ToonShader.js 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337
  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author alteredq / http://alteredqualia.com/
  4. *
  5. * Currently contains:
  6. *
  7. * toon1
  8. * toon2
  9. * hatching
  10. * dotted
  11. */
  12. import {
  13. Color,
  14. Vector3
  15. } from "../../../build/three.module.js";
  16. var ToonShader1 = {
  17. uniforms: {
  18. "uDirLightPos": { value: new Vector3() },
  19. "uDirLightColor": { value: new Color( 0xeeeeee ) },
  20. "uAmbientLightColor": { value: new Color( 0x050505 ) },
  21. "uBaseColor": { value: new Color( 0xffffff ) }
  22. },
  23. vertexShader: [
  24. "varying vec3 vNormal;",
  25. "varying vec3 vRefract;",
  26. "void main() {",
  27. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  28. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  29. " vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
  30. " vNormal = normalize( normalMatrix * normal );",
  31. " vec3 I = worldPosition.xyz - cameraPosition;",
  32. " vRefract = refract( normalize( I ), worldNormal, 1.02 );",
  33. " gl_Position = projectionMatrix * mvPosition;",
  34. "}"
  35. ].join( "\n" ),
  36. fragmentShader: [
  37. "uniform vec3 uBaseColor;",
  38. "uniform vec3 uDirLightPos;",
  39. "uniform vec3 uDirLightColor;",
  40. "uniform vec3 uAmbientLightColor;",
  41. "varying vec3 vNormal;",
  42. "varying vec3 vRefract;",
  43. "void main() {",
  44. " float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
  45. " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
  46. " float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
  47. " intensity += length(lightWeighting) * 0.2;",
  48. " float cameraWeighting = dot( normalize( vNormal ), vRefract );",
  49. " intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
  50. " intensity = intensity * 0.2 + 0.3;",
  51. " if ( intensity < 0.50 ) {",
  52. " gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
  53. " } else {",
  54. " gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
  55. "}",
  56. "}"
  57. ].join( "\n" )
  58. };
  59. var ToonShader2 = {
  60. uniforms: {
  61. "uDirLightPos": { value: new Vector3() },
  62. "uDirLightColor": { value: new Color( 0xeeeeee ) },
  63. "uAmbientLightColor": { value: new Color( 0x050505 ) },
  64. "uBaseColor": { value: new Color( 0xeeeeee ) },
  65. "uLineColor1": { value: new Color( 0x808080 ) },
  66. "uLineColor2": { value: new Color( 0x000000 ) },
  67. "uLineColor3": { value: new Color( 0x000000 ) },
  68. "uLineColor4": { value: new Color( 0x000000 ) }
  69. },
  70. vertexShader: [
  71. "varying vec3 vNormal;",
  72. "void main() {",
  73. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  74. " vNormal = normalize( normalMatrix * normal );",
  75. "}"
  76. ].join( "\n" ),
  77. fragmentShader: [
  78. "uniform vec3 uBaseColor;",
  79. "uniform vec3 uLineColor1;",
  80. "uniform vec3 uLineColor2;",
  81. "uniform vec3 uLineColor3;",
  82. "uniform vec3 uLineColor4;",
  83. "uniform vec3 uDirLightPos;",
  84. "uniform vec3 uDirLightColor;",
  85. "uniform vec3 uAmbientLightColor;",
  86. "varying vec3 vNormal;",
  87. "void main() {",
  88. " float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
  89. " float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
  90. " gl_FragColor = vec4( uBaseColor, 1.0 );",
  91. " if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
  92. " gl_FragColor *= vec4( uLineColor1, 1.0 );",
  93. " }",
  94. " if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
  95. " gl_FragColor *= vec4( uLineColor2, 1.0 );",
  96. " }",
  97. "}"
  98. ].join( "\n" )
  99. };
  100. var ToonShaderHatching = {
  101. uniforms: {
  102. "uDirLightPos": { value: new Vector3() },
  103. "uDirLightColor": { value: new Color( 0xeeeeee ) },
  104. "uAmbientLightColor": { value: new Color( 0x050505 ) },
  105. "uBaseColor": { value: new Color( 0xffffff ) },
  106. "uLineColor1": { value: new Color( 0x000000 ) },
  107. "uLineColor2": { value: new Color( 0x000000 ) },
  108. "uLineColor3": { value: new Color( 0x000000 ) },
  109. "uLineColor4": { value: new Color( 0x000000 ) }
  110. },
  111. vertexShader: [
  112. "varying vec3 vNormal;",
  113. "void main() {",
  114. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  115. " vNormal = normalize( normalMatrix * normal );",
  116. "}"
  117. ].join( "\n" ),
  118. fragmentShader: [
  119. "uniform vec3 uBaseColor;",
  120. "uniform vec3 uLineColor1;",
  121. "uniform vec3 uLineColor2;",
  122. "uniform vec3 uLineColor3;",
  123. "uniform vec3 uLineColor4;",
  124. "uniform vec3 uDirLightPos;",
  125. "uniform vec3 uDirLightColor;",
  126. "uniform vec3 uAmbientLightColor;",
  127. "varying vec3 vNormal;",
  128. "void main() {",
  129. " float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
  130. " vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
  131. " gl_FragColor = vec4( uBaseColor, 1.0 );",
  132. " if ( length(lightWeighting) < 1.00 ) {",
  133. " if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
  134. " gl_FragColor = vec4( uLineColor1, 1.0 );",
  135. " }",
  136. " }",
  137. " if ( length(lightWeighting) < 0.75 ) {",
  138. " if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
  139. " gl_FragColor = vec4( uLineColor2, 1.0 );",
  140. " }",
  141. " }",
  142. " if ( length(lightWeighting) < 0.50 ) {",
  143. " if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
  144. " gl_FragColor = vec4( uLineColor3, 1.0 );",
  145. " }",
  146. " }",
  147. " if ( length(lightWeighting) < 0.3465 ) {",
  148. " if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
  149. " gl_FragColor = vec4( uLineColor4, 1.0 );",
  150. " }",
  151. " }",
  152. "}"
  153. ].join( "\n" )
  154. };
  155. var ToonShaderDotted = {
  156. uniforms: {
  157. "uDirLightPos": { value: new Vector3() },
  158. "uDirLightColor": { value: new Color( 0xeeeeee ) },
  159. "uAmbientLightColor": { value: new Color( 0x050505 ) },
  160. "uBaseColor": { value: new Color( 0xffffff ) },
  161. "uLineColor1": { value: new Color( 0x000000 ) }
  162. },
  163. vertexShader: [
  164. "varying vec3 vNormal;",
  165. "void main() {",
  166. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  167. " vNormal = normalize( normalMatrix * normal );",
  168. "}"
  169. ].join( "\n" ),
  170. fragmentShader: [
  171. "uniform vec3 uBaseColor;",
  172. "uniform vec3 uLineColor1;",
  173. "uniform vec3 uLineColor2;",
  174. "uniform vec3 uLineColor3;",
  175. "uniform vec3 uLineColor4;",
  176. "uniform vec3 uDirLightPos;",
  177. "uniform vec3 uDirLightColor;",
  178. "uniform vec3 uAmbientLightColor;",
  179. "varying vec3 vNormal;",
  180. "void main() {",
  181. "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
  182. "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
  183. "gl_FragColor = vec4( uBaseColor, 1.0 );",
  184. "if ( length(lightWeighting) < 1.00 ) {",
  185. " if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
  186. " gl_FragColor = vec4( uLineColor1, 1.0 );",
  187. " }",
  188. " }",
  189. " if ( length(lightWeighting) < 0.50 ) {",
  190. " if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
  191. " gl_FragColor = vec4( uLineColor1, 1.0 );",
  192. " }",
  193. " }",
  194. "}"
  195. ].join( "\n" )
  196. };
  197. export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };