) }
  159. },
  160. vertexShader: [
  161. 'varying vec3 vNormal;',
  162. 'void main() {',
  163. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  164. ' vNormal = normalize( normalMatrix * normal );',
  165. '}'
  166. ].join( '\n' ),
  167. fragmentShader: [
  168. 'uniform vec3 uBaseColor;',
  169. 'uniform vec3 uLineColor1;',
  170. 'uniform vec3 uLineColor2;',
  171. 'uniform vec3 uLineColor3;',
  172. 'uniform vec3 uLineColor4;',
  173. 'uniform vec3 uDirLightPos;',
  174. 'uniform vec3 uDirLightColor;',
  175. 'uniform vec3 uAmbientLightColor;',
  176. 'varying vec3 vNormal;',
  177. 'void main() {',
  178. 'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
  179. 'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',
  180. 'gl_FragColor = vec4( uBaseColor, 1.0 );',
  181. 'if ( length(lightWeighting) < 1.00 ) {',
  182. ' if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {',
  183. ' gl_FragColor = vec4( uLineColor1, 1.0 );',
  184. ' }',
  185. ' }',
  186. ' if ( length(lightWeighting) < 0.50 ) {',
  187. ' if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {',
  188. ' gl_FragColor = vec4( uLineColor1, 1.0 );',
  189. ' }',
  190. ' }',
  191. '}'
  192. ].join( '\n' )
  193. };
  194. export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };