move shaders

This commit is contained in:
casperlamboo 2017-11-23 10:44:48 +01:00
parent af9c06749c
commit ead9dd1cb6
9 changed files with 7 additions and 21 deletions

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@ -1,4 +1,3 @@
export default `
uniform sampler2D tDiffuse; uniform sampler2D tDiffuse;
uniform sampler2D tNormal; uniform sampler2D tNormal;
uniform sampler2D tDepth; uniform sampler2D tDepth;
@ -15,4 +14,3 @@ void main() {
gl_FragColor = mix(max(colorDiffuse - colorDepth - colorNormal, 0.0), colorUI, colorUI.w); gl_FragColor = mix(max(colorDiffuse - colorDepth - colorNormal, 0.0), colorUI, colorUI.w);
} }
`;

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@ -1,4 +1,3 @@
export default `
uniform float mNear; uniform float mNear;
uniform float mFar; uniform float mFar;
uniform float opacity; uniform float opacity;
@ -13,4 +12,3 @@ void main() {
float color = 1.0 - smoothstep( mNear, mFar, depth ); float color = 1.0 - smoothstep( mNear, mFar, depth );
gl_FragColor = vec4( vec3( color ), opacity ); gl_FragColor = vec4( vec3( color ), opacity );
} }
`;

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@ -1,4 +1,3 @@
export default `
uniform sampler2D tDiffuse; uniform sampler2D tDiffuse;
uniform float threshold; uniform float threshold;
uniform vec2 aspect; uniform vec2 aspect;
@ -25,4 +24,3 @@ void main() {
gl_FragColor = (length(sobel) > threshold) ? vec4(vec3(1.0), 0.0) : vec4(0.0); gl_FragColor = (length(sobel) > threshold) ? vec4(vec3(1.0), 0.0) : vec4(0.0);
} }
`;

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@ -1,4 +1,3 @@
export default `
// edge detection based on http://williamchyr.com/tag/unity/page/2/ // edge detection based on http://williamchyr.com/tag/unity/page/2/
uniform sampler2D tDiffuse; uniform sampler2D tDiffuse;
uniform float threshold; uniform float threshold;
@ -20,4 +19,3 @@ void main() {
gl_FragColor = difference > threshold ? vec4(vec3(1.0), 0.0) : vec4(0.0); gl_FragColor = difference > threshold ? vec4(vec3(1.0), 0.0) : vec4(0.0);
} }
`;

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@ -1,4 +1,3 @@
export default `
// edge detection based on http://williamchyr.com/tag/unity/page/2/ // edge detection based on http://williamchyr.com/tag/unity/page/2/
uniform sampler2D tDiffuse; uniform sampler2D tDiffuse;
uniform float threshold; uniform float threshold;
@ -19,4 +18,3 @@ void main() {
gl_FragColor = difference > threshold ? vec4(vec3(1.0), 0.0) : vec4(0.0); gl_FragColor = difference > threshold ? vec4(vec3(1.0), 0.0) : vec4(0.0);
} }
`;

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@ -1,4 +1,3 @@
export default `
varying float vFragDepth; varying float vFragDepth;
uniform float logDepthBufFC; uniform float logDepthBufFC;
@ -13,4 +12,3 @@ void main() {
// gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC; // gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;
vFragDepth = 1.0 + gl_Position.w; vFragDepth = 1.0 + gl_Position.w;
} }
`;

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@ -1,8 +1,6 @@
export default `
varying vec2 vUv; varying vec2 vUv;
void main() { void main() {
vUv = uv; vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
} }
`;

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@ -3,12 +3,12 @@ import 'three/examples/js/postprocessing/EffectComposer.js';
import 'three/examples/js/postprocessing/RenderPass.js'; import 'three/examples/js/postprocessing/RenderPass.js';
import 'three/examples/js/postprocessing/ShaderPass.js'; import 'three/examples/js/postprocessing/ShaderPass.js';
import 'three/examples/js/shaders/CopyShader.js'; import 'three/examples/js/shaders/CopyShader.js';
import vertexShaderPostprocessing from './shaders/vertexShaderPostprocessing.js'; import vertexShaderPostprocessing from '../../shaders/vertexShaderPostprocessing.glsl';
import fragmentShaderSobelDepth from './shaders/fragmentShaderSobelDepth.js'; import fragmentShaderSobelDepth from '../../shaders/fragmentShaderSobelDepth.glsl';
import fragmentShaderSobelNormal from './shaders/fragmentShaderSobelNormal.js'; import fragmentShaderSobelNormal from '../../shaders/fragmentShaderSobelNormal.glsl';
import fragmentShaderCombineTextures from './shaders/fragmentShaderCombineTextures.js'; import fragmentShaderCombineTextures from '../../shaders/fragmentShaderCombineTextures.glsl';
import fragmentShaderDepth from './shaders/fragmentShaderDepth.js'; import fragmentShaderDepth from '../../shaders/fragmentShaderDepth.glsl';
import vertexShaderDepth from './shaders/vertexShaderDepth.js'; import vertexShaderDepth from '../../shaders/vertexShaderDepth.glsl';
// Based on Doodle3D/Toon-Shader // Based on Doodle3D/Toon-Shader

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@ -63,7 +63,7 @@ module.exports = {
} }
} }
}, { }, {
test: /\.svg$/, test: /\.(svg|glsl)$/,
use: { use: {
loader: 'raw-loader' loader: 'raw-loader'
} }