Doodle3D-Slicer/three.js-master/examples/js/ShaderDeferred.js

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JavaScript
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2015-06-12 15:58:26 +02:00
/**
* @author alteredq / http://alteredqualia.com/
* @author MPanknin / http://www.redplant.de/
* @author benaadams / http://blog.illyriad.co.uk/
*
*/
THREE.DeferredShaderChunk = {
// decode float to vec3
unpackFloat: [
"vec3 float_to_vec3( float data ) {",
"vec3 uncompressed;",
"uncompressed.x = fract( data );",
"float zInt = floor( data / 255.0 );",
"uncompressed.z = fract( zInt / 255.0 );",
"uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
"return uncompressed;",
"}"
].join("\n"),
computeVertexPositionVS: [
"vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
"vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
"float z = normalDepth.w;",
"if ( z == 0.0 ) discard;",
"vec2 xy = texCoord * 2.0 - 1.0;",
"vec4 vertexPositionProjected = vec4( xy, z, 1.0 );",
"vec4 vertexPositionVS = matProjInverse * vertexPositionProjected;",
"vertexPositionVS.xyz /= vertexPositionVS.w;",
"vertexPositionVS.w = 1.0;"
].join("\n"),
computeNormal: [
"vec3 normal = normalDepth.xyz * 2.0 - 1.0;"
].join("\n"),
unpackColorMap: [
"vec4 colorMap = texture2D( samplerColor, texCoord );",
"vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
"vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
"float shininess = abs( colorMap.z );",
"float wrapAround = sign( colorMap.z );",
"float additiveSpecular = sign( colorMap.y );"
].join("\n"),
computeDiffuse: [
"float dotProduct = dot( normal, lightVector );",
"float diffuseFull = max( dotProduct, 0.0 );",
"vec3 diffuse;",
"if ( wrapAround < 0.0 ) {",
// wrap around lighting
"float diffuseHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
"const vec3 wrapRGB = vec3( 1.0, 1.0, 1.0 );",
"diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
"} else {",
// simple lighting
"diffuse = vec3( diffuseFull );",
"}"
].join("\n"),
computeSpecular: [
"vec3 halfVector = normalize( lightVector - normalize( vertexPositionVS.xyz ) );",
"float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
// simple specular
//"vec3 specular = specularColor * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
// physically based specular
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
"vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightVector, halfVector ), 5.0 );",
"vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;"
].join("\n"),
combine: [
"vec3 light = lightIntensity * lightColor;",
"gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );"
].join("\n")
};
THREE.ShaderDeferred = {
"color" : {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "fog" ],
THREE.UniformsLib[ "shadowmap" ],
{
"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
"shininess": { type: "f", value: 30 },
"wrapAround": { type: "f", value: 1 },
"additiveSpecular": { type: "f", value: 1 },
"samplerNormalDepth": { type: "t", value: null },
"viewWidth": { type: "f", value: 800 },
"viewHeight": { type: "f", value: 600 }
}
] ),
fragmentShader : [
"uniform vec3 diffuse;",
"uniform vec3 specular;",
"uniform vec3 emissive;",
"uniform float shininess;",
"uniform float wrapAround;",
"uniform float additiveSpecular;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "map_pars_fragment" ],
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
"#ifdef USE_ENVMAP",
"varying vec3 vWorldPosition;",
"uniform float reflectivity;",
"uniform samplerCube envMap;",
"uniform float flipEnvMap;",
"uniform int combine;",
"uniform bool useRefract;",
"uniform float refractionRatio;",
"uniform sampler2D samplerNormalDepth;",
"uniform float viewHeight;",
"uniform float viewWidth;",
"#endif",
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "specularmap_pars_fragment" ],
"const float unit = 255.0/256.0;",
"float vec3_to_float( vec3 data ) {",
"highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
"return compressed;",
"}",
"void main() {",
"const float opacity = 1.0;",
"vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
"vec4 diffuseColor = vec4( diffuse, opacity );",
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "specularmap_fragment" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
"outgoingLight = diffuseColor.rgb;",
"#ifdef USE_ENVMAP",
"vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
"vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
"vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
"vec3 reflectVec;",
"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
"if ( useRefract ) {",
"reflectVec = refract( cameraToVertex, normal, refractionRatio );",
"} else { ",
"reflectVec = reflect( cameraToVertex, normal );",
"}",
"#ifdef DOUBLE_SIDED",
"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
"#else",
"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
"#endif",
"cubeColor.xyz = inputToLinear( cubeColor.xyz );",
"if ( combine == 1 ) {",
"outgoingLight = mix( outgoingLight, cubeColor.xyz, specularStrength * reflectivity );",
"} else if ( combine == 2 ) {",
"outgoingLight += cubeColor.xyz * specularStrength * reflectivity;",
"} else {",
"outgoingLight = mix( outgoingLight, diffuseColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
"}",
"#endif",
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
//
"const float compressionScale = 0.999;",
//
"vec3 diffuseMapColor;",
"#ifdef USE_MAP",
"diffuseMapColor = texelColor.xyz;",
"#else",
"diffuseMapColor = vec3( 1.0 );",
"#endif",
// diffuse color
"gl_FragColor.x = vec3_to_float( compressionScale * outgoingLight );",
// specular color
"if ( additiveSpecular < 0.0 ) {",
"gl_FragColor.y = vec3_to_float( compressionScale * specular );",
"} else {",
"gl_FragColor.y = vec3_to_float( compressionScale * specular * diffuseMapColor );",
"}",
"gl_FragColor.y *= additiveSpecular;",
// shininess
"gl_FragColor.z = wrapAround * shininess;",
// emissive color
"#ifdef USE_COLOR",
"gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor * vColor );",
"#else",
"gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor );",
"#endif",
"}"
].join("\n"),
vertexShader : [
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "map_pars_vertex" ],
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
"#ifdef USE_ENVMAP",
"varying vec3 vWorldPosition;",
"#endif",
"void main() {",
THREE.ShaderChunk[ "map_vertex" ],
THREE.ShaderChunk[ "lightmap_vertex" ],
THREE.ShaderChunk[ "color_vertex" ],
THREE.ShaderChunk[ "skinbase_vertex" ],
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ],
"#ifdef USE_ENVMAP",
"vWorldPosition = worldPosition.xyz;",
"#endif",
"}"
].join("\n")
},
"normalDepth" : {
uniforms: {
bumpMap: { type: "t", value: null },
bumpScale: { type: "f", value: 1 },
offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
},
fragmentShader : [
"#ifdef USE_BUMPMAP",
"#extension GL_OES_standard_derivatives : enable\n",
"varying vec2 vUv;",
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
"#endif",
"varying vec3 normalView;",
"varying vec4 clipPos;",
"void main() {",
"vec3 normal = normalize( normalView );",
"#ifdef USE_BUMPMAP",
"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
"#endif",
"gl_FragColor.xyz = normal * 0.5 + 0.5;",
"gl_FragColor.w = clipPos.z / clipPos.w;",
"}"
].join("\n"),
vertexShader : [
"varying vec3 normalView;",
"varying vec4 clipPos;",
"#ifdef USE_BUMPMAP",
"varying vec2 vUv;",
"varying vec3 vViewPosition;",
"uniform vec4 offsetRepeat;",
"#endif",
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "morphnormal_vertex" ],
THREE.ShaderChunk[ "skinbase_vertex" ],
THREE.ShaderChunk[ "skinnormal_vertex" ],
THREE.ShaderChunk[ "defaultnormal_vertex" ],
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
"normalView = normalize( normalMatrix * objectNormal );",
"#ifdef USE_BUMPMAP",
"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
"vViewPosition = -mvPosition.xyz;",
"#endif",
"clipPos = gl_Position;",
"}"
].join("\n")
},
"composite" : {
uniforms: {
samplerLight: { type: "t", value: null },
brightness: { type: "f", value: 1 }
},
fragmentShader : [
"varying vec2 texCoord;",
"uniform sampler2D samplerLight;",
"uniform float brightness;",
// tonemapping operators
// based on John Hable's HLSL snippets
// from http://filmicgames.com/archives/75
"#ifdef TONEMAP_UNCHARTED",
"const float A = 0.15;",
"const float B = 0.50;",
"const float C = 0.10;",
"const float D = 0.20;",
"const float E = 0.02;",
"const float F = 0.30;",
"const float W = 11.2;",
"vec3 Uncharted2Tonemap( vec3 x ) {",
"return ( ( x * ( A * x + C * B ) + D * E ) / ( x * ( A * x + B ) + D * F ) ) - E / F;",
"}",
"#endif",
"void main() {",
"vec3 inColor = texture2D( samplerLight, texCoord ).xyz;",
"inColor *= brightness;",
"vec3 outColor;",
"#if defined( TONEMAP_SIMPLE )",
"outColor = sqrt( inColor );",
"#elif defined( TONEMAP_LINEAR )",
// simple linear to gamma conversion
"outColor = pow( inColor, vec3( 1.0 / 2.2 ) );",
"#elif defined( TONEMAP_REINHARD )",
// Reinhard operator
"inColor = inColor / ( 1.0 + inColor );",
"outColor = pow( inColor, vec3( 1.0 / 2.2 ) );",
"#elif defined( TONEMAP_FILMIC )",
// filmic operator by Jim Hejl and Richard Burgess-Dawson
"vec3 x = max( vec3( 0.0 ), inColor - 0.004 );",
"outColor = ( x * ( 6.2 * x + 0.5 ) ) / ( x * ( 6.2 * x + 1.7 ) + 0.06 );",
"#elif defined( TONEMAP_UNCHARTED )",
// tonemapping operator from Uncharted 2 by John Hable
"float ExposureBias = 2.0;",
"vec3 curr = Uncharted2Tonemap( ExposureBias * inColor );",
"vec3 whiteScale = vec3( 1.0 ) / Uncharted2Tonemap( vec3( W ) );",
"vec3 color = curr * whiteScale;",
"outColor = pow( color, vec3( 1.0 / 2.2 ) );",
"#else",
"outColor = inColor;",
"#endif",
"gl_FragColor = vec4( outColor, 1.0 );",
"}"
].join("\n"),
vertexShader : [
"varying vec2 texCoord;",
"void main() {",
"vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );",
"texCoord = pos.xy * vec2( 0.5 ) + 0.5;",
"gl_Position = pos;",
"}"
].join("\n")
},
"pointLight" : {
uniforms: {
samplerNormalDepth: { type: "t", value: null },
samplerColor: { type: "t", value: null },
matProjInverse: { type: "m4", value: new THREE.Matrix4() },
viewWidth: { type: "f", value: 800 },
viewHeight: { type: "f", value: 600 },
lightPositionVS:{ type: "v3", value: new THREE.Vector3( 0, 0, 0 ) },
lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
lightIntensity: { type: "f", value: 1.0 },
lightRadius: { type: "f", value: 1.0 }
},
fragmentShader : [
"uniform sampler2D samplerColor;",
"uniform sampler2D samplerNormalDepth;",
"uniform float lightRadius;",
"uniform float lightIntensity;",
"uniform float viewHeight;",
"uniform float viewWidth;",
"uniform vec3 lightColor;",
"uniform vec3 lightPositionVS;",
"uniform mat4 matProjInverse;",
THREE.DeferredShaderChunk[ "unpackFloat" ],
"void main() {",
THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
// bail out early when pixel outside of light sphere
"vec3 lightVector = lightPositionVS - vertexPositionVS.xyz;",
"float distance = length( lightVector );",
"if ( distance > lightRadius ) discard;",
THREE.DeferredShaderChunk[ "computeNormal" ],
THREE.DeferredShaderChunk[ "unpackColorMap" ],
// compute light
"lightVector = normalize( lightVector );",
THREE.DeferredShaderChunk[ "computeDiffuse" ],
THREE.DeferredShaderChunk[ "computeSpecular" ],
// combine
"float cutoff = 0.3;",
"float denom = distance / lightRadius + 1.0;",
"float attenuation = 1.0 / ( denom * denom );",
"attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );",
"attenuation = max( attenuation, 0.0 );",
"attenuation *= attenuation;",
THREE.DeferredShaderChunk[ "combine" ],
"}"
].join("\n"),
vertexShader : [
"void main() { ",
// sphere proxy needs real position
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n")
},
"spotLight" : {
uniforms: {
samplerNormalDepth: { type: "t", value: null },
samplerColor: { type: "t", value: null },
matProjInverse: { type: "m4", value: new THREE.Matrix4() },
viewWidth: { type: "f", value: 800 },
viewHeight: { type: "f", value: 600 },
lightPositionVS :{ type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
lightDirectionVS:{ type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
lightIntensity: { type: "f", value: 1.0 },
lightDistance: { type: "f", value: 1.0 },
lightAngle: { type: "f", value: 1.0 }
},
fragmentShader : [
"uniform vec3 lightPositionVS;",
"uniform vec3 lightDirectionVS;",
"uniform sampler2D samplerColor;",
"uniform sampler2D samplerNormalDepth;",
"uniform float viewHeight;",
"uniform float viewWidth;",
"uniform float lightAngle;",
"uniform float lightIntensity;",
"uniform vec3 lightColor;",
"uniform mat4 matProjInverse;",
THREE.DeferredShaderChunk[ "unpackFloat" ],
"void main() {",
THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
THREE.DeferredShaderChunk[ "computeNormal" ],
THREE.DeferredShaderChunk[ "unpackColorMap" ],
// compute light
"vec3 lightVector = normalize( lightPositionVS.xyz - vertexPositionVS.xyz );",
"float rho = dot( lightDirectionVS, lightVector );",
"float rhoMax = cos( lightAngle * 0.5 );",
"if ( rho <= rhoMax ) discard;",
"float theta = rhoMax + 0.0001;",
"float phi = rhoMax + 0.05;",
"float falloff = 4.0;",
"float spot = 0.0;",
"if ( rho >= phi ) {",
"spot = 1.0;",
"} else if ( rho <= theta ) {",
"spot = 0.0;",
"} else { ",
"spot = pow( ( rho - theta ) / ( phi - theta ), falloff );",
"}",
THREE.DeferredShaderChunk[ "computeDiffuse" ],
"diffuse *= spot;",
THREE.DeferredShaderChunk[ "computeSpecular" ],
// combine
"const float attenuation = 1.0;",
THREE.DeferredShaderChunk[ "combine" ],
"}"
].join("\n"),
vertexShader : [
"void main() { ",
// full screen quad proxy
"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
"}"
].join("\n")
},
"directionalLight" : {
uniforms: {
samplerNormalDepth: { type: "t", value: null },
samplerColor: { type: "t", value: null },
matProjInverse: { type: "m4", value: new THREE.Matrix4() },
viewWidth: { type: "f", value: 800 },
viewHeight: { type: "f", value: 600 },
lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
lightIntensity: { type: "f", value: 1.0 }
},
fragmentShader : [
"uniform sampler2D samplerColor;",
"uniform sampler2D samplerNormalDepth;",
"uniform float lightRadius;",
"uniform float lightIntensity;",
"uniform float viewHeight;",
"uniform float viewWidth;",
"uniform vec3 lightColor;",
"uniform vec3 lightDirectionVS;",
"uniform mat4 matProjInverse;",
THREE.DeferredShaderChunk[ "unpackFloat" ],
"void main() {",
THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
THREE.DeferredShaderChunk[ "computeNormal" ],
THREE.DeferredShaderChunk[ "unpackColorMap" ],
// compute light
"vec3 lightVector = lightDirectionVS;",
THREE.DeferredShaderChunk[ "computeDiffuse" ],
THREE.DeferredShaderChunk[ "computeSpecular" ],
// combine
"const float attenuation = 1.0;",
THREE.DeferredShaderChunk[ "combine" ],
"}"
].join("\n"),
vertexShader : [
"void main() { ",
// full screen quad proxy
"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
"}"
].join("\n")
},
"hemisphereLight" : {
uniforms: {
samplerNormalDepth: { type: "t", value: null },
samplerColor: { type: "t", value: null },
matProjInverse: { type: "m4", value: new THREE.Matrix4() },
viewWidth: { type: "f", value: 800 },
viewHeight: { type: "f", value: 600 },
lightDirectionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
lightColorSky: { type: "c", value: new THREE.Color( 0x000000 ) },
lightColorGround: { type: "c", value: new THREE.Color( 0x000000 ) },
lightIntensity: { type: "f", value: 1.0 }
},
fragmentShader : [
"uniform sampler2D samplerColor;",
"uniform sampler2D samplerNormalDepth;",
"uniform float lightRadius;",
"uniform float lightIntensity;",
"uniform float viewHeight;",
"uniform float viewWidth;",
"uniform vec3 lightColorSky;",
"uniform vec3 lightColorGround;",
"uniform vec3 lightDirectionVS;",
"uniform mat4 matProjInverse;",
THREE.DeferredShaderChunk[ "unpackFloat" ],
"void main() {",
THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
THREE.DeferredShaderChunk[ "computeNormal" ],
THREE.DeferredShaderChunk[ "unpackColorMap" ],
// compute light
"vec3 lightVector = lightDirectionVS;",
// diffuse
"float dotProduct = dot( normal, lightVector );",
"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
"vec3 hemiColor = mix( lightColorGround, lightColorSky, hemiDiffuseWeight );",
"vec3 diffuse = hemiColor;",
// specular (sky light)
"vec3 hemiHalfVectorSky = normalize( lightVector - vertexPositionVS.xyz );",
"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
"float hemiSpecularWeightSky = max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
// specular (ground light)
"vec3 lVectorGround = -lightVector;",
"vec3 hemiHalfVectorGround = normalize( lVectorGround - vertexPositionVS.xyz );",
"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
"float hemiSpecularWeightGround = max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
"float dotProductGround = dot( normal, lVectorGround );",
"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
"vec3 schlickSky = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightVector, hemiHalfVectorSky ), 5.0 );",
"vec3 schlickGround = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
"vec3 specular = hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
// combine
"gl_FragColor = vec4( lightIntensity * ( albedo * diffuse + specular ), 1.0 );",
"}"
].join("\n"),
vertexShader : [
"void main() { ",
// full screen quad proxy
"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
"}"
].join("\n")
},
"areaLight" : {
uniforms: {
samplerNormalDepth: { type: "t", value: null },
samplerColor: { type: "t", value: null },
matProjInverse: { type: "m4", value: new THREE.Matrix4() },
viewWidth: { type: "f", value: 800 },
viewHeight: { type: "f", value: 600 },
lightPositionVS: { type: "v3", value: new THREE.Vector3( 0, 1, 0 ) },
lightNormalVS: { type: "v3", value: new THREE.Vector3( 0, -1, 0 ) },
lightRightVS: { type: "v3", value: new THREE.Vector3( 1, 0, 0 ) },
lightUpVS: { type: "v3", value: new THREE.Vector3( 1, 0, 0 ) },
lightColor: { type: "c", value: new THREE.Color( 0x000000 ) },
lightIntensity: { type: "f", value: 1.0 },
lightWidth: { type: "f", value: 1.0 },
lightHeight: { type: "f", value: 1.0 },
constantAttenuation: { type: "f", value: 1.5 },
linearAttenuation: { type: "f", value: 0.5 },
quadraticAttenuation: { type: "f", value: 0.1 }
},
fragmentShader : [
"uniform vec3 lightPositionVS;",
"uniform vec3 lightNormalVS;",
"uniform vec3 lightRightVS;",
"uniform vec3 lightUpVS;",
"uniform sampler2D samplerColor;",
"uniform sampler2D samplerNormalDepth;",
"uniform float lightWidth;",
"uniform float lightHeight;",
"uniform float constantAttenuation;",
"uniform float linearAttenuation;",
"uniform float quadraticAttenuation;",
"uniform float lightIntensity;",
"uniform vec3 lightColor;",
"uniform float viewHeight;",
"uniform float viewWidth;",
"uniform mat4 matProjInverse;",
THREE.DeferredShaderChunk[ "unpackFloat" ],
"vec3 projectOnPlane( vec3 point, vec3 planeCenter, vec3 planeNorm ) {",
"return point - dot( point - planeCenter, planeNorm ) * planeNorm;",
"}",
"bool sideOfPlane( vec3 point, vec3 planeCenter, vec3 planeNorm ) {",
"return ( dot( point - planeCenter, planeNorm ) >= 0.0 );",
"}",
"vec3 linePlaneIntersect( vec3 lp, vec3 lv, vec3 pc, vec3 pn ) {",
"return lp + lv * ( dot( pn, pc - lp ) / dot( pn, lv ) );",
"}",
"float calculateAttenuation( float dist ) {",
"return ( 1.0 / ( constantAttenuation + linearAttenuation * dist + quadraticAttenuation * dist * dist ) );",
"}",
"void main() {",
THREE.DeferredShaderChunk[ "computeVertexPositionVS" ],
THREE.DeferredShaderChunk[ "computeNormal" ],
THREE.DeferredShaderChunk[ "unpackColorMap" ],
"float w = lightWidth;",
"float h = lightHeight;",
"vec3 proj = projectOnPlane( vertexPositionVS.xyz, lightPositionVS, lightNormalVS );",
"vec3 dir = proj - lightPositionVS;",
"vec2 diagonal = vec2( dot( dir, lightRightVS ), dot( dir, lightUpVS ) );",
"vec2 nearest2D = vec2( clamp( diagonal.x, -w, w ), clamp( diagonal.y, -h, h ) );",
"vec3 nearestPointInside = vec3( lightPositionVS ) + ( lightRightVS * nearest2D.x + lightUpVS * nearest2D.y );",
"vec3 lightDir = normalize( nearestPointInside - vertexPositionVS.xyz );",
"float NdotL = max( dot( lightNormalVS, -lightDir ), 0.0 );",
"float NdotL2 = max( dot( normal, lightDir ), 0.0 );",
//"if ( NdotL2 * NdotL > 0.0 && sideOfPlane( vertexPositionVS.xyz, lightPositionVS, lightNormalVS ) ) {",
"if ( NdotL2 * NdotL > 0.0 ) {",
// diffuse
"vec3 diffuse = vec3( sqrt( NdotL * NdotL2 ) );",
// specular
"vec3 specular = vec3( 0.0 );",
"vec3 R = reflect( normalize( -vertexPositionVS.xyz ), normal );",
"vec3 E = linePlaneIntersect( vertexPositionVS.xyz, R, vec3( lightPositionVS ), lightNormalVS );",
"float specAngle = dot( R, lightNormalVS );",
"if ( specAngle > 0.0 ) {",
"vec3 dirSpec = E - vec3( lightPositionVS );",
"vec2 dirSpec2D = vec2( dot( dirSpec, lightRightVS ), dot( dirSpec, lightUpVS ) );",
"vec2 nearestSpec2D = vec2( clamp( dirSpec2D.x, -w, w ), clamp( dirSpec2D.y, -h, h ) );",
"float specFactor = 1.0 - clamp( length( nearestSpec2D - dirSpec2D ) * 0.05 * shininess, 0.0, 1.0 );",
"specular = specularColor * specFactor * specAngle * diffuse;",
"}",
// combine
"float dist = distance( vertexPositionVS.xyz, nearestPointInside );",
"float attenuation = calculateAttenuation( dist );",
THREE.DeferredShaderChunk[ "combine" ],
"} else {",
"discard;",
"}",
"}"
].join("\n"),
vertexShader : [
"void main() {",
// full screen quad proxy
"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
"}"
].join("\n")
},
"emissiveLight" : {
uniforms: {
samplerColor: { type: "t", value: null },
viewWidth: { type: "f", value: 800 },
viewHeight: { type: "f", value: 600 },
},
fragmentShader : [
"uniform sampler2D samplerColor;",
"uniform float viewHeight;",
"uniform float viewWidth;",
THREE.DeferredShaderChunk[ "unpackFloat" ],
"void main() {",
"vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
"vec4 colorMap = texture2D( samplerColor, texCoord );",
"vec3 emissiveColor = float_to_vec3( abs( colorMap.w ) );",
"gl_FragColor = vec4( emissiveColor, 1.0 );",
"}"
].join("\n"),
vertexShader : [
"void main() { ",
// full screen quad proxy
"gl_Position = vec4( sign( position.xy ), 0.0, 1.0 );",
"}"
].join("\n")
}
};