mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
1106 lines
26 KiB
JavaScript
1106 lines
26 KiB
JavaScript
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/**
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* @author alteredq / http://alteredqualia.com/
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* @author MPanknin / http://www.redplant.de/
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* @author benaadams / http://blog.illyriad.co.uk/
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*
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*/
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THREE.DeferredShaderChunk = {
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// decode float to vec3
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unpackFloat: [
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"vec3 float_to_vec3( float data ) {",
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"vec3 uncompressed;",
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"uncompressed.x = fract( data );",
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"float zInt = floor( data / 255.0 );",
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"uncompressed.z = fract( zInt / 255.0 );",
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"uncompressed.y = fract( floor( data - ( zInt * 255.0 ) ) / 255.0 );",
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"return uncompressed;",
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"}"
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].join("\n"),
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computeVertexPositionVS: [
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"vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
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"vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
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"float z = normalDepth.w;",
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"if ( z == 0.0 ) discard;",
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"vec2 xy = texCoord * 2.0 - 1.0;",
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"vec4 vertexPositionProjected = vec4( xy, z, 1.0 );",
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"vec4 vertexPositionVS = matProjInverse * vertexPositionProjected;",
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"vertexPositionVS.xyz /= vertexPositionVS.w;",
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"vertexPositionVS.w = 1.0;"
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].join("\n"),
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computeNormal: [
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"vec3 normal = normalDepth.xyz * 2.0 - 1.0;"
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].join("\n"),
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unpackColorMap: [
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"vec4 colorMap = texture2D( samplerColor, texCoord );",
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"vec3 albedo = float_to_vec3( abs( colorMap.x ) );",
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"vec3 specularColor = float_to_vec3( abs( colorMap.y ) );",
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"float shininess = abs( colorMap.z );",
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"float wrapAround = sign( colorMap.z );",
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"float additiveSpecular = sign( colorMap.y );"
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].join("\n"),
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computeDiffuse: [
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"float dotProduct = dot( normal, lightVector );",
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"float diffuseFull = max( dotProduct, 0.0 );",
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"vec3 diffuse;",
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"if ( wrapAround < 0.0 ) {",
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// wrap around lighting
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"float diffuseHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
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"const vec3 wrapRGB = vec3( 1.0, 1.0, 1.0 );",
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"diffuse = mix( vec3( diffuseFull ), vec3( diffuseHalf ), wrapRGB );",
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"} else {",
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// simple lighting
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"diffuse = vec3( diffuseFull );",
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"}"
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].join("\n"),
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computeSpecular: [
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"vec3 halfVector = normalize( lightVector - normalize( vertexPositionVS.xyz ) );",
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"float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );",
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// simple specular
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//"vec3 specular = specularColor * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;",
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// physically based specular
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"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
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"vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightVector, halfVector ), 5.0 );",
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"vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;"
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].join("\n"),
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combine: [
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"vec3 light = lightIntensity * lightColor;",
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"gl_FragColor = vec4( light * ( albedo * diffuse + specular ), attenuation );"
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].join("\n")
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};
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THREE.ShaderDeferred = {
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"color" : {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "common" ],
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THREE.UniformsLib[ "fog" ],
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THREE.UniformsLib[ "shadowmap" ],
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{
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"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
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"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
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"shininess": { type: "f", value: 30 },
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"wrapAround": { type: "f", value: 1 },
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"additiveSpecular": { type: "f", value: 1 },
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"samplerNormalDepth": { type: "t", value: null },
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"viewWidth": { type: "f", value: 800 },
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"viewHeight": { type: "f", value: 600 }
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}
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] ),
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fragmentShader : [
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"uniform vec3 diffuse;",
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"uniform vec3 specular;",
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"uniform vec3 emissive;",
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"uniform float shininess;",
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"uniform float wrapAround;",
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"uniform float additiveSpecular;",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "color_pars_fragment" ],
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THREE.ShaderChunk[ "map_pars_fragment" ],
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THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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"#ifdef USE_ENVMAP",
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"varying vec3 vWorldPosition;",
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"uniform float reflectivity;",
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"uniform samplerCube envMap;",
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"uniform float flipEnvMap;",
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"uniform int combine;",
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"uniform bool useRefract;",
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"uniform float refractionRatio;",
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"uniform sampler2D samplerNormalDepth;",
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"uniform float viewHeight;",
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"uniform float viewWidth;",
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"#endif",
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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THREE.ShaderChunk[ "specularmap_pars_fragment" ],
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"const float unit = 255.0/256.0;",
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"float vec3_to_float( vec3 data ) {",
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"highp float compressed = fract( data.x * unit ) + floor( data.y * unit * 255.0 ) + floor( data.z * unit * 255.0 ) * 255.0;",
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"return compressed;",
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"}",
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"void main() {",
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"const float opacity = 1.0;",
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"vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
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"vec4 diffuseColor = vec4( diffuse, opacity );",
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THREE.ShaderChunk[ "map_fragment" ],
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THREE.ShaderChunk[ "alphatest_fragment" ],
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THREE.ShaderChunk[ "specularmap_fragment" ],
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THREE.ShaderChunk[ "lightmap_fragment" ],
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THREE.ShaderChunk[ "color_fragment" ],
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"outgoingLight = diffuseColor.rgb;",
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"#ifdef USE_ENVMAP",
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"vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );",
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"vec4 normalDepth = texture2D( samplerNormalDepth, texCoord );",
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"vec3 normal = normalDepth.xyz * 2.0 - 1.0;",
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"vec3 reflectVec;",
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"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
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"if ( useRefract ) {",
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"reflectVec = refract( cameraToVertex, normal, refractionRatio );",
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"} else { ",
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"reflectVec = reflect( cameraToVertex, normal );",
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"}",
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"#ifdef DOUBLE_SIDED",
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"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
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"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
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"#else",
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"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
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"#endif",
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"cubeColor.xyz = inputToLinear( cubeColor.xyz );",
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"if ( combine == 1 ) {",
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"outgoingLight = mix( outgoingLight, cubeColor.xyz, specularStrength * reflectivity );",
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"} else if ( combine == 2 ) {",
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"outgoingLight += cubeColor.xyz * specularStrength * reflectivity;",
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"} else {",
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"outgoingLight = mix( outgoingLight, diffuseColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
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"}",
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"#endif",
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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THREE.ShaderChunk[ "fog_fragment" ],
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//
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"const float compressionScale = 0.999;",
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//
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"vec3 diffuseMapColor;",
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"#ifdef USE_MAP",
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"diffuseMapColor = texelColor.xyz;",
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"#else",
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"diffuseMapColor = vec3( 1.0 );",
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"#endif",
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// diffuse color
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"gl_FragColor.x = vec3_to_float( compressionScale * outgoingLight );",
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// specular color
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"if ( additiveSpecular < 0.0 ) {",
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"gl_FragColor.y = vec3_to_float( compressionScale * specular );",
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"} else {",
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"gl_FragColor.y = vec3_to_float( compressionScale * specular * diffuseMapColor );",
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"}",
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"gl_FragColor.y *= additiveSpecular;",
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// shininess
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"gl_FragColor.z = wrapAround * shininess;",
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// emissive color
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"#ifdef USE_COLOR",
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"gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor * vColor );",
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"#else",
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"gl_FragColor.w = vec3_to_float( compressionScale * emissive * diffuseMapColor );",
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"#endif",
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"}"
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].join("\n"),
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vertexShader : [
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "map_pars_vertex" ],
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THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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THREE.ShaderChunk[ "color_pars_vertex" ],
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THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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THREE.ShaderChunk[ "skinning_pars_vertex" ],
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THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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"#ifdef USE_ENVMAP",
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"varying vec3 vWorldPosition;",
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"#endif",
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"void main() {",
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THREE.ShaderChunk[ "map_vertex" ],
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THREE.ShaderChunk[ "lightmap_vertex" ],
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THREE.ShaderChunk[ "color_vertex" ],
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THREE.ShaderChunk[ "skinbase_vertex" ],
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THREE.ShaderChunk[ "morphtarget_vertex" ],
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THREE.ShaderChunk[ "skinning_vertex" ],
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THREE.ShaderChunk[ "default_vertex" ],
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THREE.ShaderChunk[ "worldpos_vertex" ],
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THREE.ShaderChunk[ "shadowmap_vertex" ],
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"#ifdef USE_ENVMAP",
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"vWorldPosition = worldPosition.xyz;",
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"#endif",
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"}"
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].join("\n")
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},
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"normalDepth" : {
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uniforms: {
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bumpMap: { type: "t", value: null },
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bumpScale: { type: "f", value: 1 },
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offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
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},
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fragmentShader : [
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"#ifdef USE_BUMPMAP",
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"#extension GL_OES_standard_derivatives : enable\n",
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"varying vec2 vUv;",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
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"#endif",
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"varying vec3 normalView;",
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"varying vec4 clipPos;",
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"void main() {",
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"vec3 normal = normalize( normalView );",
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"#ifdef USE_BUMPMAP",
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"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
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"#endif",
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"gl_FragColor.xyz = normal * 0.5 + 0.5;",
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"gl_FragColor.w = clipPos.z / clipPos.w;",
|
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"}"
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||
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|
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].join("\n"),
|
||
|
|
||
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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" ],
|
||
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THREE.ShaderChunk[ "skinbase_vertex" ],
|
||
|
THREE.ShaderChunk[ "skinnormal_vertex" ],
|
||
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THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
||
|
|
||
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THREE.ShaderChunk[ "morphtarget_vertex" ],
|
||
|
THREE.ShaderChunk[ "skinning_vertex" ],
|
||
|
THREE.ShaderChunk[ "default_vertex" ],
|
||
|
|
||
|
"normalView = normalize( normalMatrix * objectNormal );",
|
||
|
|
||
|
"#ifdef USE_BUMPMAP",
|
||
|
|
||
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"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
|
||
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"vViewPosition = -mvPosition.xyz;",
|
||
|
|
||
|
"#endif",
|
||
|
|
||
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"clipPos = gl_Position;",
|
||
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|
||
|
"}"
|
||
|
|
||
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].join("\n")
|
||
|
|
||
|
},
|
||
|
|
||
|
"composite" : {
|
||
|
|
||
|
uniforms: {
|
||
|
|
||
|
samplerLight: { type: "t", value: null },
|
||
|
brightness: { type: "f", value: 1 }
|
||
|
|
||
|
},
|
||
|
|
||
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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;",
|
||
|
|
||
|
"}",
|
||
|
|
||
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"#endif",
|
||
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|
||
|
"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")
|
||
|
|
||
|
}
|
||
|
|
||
|
};
|