mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 23:44:56 +01:00
332 lines
7.3 KiB
JavaScript
Executable File
332 lines
7.3 KiB
JavaScript
Executable File
/**
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* @author mrdoob / http://mrdoob.com/
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* @author alteredq / http://alteredqualia.com/
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*
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* ShaderToon currently contains:
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*
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* toon1
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* toon2
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* hatching
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* dotted
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*/
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THREE.ShaderToon = {
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'toon1' : {
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uniforms: {
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"uDirLightPos": { type: "v3", value: new THREE.Vector3() },
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"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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"uBaseColor": { type: "c", value: new THREE.Color( 0xffffff ) }
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},
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vertexShader: [
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"varying vec3 vNormal;",
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"varying vec3 vRefract;",
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"void main() {",
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"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
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"vNormal = normalize( normalMatrix * normal );",
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"vec3 I = worldPosition.xyz - cameraPosition;",
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"vRefract = refract( normalize( I ), worldNormal, 1.02 );",
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"gl_Position = projectionMatrix * mvPosition;",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform vec3 uBaseColor;",
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"uniform vec3 uDirLightPos;",
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"uniform vec3 uDirLightColor;",
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"uniform vec3 uAmbientLightColor;",
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"varying vec3 vNormal;",
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"varying vec3 vRefract;",
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"void main() {",
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"float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
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"vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
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"float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
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"intensity += length(lightWeighting) * 0.2;",
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"float cameraWeighting = dot( normalize( vNormal ), vRefract );",
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"intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
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"intensity = intensity * 0.2 + 0.3;",
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"if ( intensity < 0.50 ) {",
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"gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
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"} else {",
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"gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
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"}",
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"}"
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].join("\n")
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},
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'toon2' : {
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uniforms: {
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"uDirLightPos": { type: "v3", value: new THREE.Vector3() },
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"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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"uBaseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"uLineColor1": { type: "c", value: new THREE.Color( 0x808080 ) },
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"uLineColor2": { type: "c", value: new THREE.Color( 0x000000 ) },
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"uLineColor3": { type: "c", value: new THREE.Color( 0x000000 ) },
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"uLineColor4": { type: "c", value: new THREE.Color( 0x000000 ) }
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},
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vertexShader: [
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"varying vec3 vNormal;",
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"void main() {",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"vNormal = normalize( normalMatrix * normal );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform vec3 uBaseColor;",
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"uniform vec3 uLineColor1;",
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"uniform vec3 uLineColor2;",
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"uniform vec3 uLineColor3;",
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"uniform vec3 uLineColor4;",
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"uniform vec3 uDirLightPos;",
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"uniform vec3 uDirLightColor;",
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"uniform vec3 uAmbientLightColor;",
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"varying vec3 vNormal;",
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"void main() {",
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"float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);",
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"float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
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"gl_FragColor = vec4( uBaseColor, 1.0 );",
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"if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {",
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"gl_FragColor *= vec4( uLineColor1, 1.0 );",
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"}",
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"if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {",
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"gl_FragColor *= vec4( uLineColor2, 1.0 );",
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"}",
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"}"
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].join("\n")
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},
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'hatching' : {
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uniforms: {
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"uDirLightPos": { type: "v3", value: new THREE.Vector3() },
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"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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"uBaseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
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"uLineColor1": { type: "c", value: new THREE.Color( 0x000000 ) },
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"uLineColor2": { type: "c", value: new THREE.Color( 0x000000 ) },
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"uLineColor3": { type: "c", value: new THREE.Color( 0x000000 ) },
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"uLineColor4": { type: "c", value: new THREE.Color( 0x000000 ) }
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},
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vertexShader: [
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"varying vec3 vNormal;",
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"void main() {",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"vNormal = normalize( normalMatrix * normal );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform vec3 uBaseColor;",
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"uniform vec3 uLineColor1;",
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"uniform vec3 uLineColor2;",
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"uniform vec3 uLineColor3;",
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"uniform vec3 uLineColor4;",
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"uniform vec3 uDirLightPos;",
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"uniform vec3 uDirLightColor;",
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"uniform vec3 uAmbientLightColor;",
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"varying vec3 vNormal;",
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"void main() {",
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"float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
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"vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
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"gl_FragColor = vec4( uBaseColor, 1.0 );",
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"if ( length(lightWeighting) < 1.00 ) {",
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"if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {",
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"gl_FragColor = vec4( uLineColor1, 1.0 );",
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"}",
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"}",
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"if ( length(lightWeighting) < 0.75 ) {",
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"if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {",
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"gl_FragColor = vec4( uLineColor2, 1.0 );",
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"}",
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"}",
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"if ( length(lightWeighting) < 0.50 ) {",
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"if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
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"gl_FragColor = vec4( uLineColor3, 1.0 );",
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"}",
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"}",
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"if ( length(lightWeighting) < 0.3465 ) {",
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"if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {",
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"gl_FragColor = vec4( uLineColor4, 1.0 );",
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"}",
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"}",
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"}"
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].join("\n")
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},
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'dotted' : {
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uniforms: {
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"uDirLightPos": { type: "v3", value: new THREE.Vector3() },
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"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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"uBaseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
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"uLineColor1": { type: "c", value: new THREE.Color( 0x000000 ) }
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},
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vertexShader: [
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"varying vec3 vNormal;",
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"void main() {",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"vNormal = normalize( normalMatrix * normal );",
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"}"
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].join("\n"),
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fragmentShader: [
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"uniform vec3 uBaseColor;",
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"uniform vec3 uLineColor1;",
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"uniform vec3 uLineColor2;",
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"uniform vec3 uLineColor3;",
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"uniform vec3 uLineColor4;",
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"uniform vec3 uDirLightPos;",
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"uniform vec3 uDirLightColor;",
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"uniform vec3 uAmbientLightColor;",
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"varying vec3 vNormal;",
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"void main() {",
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"float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);",
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"vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
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"gl_FragColor = vec4( uBaseColor, 1.0 );",
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"if ( length(lightWeighting) < 1.00 ) {",
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"if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {",
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"gl_FragColor = vec4( uLineColor1, 1.0 );",
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"}",
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"}",
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"if ( length(lightWeighting) < 0.50 ) {",
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"if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {",
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"gl_FragColor = vec4( uLineColor1, 1.0 );",
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"}",
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"}",
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"}"
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].join("\n")
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}
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};
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