mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 19:17:57 +01:00
803 lines
21 KiB
JavaScript
Executable File
803 lines
21 KiB
JavaScript
Executable File
/**
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* @author alteredq / http://alteredqualia.com/
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*
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*/
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THREE.ShaderSkin = {
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/* ------------------------------------------------------------------------------------------
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// Simple skin shader
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// - per-pixel Blinn-Phong diffuse term mixed with half-Lambert wrap-around term (per color component)
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// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
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//
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// - diffuse map
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// - bump map
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// - specular map
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// - point, directional and hemisphere lights (use with "lights: true" material option)
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// - fog (use with "fog: true" material option)
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// - shadow maps
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//
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// ------------------------------------------------------------------------------------------ */
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'skinSimple' : {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "fog" ],
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THREE.UniformsLib[ "lights" ],
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THREE.UniformsLib[ "shadowmap" ],
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{
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"enableBump" : { type: "i", value: 0 },
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"enableSpecular": { type: "i", value: 0 },
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"tDiffuse" : { type: "t", value: null },
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"tBeckmann" : { type: "t", value: null },
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"diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
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"opacity": { type: "f", value: 1 },
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"uRoughness": { type: "f", value: 0.15 },
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"uSpecularBrightness": { type: "f", value: 0.75 },
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"bumpMap" : { type: "t", value: null },
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"bumpScale" : { type: "f", value: 1 },
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"specularMap" : { type: "t", value: null },
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"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
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"uWrapRGB": { type: "v3", value: new THREE.Vector3( 0.75, 0.375, 0.1875 ) }
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}
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] ),
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fragmentShader: [
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"#define USE_BUMPMAP",
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"#extension GL_OES_standard_derivatives : enable",
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"uniform bool enableBump;",
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"uniform bool enableSpecular;",
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"uniform vec3 diffuse;",
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"uniform vec3 specular;",
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"uniform float opacity;",
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"uniform float uRoughness;",
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"uniform float uSpecularBrightness;",
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"uniform vec3 uWrapRGB;",
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tBeckmann;",
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"uniform sampler2D specularMap;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"uniform vec3 ambientLightColor;",
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"#if MAX_DIR_LIGHTS > 0",
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"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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"#endif",
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"#if MAX_HEMI_LIGHTS > 0",
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"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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"uniform float pointLightDecay[ MAX_POINT_LIGHTS ];",
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"#endif",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
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// Fresnel term
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"float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
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"float base = 1.0 - dot( V, H );",
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"float exponential = pow( base, 5.0 );",
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"return exponential + F0 * ( 1.0 - exponential );",
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"}",
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// Kelemen/Szirmay-Kalos specular BRDF
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"float KS_Skin_Specular( vec3 N,", // Bumped surface normal
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"vec3 L,", // Points to light
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"vec3 V,", // Points to eye
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"float m,", // Roughness
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"float rho_s", // Specular brightness
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") {",
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"float result = 0.0;",
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"float ndotl = dot( N, L );",
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"if( ndotl > 0.0 ) {",
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"vec3 h = L + V;", // Unnormalized half-way vector
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"vec3 H = normalize( h );",
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"float ndoth = dot( N, H );",
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"float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
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"float F = fresnelReflectance( H, V, 0.028 );",
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"float frSpec = max( PH * F / dot( h, h ), 0.0 );",
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"result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
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"}",
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"return result;",
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"}",
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"void main() {",
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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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"vec4 colDiffuse = texture2D( tDiffuse, vUv );",
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"colDiffuse.rgb *= colDiffuse.rgb;",
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"diffuseColor = diffuseColor * colDiffuse;",
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"vec3 normal = normalize( vNormal );",
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"vec3 viewPosition = normalize( vViewPosition );",
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"float specularStrength;",
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"if ( enableSpecular ) {",
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"vec4 texelSpecular = texture2D( specularMap, vUv );",
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"specularStrength = texelSpecular.r;",
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"} else {",
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"specularStrength = 1.0;",
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"}",
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"#ifdef USE_BUMPMAP",
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"if ( enableBump ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
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"#endif",
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// point lights
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"vec3 totalSpecularLight = vec3( 0.0 );",
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"vec3 totalDiffuseLight = vec3( 0.0 );",
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"#if MAX_POINT_LIGHTS > 0",
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"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
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"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
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"float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[i] );",
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"lVector = normalize( lVector );",
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"float pointDiffuseWeightFull = max( dot( normal, lVector ), 0.0 );",
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"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, lVector ) + 0.5, 0.0 );",
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"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), uWrapRGB );",
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"float pointSpecularWeight = KS_Skin_Specular( normal, lVector, viewPosition, uRoughness, uSpecularBrightness );",
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"totalDiffuseLight += attenuation * pointLightColor[ i ] * pointDiffuseWeight;",
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"totalSpecularLight += attenuation * specular * pointLightColor[ i ] * pointSpecularWeight * specularStrength;",
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"}",
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"#endif",
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// directional lights
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"#if MAX_DIR_LIGHTS > 0",
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"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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"vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );",
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"float dirDiffuseWeightFull = max( dot( normal, dirVector ), 0.0 );",
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"float dirDiffuseWeightHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
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"vec3 dirDiffuseWeight = mix( vec3 ( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), uWrapRGB );",
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"float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewPosition, uRoughness, uSpecularBrightness );",
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"totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
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"totalSpecularLight += specular * directionalLightColor[ i ] * dirSpecularWeight * specularStrength;",
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"}",
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"#endif",
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// hemisphere lights
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"#if MAX_HEMI_LIGHTS > 0",
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"for ( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
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"vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );",
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"float dotProduct = dot( normal, lVector );",
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"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
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"totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
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// specular (sky light)
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"float hemiSpecularWeight = 0.0;",
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"hemiSpecularWeight += KS_Skin_Specular( normal, lVector, viewPosition, uRoughness, uSpecularBrightness );",
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// specular (ground light)
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"vec3 lVectorGround = -lVector;",
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"hemiSpecularWeight += KS_Skin_Specular( normal, lVectorGround, viewPosition, uRoughness, uSpecularBrightness );",
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"totalSpecularLight += specular * mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight ) * hemiSpecularWeight * specularStrength;",
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"}",
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"#endif",
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"outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor * diffuse ) + totalSpecularLight;",
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THREE.ShaderChunk[ "shadowmap_fragment" ],
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THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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THREE.ShaderChunk[ "fog_fragment" ],
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"gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
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"}"
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].join("\n"),
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vertexShader: [
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"uniform vec4 offsetRepeat;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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"void main() {",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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"vViewPosition = -mvPosition.xyz;",
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"vNormal = normalize( normalMatrix * normal );",
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"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
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"gl_Position = projectionMatrix * mvPosition;",
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THREE.ShaderChunk[ "shadowmap_vertex" ],
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"}"
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].join( "\n" )
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},
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/* ------------------------------------------------------------------------------------------
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// Skin shader
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// - Blinn-Phong diffuse term (using normal + diffuse maps)
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// - subsurface scattering approximation by four blur layers
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// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
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//
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// - point and directional lights (use with "lights: true" material option)
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//
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// - based on Nvidia Advanced Skin Rendering GDC 2007 presentation
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// and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
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//
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// http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf
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// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
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// ------------------------------------------------------------------------------------------ */
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'skin' : {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "fog" ],
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THREE.UniformsLib[ "lights" ],
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{
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"passID": { type: "i", value: 0 },
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"tDiffuse" : { type: "t", value: null },
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"tNormal" : { type: "t", value: null },
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"tBlur1" : { type: "t", value: null },
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"tBlur2" : { type: "t", value: null },
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"tBlur3" : { type: "t", value: null },
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"tBlur4" : { type: "t", value: null },
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"tBeckmann" : { type: "t", value: null },
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"uNormalScale": { type: "f", value: 1.0 },
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"diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"specular": { type: "c", value: new THREE.Color( 0x111111 ) },
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"opacity": { type: "f", value: 1 },
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"uRoughness": { type: "f", value: 0.15 },
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"uSpecularBrightness": { type: "f", value: 0.75 }
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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 float opacity;",
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"uniform float uRoughness;",
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"uniform float uSpecularBrightness;",
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"uniform int passID;",
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tNormal;",
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"uniform sampler2D tBlur1;",
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"uniform sampler2D tBlur2;",
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"uniform sampler2D tBlur3;",
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"uniform sampler2D tBlur4;",
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"uniform sampler2D tBeckmann;",
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"uniform float uNormalScale;",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"uniform vec3 ambientLightColor;",
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"#if MAX_DIR_LIGHTS > 0",
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"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
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"#endif",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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"float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
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"float base = 1.0 - dot( V, H );",
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"float exponential = pow( base, 5.0 );",
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"return exponential + F0 * ( 1.0 - exponential );",
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"}",
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// Kelemen/Szirmay-Kalos specular BRDF
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"float KS_Skin_Specular( vec3 N,", // Bumped surface normal
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"vec3 L,", // Points to light
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"vec3 V,", // Points to eye
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"float m,", // Roughness
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"float rho_s", // Specular brightness
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") {",
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"float result = 0.0;",
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"float ndotl = dot( N, L );",
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"if( ndotl > 0.0 ) {",
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"vec3 h = L + V;", // Unnormalized half-way vector
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"vec3 H = normalize( h );",
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"float ndoth = dot( N, H );",
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"float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
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"float F = fresnelReflectance( H, V, 0.028 );",
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"float frSpec = max( PH * F / dot( h, h ), 0.0 );",
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"result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
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"}",
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"return result;",
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"}",
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"void main() {",
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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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"vec4 mSpecular = vec4( specular, opacity );",
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"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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"normalTex.xy *= uNormalScale;",
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"normalTex = normalize( normalTex );",
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"vec4 colDiffuse = texture2D( tDiffuse, vUv );",
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"colDiffuse *= colDiffuse;",
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"diffuseColor *= colDiffuse;",
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"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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"vec3 finalNormal = tsb * normalTex;",
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"vec3 normal = normalize( finalNormal );",
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"vec3 viewPosition = normalize( vViewPosition );",
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// point lights
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"vec3 totalDiffuseLight = vec3( 0.0 );",
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"vec3 totalSpecularLight = vec3( 0.0 );",
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"#if MAX_POINT_LIGHTS > 0",
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"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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"vec3 pointVector = normalize( vPointLight[ i ].xyz );",
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"float pointDistance = vPointLight[ i ].w;",
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"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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"totalDiffuseLight += pointDistance * pointLightColor[ i ] * pointDiffuseWeight;",
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"if ( passID == 1 )",
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"totalSpecularLight += pointDistance * mSpecular.xyz * pointLightColor[ i ] * KS_Skin_Specular( normal, pointVector, viewPosition, uRoughness, uSpecularBrightness );",
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"}",
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"#endif",
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// directional lights
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"#if MAX_DIR_LIGHTS > 0",
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"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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"vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );",
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"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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"totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;",
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"if ( passID == 1 )",
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"totalSpecularLight += mSpecular.xyz * directionalLightColor[ i ] * KS_Skin_Specular( normal, dirVector, viewPosition, uRoughness, uSpecularBrightness );",
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"}",
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"#endif",
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"outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalSpecularLight );",
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"if ( passID == 0 ) {",
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|
|
|
"outgoingLight = sqrt( outgoingLight );",
|
|
|
|
"} else if ( passID == 1 ) {",
|
|
|
|
//"#define VERSION1",
|
|
|
|
"#ifdef VERSION1",
|
|
|
|
"vec3 nonblurColor = sqrt(outgoingLight );",
|
|
|
|
"#else",
|
|
|
|
"vec3 nonblurColor = outgoingLight;",
|
|
|
|
"#endif",
|
|
|
|
"vec3 blur1Color = texture2D( tBlur1, vUv ).xyz;",
|
|
"vec3 blur2Color = texture2D( tBlur2, vUv ).xyz;",
|
|
"vec3 blur3Color = texture2D( tBlur3, vUv ).xyz;",
|
|
"vec3 blur4Color = texture2D( tBlur4, vUv ).xyz;",
|
|
|
|
|
|
//"gl_FragColor = vec4( blur1Color, gl_FragColor.w );",
|
|
|
|
//"gl_FragColor = vec4( vec3( 0.22, 0.5, 0.7 ) * nonblurColor + vec3( 0.2, 0.5, 0.3 ) * blur1Color + vec3( 0.58, 0.0, 0.0 ) * blur2Color, gl_FragColor.w );",
|
|
|
|
//"gl_FragColor = vec4( vec3( 0.25, 0.6, 0.8 ) * nonblurColor + vec3( 0.15, 0.25, 0.2 ) * blur1Color + vec3( 0.15, 0.15, 0.0 ) * blur2Color + vec3( 0.45, 0.0, 0.0 ) * blur3Color, gl_FragColor.w );",
|
|
|
|
|
|
"outgoingLight = vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ",
|
|
"vec3( 0.101, 0.355, 0.365 ) * blur1Color + ",
|
|
"vec3( 0.119, 0.208, 0.0 ) * blur2Color + ",
|
|
"vec3( 0.114, 0.0, 0.0 ) * blur3Color + ",
|
|
"vec3( 0.444, 0.0, 0.0 ) * blur4Color );",
|
|
|
|
"outgoingLight *= sqrt( colDiffuse.xyz );",
|
|
|
|
"outgoingLight += ambientLightColor * diffuse * colDiffuse.xyz + totalSpecularLight;",
|
|
|
|
"#ifndef VERSION1",
|
|
|
|
"outgoingLight = sqrt( outgoingLight );",
|
|
|
|
"#endif",
|
|
|
|
"}",
|
|
|
|
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;",
|
|
|
|
"#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;",
|
|
|
|
"#if MAX_POINT_LIGHTS > 0",
|
|
|
|
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
|
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
|
"uniform float pointLightDecay[ MAX_POINT_LIGHTS ];",
|
|
|
|
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
|
|
|
|
"#endif",
|
|
|
|
"varying vec3 vViewPosition;",
|
|
|
|
THREE.ShaderChunk[ "common" ],
|
|
|
|
"void main() {",
|
|
|
|
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
|
|
|
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"vViewPosition = -mvPosition.xyz;",
|
|
|
|
"vNormal = normalize( normalMatrix * normal );",
|
|
|
|
// tangent and binormal vectors
|
|
|
|
"vTangent = normalize( normalMatrix * tangent.xyz );",
|
|
|
|
"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
|
|
"vBinormal = normalize( vBinormal );",
|
|
|
|
"vUv = uv;",
|
|
|
|
// 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 lVector = lPosition.xyz - mvPosition.xyz;",
|
|
|
|
"float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[i] );",
|
|
|
|
"lVector = normalize( lVector );",
|
|
|
|
"vPointLight[ i ] = vec4( lVector, attenuation );",
|
|
|
|
"}",
|
|
|
|
"#endif",
|
|
|
|
// displacement mapping
|
|
|
|
"#ifdef VERTEX_TEXTURES",
|
|
|
|
"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
|
"float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
|
"vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
|
|
"gl_Position = projectionMatrix * displacedPosition;",
|
|
|
|
"#else",
|
|
|
|
"gl_Position = projectionMatrix * mvPosition;",
|
|
|
|
"#endif",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
vertexShaderUV: [
|
|
|
|
"attribute vec4 tangent;",
|
|
|
|
"#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;",
|
|
|
|
"#if MAX_POINT_LIGHTS > 0",
|
|
|
|
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
|
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
|
"uniform float pointLightDecay[ MAX_POINT_LIGHTS ];",
|
|
|
|
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
|
|
|
|
"#endif",
|
|
|
|
"varying vec3 vViewPosition;",
|
|
|
|
THREE.ShaderChunk[ "common" ],
|
|
|
|
"void main() {",
|
|
|
|
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
|
|
|
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"vViewPosition = -mvPosition.xyz;",
|
|
|
|
"vNormal = normalize( normalMatrix * normal );",
|
|
|
|
// tangent and binormal vectors
|
|
|
|
"vTangent = normalize( normalMatrix * tangent.xyz );",
|
|
|
|
"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
|
|
"vBinormal = normalize( vBinormal );",
|
|
|
|
"vUv = uv;",
|
|
|
|
// 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 lVector = lPosition.xyz - mvPosition.xyz;",
|
|
|
|
"float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[i] );",
|
|
|
|
"lVector = normalize( lVector );",
|
|
|
|
"vPointLight[ i ] = vec4( lVector, attenuation );",
|
|
|
|
"}",
|
|
|
|
"#endif",
|
|
|
|
"gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
},
|
|
|
|
/* ------------------------------------------------------------------------------------------
|
|
// Beckmann distribution function
|
|
// - to be used in specular term of skin shader
|
|
// - render a screen-aligned quad to precompute a 512 x 512 texture
|
|
//
|
|
// - from http://developer.nvidia.com/node/171
|
|
------------------------------------------------------------------------------------------ */
|
|
|
|
"beckmann" : {
|
|
|
|
uniforms: {},
|
|
|
|
vertexShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"void main() {",
|
|
|
|
"vUv = uv;",
|
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n"),
|
|
|
|
fragmentShader: [
|
|
|
|
"varying vec2 vUv;",
|
|
|
|
"float PHBeckmann( float ndoth, float m ) {",
|
|
|
|
"float alpha = acos( ndoth );",
|
|
"float ta = tan( alpha );",
|
|
|
|
"float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );",
|
|
"return val;",
|
|
|
|
"}",
|
|
|
|
"float KSTextureCompute( vec2 tex ) {",
|
|
|
|
// Scale the value to fit within [0,1] invert upon lookup.
|
|
|
|
"return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );",
|
|
|
|
"}",
|
|
|
|
"void main() {",
|
|
|
|
"float x = KSTextureCompute( vUv );",
|
|
|
|
"gl_FragColor = vec4( x, x, x, 1.0 );",
|
|
|
|
"}"
|
|
|
|
].join("\n")
|
|
|
|
}
|
|
|
|
};
|