Doodle3D-Slicer/three.js-master/examples/js/shaders/NormalDisplacementShader.js
2015-06-12 15:58:26 +02:00

577 lines
16 KiB
JavaScript
Executable File

/*
* @author alteredq / http://alteredqualia.com/
*
* Normal map shader
* - Blinn-Phong
* - normal + diffuse + specular + AO + displacement + reflection + shadow maps
* - point and directional lights (use with "lights: true" material option)
*/
THREE.NormalDisplacementShader = {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "fog" ],
THREE.UniformsLib[ "lights" ],
THREE.UniformsLib[ "shadowmap" ],
{
"enableAO" : { type: "i", value: 0 },
"enableDiffuse" : { type: "i", value: 0 },
"enableSpecular" : { type: "i", value: 0 },
"enableReflection" : { type: "i", value: 0 },
"enableDisplacement": { type: "i", value: 0 },
"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
"tDiffuse" : { type: "t", value: null },
"tCube" : { type: "t", value: null },
"tNormal" : { type: "t", value: null },
"tSpecular" : { type: "t", value: null },
"tAO" : { type: "t", value: null },
"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
"uDisplacementBias": { type: "f", value: 0.0 },
"uDisplacementScale": { type: "f", value: 1.0 },
"diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
"shininess": { type: "f", value: 30 },
"opacity": { type: "f", value: 1 },
"refractionRatio": { type: "f", value: 0.98 },
"reflectivity": { type: "f", value: 0.5 },
"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
}
] ),
fragmentShader: [
"uniform vec3 diffuse;",
"uniform vec3 specular;",
"uniform float shininess;",
"uniform float opacity;",
"uniform bool enableDiffuse;",
"uniform bool enableSpecular;",
"uniform bool enableAO;",
"uniform bool enableReflection;",
"uniform sampler2D tDiffuse;",
"uniform sampler2D tNormal;",
"uniform sampler2D tSpecular;",
"uniform sampler2D tAO;",
"uniform samplerCube tCube;",
"uniform vec2 uNormalScale;",
"uniform float refractionRatio;",
"uniform float reflectivity;",
"varying vec3 vTangent;",
"varying vec3 vBinormal;",
"varying vec3 vNormal;",
"varying vec2 vUv;",
"uniform vec3 ambientLightColor;",
"#if MAX_DIR_LIGHTS > 0",
" uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
" uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
"#endif",
"#if MAX_HEMI_LIGHTS > 0",
" uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
" uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
" uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
"#endif",
"#if MAX_POINT_LIGHTS > 0",
" uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
" uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
" uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
"#endif",
"#if MAX_SPOT_LIGHTS > 0",
" uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
" uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
" uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
" uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
" uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
" uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
"#endif",
"#ifdef WRAP_AROUND",
" uniform vec3 wrapRGB;",
"#endif",
"varying vec3 vWorldPosition;",
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
" vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
" vec4 diffuseColor = vec4( diffuse, opacity );",
" vec3 specularTex = vec3( 1.0 );",
" vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
" normalTex.xy *= uNormalScale;",
" normalTex = normalize( normalTex );",
" if( enableDiffuse ) {",
" #ifdef GAMMA_INPUT",
" vec4 texelColor = texture2D( tDiffuse, vUv );",
" texelColor.xyz *= texelColor.xyz;",
" diffuseColor *= texelColor;",
" #else",
" diffuseColor *= texture2D( tDiffuse, vUv );",
" #endif",
" }",
" if( enableAO ) {",
" #ifdef GAMMA_INPUT",
" vec4 aoColor = texture2D( tAO, vUv );",
" aoColor.xyz *= aoColor.xyz;",
" diffuseColor.rgb *= aoColor.xyz;",
" #else",
" diffuseColor.rgb *= texture2D( tAO, vUv ).xyz;",
" #endif",
" }",
THREE.ShaderChunk[ "alphatest_fragment" ],
" if( enableSpecular )",
" specularTex = texture2D( tSpecular, vUv ).xyz;",
" mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
" vec3 finalNormal = tsb * normalTex;",
" #ifdef FLIP_SIDED",
" finalNormal = -finalNormal;",
" #endif",
" vec3 normal = normalize( finalNormal );",
" vec3 viewPosition = normalize( vViewPosition );",
" vec3 totalDiffuseLight = vec3( 0.0 );",
" vec3 totalSpecularLight = vec3( 0.0 );",
// point lights
" #if MAX_POINT_LIGHTS > 0",
" for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
" vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
" vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
" float pointDistance = 1.0;",
" if ( pointLightDistance[ i ] > 0.0 )",
" pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
" pointVector = normalize( pointVector );",
// diffuse
" #ifdef WRAP_AROUND",
" float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
" float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
" vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
" #else",
" float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
" #endif",
" totalDiffuseLight += pointDistance * pointLightColor[ i ] * pointDiffuseWeight;",
// specular
" vec3 pointHalfVector = normalize( pointVector + viewPosition );",
" float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
" float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
" float specularNormalization = ( shininess + 2.0 ) / 8.0;",
" vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
" totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
" }",
" #endif",
// spot lights
" #if MAX_SPOT_LIGHTS > 0",
" for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
" vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
" vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
" float spotDistance = 1.0;",
" if ( spotLightDistance[ i ] > 0.0 )",
" spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
" spotVector = normalize( spotVector );",
" float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
" if ( spotEffect > spotLightAngleCos[ i ] ) {",
" spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
// diffuse
" #ifdef WRAP_AROUND",
" float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
" float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
" vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
" #else",
" float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
" #endif",
" totalDiffuseLight += spotDistance * spotLightColor[ i ] * spotDiffuseWeight * spotEffect;",
// specular
" vec3 spotHalfVector = normalize( spotVector + viewPosition );",
" float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
" float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
" float specularNormalization = ( shininess + 2.0 ) / 8.0;",
" vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
" totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
" }",
" }",
" #endif",
// directional lights
" #if MAX_DIR_LIGHTS > 0",
" for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
" vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
" vec3 dirVector = normalize( lDirection.xyz );",
// diffuse
" #ifdef WRAP_AROUND",
" float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
" float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
" vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
" #else",
" float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
" #endif",
" totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
// specular
" vec3 dirHalfVector = normalize( dirVector + viewPosition );",
" float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
" float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
" float specularNormalization = ( shininess + 2.0 ) / 8.0;",
" vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
" totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
" }",
" #endif",
// hemisphere lights
" #if MAX_HEMI_LIGHTS > 0",
" for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
" vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
" vec3 lVector = normalize( lDirection.xyz );",
// diffuse
" float dotProduct = dot( normal, lVector );",
" float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
" vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
" totalDiffuseLight += hemiColor;",
// specular (sky light)
" vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
" float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
" float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
// specular (ground light)
" vec3 lVectorGround = -lVector;",
" vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
" float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
" float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
" float dotProductGround = dot( normal, lVectorGround );",
" float specularNormalization = ( shininess + 2.0 ) / 8.0;",
" vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
" vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
" totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
" }",
" #endif",
" #ifdef METAL",
" outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );",
" #else",
" outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight;",
" #endif",
" if ( enableReflection ) {",
" vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
" #ifdef ENVMAP_MODE_REFLECTION",
" vec3 vReflect = reflect( cameraToVertex, normal );",
" #else",
" vec3 vReflect = refract( cameraToVertex, normal, refractionRatio );",
" #endif",
" vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
" #ifdef GAMMA_INPUT",
" cubeColor.xyz *= cubeColor.xyz;",
" #endif",
" outgoingLight = mix( outgoingLight, cubeColor.xyz, specularTex.r * reflectivity );",
" }",
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
"}"
].join("\n"),
vertexShader: [
"attribute vec4 tangent;",
"uniform vec2 uOffset;",
"uniform vec2 uRepeat;",
"uniform bool enableDisplacement;",
"#ifdef VERTEX_TEXTURES",
" uniform sampler2D tDisplacement;",
" uniform float uDisplacementScale;",
" uniform float uDisplacementBias;",
"#endif",
"varying vec3 vTangent;",
"varying vec3 vBinormal;",
"varying vec3 vNormal;",
"varying vec2 vUv;",
"varying vec3 vWorldPosition;",
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "skinbase_vertex" ],
THREE.ShaderChunk[ "skinnormal_vertex" ],
// normal, tangent and binormal vectors
" #ifdef USE_SKINNING",
" vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
" vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
" vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
" #else",
" vNormal = normalize( normalMatrix * normal );",
" vTangent = normalize( normalMatrix * tangent.xyz );",
" #endif",
" vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
" vUv = uv * uRepeat + uOffset;",
// displacement mapping
" vec3 displacedPosition;",
" #ifdef VERTEX_TEXTURES",
" if ( enableDisplacement ) {",
" vec3 dv = texture2D( tDisplacement, uv ).xyz;",
" float df = uDisplacementScale * dv.x + uDisplacementBias;",
" displacedPosition = position + normalize( normal ) * df;",
" } else {",
" #ifdef USE_SKINNING",
" vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
" vec4 skinned = vec4( 0.0 );",
" skinned += boneMatX * skinVertex * skinWeight.x;",
" skinned += boneMatY * skinVertex * skinWeight.y;",
" skinned += boneMatZ * skinVertex * skinWeight.z;",
" skinned += boneMatW * skinVertex * skinWeight.w;",
" skinned = bindMatrixInverse * skinned;",
" displacedPosition = skinned.xyz;",
" #else",
" displacedPosition = position;",
" #endif",
" }",
" #else",
" #ifdef USE_SKINNING",
" vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
" vec4 skinned = vec4( 0.0 );",
" skinned += boneMatX * skinVertex * skinWeight.x;",
" skinned += boneMatY * skinVertex * skinWeight.y;",
" skinned += boneMatZ * skinVertex * skinWeight.z;",
" skinned += boneMatW * skinVertex * skinWeight.w;",
" skinned = bindMatrixInverse * skinned;",
" displacedPosition = skinned.xyz;",
" #else",
" displacedPosition = position;",
" #endif",
" #endif",
//
" vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
" vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
" gl_Position = projectionMatrix * mvPosition;",
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
//
" vWorldPosition = worldPosition.xyz;",
" vViewPosition = -mvPosition.xyz;",
// shadows
" #ifdef USE_SHADOWMAP",
" for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
" vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
" }",
" #endif",
"}"
].join("\n")
};