1 | /**
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2 | * Shader chunks for WebLG Shader library
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3 | *
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4 | * @author alteredq / http://alteredqualia.com/
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5 | * @author mrdoob / http://mrdoob.com/
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6 | * @author mikael emtinger / http://gomo.se/
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7 | */
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8 |
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9 | THREE.ShaderChunk = {
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10 |
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11 | // FOG
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12 |
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13 | fog_pars_fragment: [
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14 |
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15 | "#ifdef USE_FOG",
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16 |
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17 | "uniform vec3 fogColor;",
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18 |
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19 | "#ifdef FOG_EXP2",
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20 |
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21 | "uniform float fogDensity;",
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22 |
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23 | "#else",
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24 |
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25 | "uniform float fogNear;",
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26 | "uniform float fogFar;",
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27 |
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28 | "#endif",
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29 |
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30 | "#endif"
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31 |
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32 | ].join("\n"),
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33 |
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34 | fog_fragment: [
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35 |
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36 | "#ifdef USE_FOG",
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37 |
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38 | "float depth = gl_FragCoord.z / gl_FragCoord.w;",
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39 |
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40 | "#ifdef FOG_EXP2",
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41 |
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42 | "const float LOG2 = 1.442695;",
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43 | "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
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44 | "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
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45 |
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46 | "#else",
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47 |
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48 | "float fogFactor = smoothstep( fogNear, fogFar, depth );",
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49 |
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50 | "#endif",
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51 |
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52 | "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
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53 |
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54 | "#endif"
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55 |
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56 | ].join("\n"),
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57 |
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58 | // ENVIRONMENT MAP
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59 |
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60 | envmap_pars_fragment: [
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61 |
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62 | "#ifdef USE_ENVMAP",
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63 |
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64 | "uniform float reflectivity;",
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65 | "uniform samplerCube envMap;",
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66 | "uniform float flipEnvMap;",
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67 | "uniform int combine;",
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68 |
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69 | "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
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70 |
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71 | "uniform bool useRefract;",
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72 | "uniform float refractionRatio;",
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73 |
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74 | "#else",
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75 |
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76 | "varying vec3 vReflect;",
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77 |
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78 | "#endif",
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79 |
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80 | "#endif"
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81 |
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82 | ].join("\n"),
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83 |
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84 | envmap_fragment: [
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85 |
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86 | "#ifdef USE_ENVMAP",
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87 |
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88 | "vec3 reflectVec;",
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89 |
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90 | "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
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91 |
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92 | "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
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93 |
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94 | "if ( useRefract ) {",
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95 |
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96 | "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
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97 |
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98 | "} else { ",
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99 |
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100 | "reflectVec = reflect( cameraToVertex, normal );",
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101 |
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102 | "}",
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103 |
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104 | "#else",
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105 |
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106 | "reflectVec = vReflect;",
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107 |
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108 | "#endif",
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109 |
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110 | "#ifdef DOUBLE_SIDED",
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111 |
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112 | "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
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113 | "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
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114 |
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115 | "#else",
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116 |
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117 | "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
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118 |
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119 | "#endif",
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120 |
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121 | "#ifdef GAMMA_INPUT",
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122 |
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123 | "cubeColor.xyz *= cubeColor.xyz;",
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124 |
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125 | "#endif",
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126 |
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127 | "if ( combine == 1 ) {",
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128 |
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129 | "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
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130 |
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131 | "} else if ( combine == 2 ) {",
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132 |
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133 | "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
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134 |
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135 | "} else {",
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136 |
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137 | "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
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138 |
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139 | "}",
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140 |
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141 | "#endif"
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142 |
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143 | ].join("\n"),
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144 |
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145 | envmap_pars_vertex: [
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146 |
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147 | "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
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148 |
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149 | "varying vec3 vReflect;",
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150 |
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151 | "uniform float refractionRatio;",
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152 | "uniform bool useRefract;",
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153 |
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154 | "#endif"
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155 |
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156 | ].join("\n"),
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157 |
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158 | worldpos_vertex : [
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159 |
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160 | "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
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161 |
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162 | "#ifdef USE_SKINNING",
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163 |
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164 | "vec4 worldPosition = modelMatrix * skinned;",
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165 |
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166 | "#endif",
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167 |
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168 | "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
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169 |
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170 | "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
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171 |
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172 | "#endif",
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173 |
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174 | "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
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175 |
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176 | "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
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177 |
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178 | "#endif",
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179 |
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180 | "#endif"
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181 |
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182 | ].join("\n"),
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183 |
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184 | envmap_vertex : [
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185 |
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186 | "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
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187 |
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188 | "vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
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189 | "worldNormal = normalize( worldNormal );",
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190 |
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191 | "vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
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192 |
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193 | "if ( useRefract ) {",
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194 |
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195 | "vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
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196 |
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197 | "} else {",
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198 |
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199 | "vReflect = reflect( cameraToVertex, worldNormal );",
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200 |
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201 | "}",
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202 |
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203 | "#endif"
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204 |
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205 | ].join("\n"),
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206 |
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207 | // COLOR MAP (particles)
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208 |
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209 | map_particle_pars_fragment: [
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210 |
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211 | "#ifdef USE_MAP",
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212 |
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213 | "uniform sampler2D map;",
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214 |
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215 | "#endif"
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216 |
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217 | ].join("\n"),
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218 |
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219 |
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220 | map_particle_fragment: [
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221 |
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222 | "#ifdef USE_MAP",
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223 |
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224 | "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
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225 |
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226 | "#endif"
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227 |
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228 | ].join("\n"),
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229 |
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230 | // COLOR MAP (triangles)
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231 |
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232 | map_pars_vertex: [
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233 |
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234 | "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
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235 |
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236 | "varying vec2 vUv;",
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237 | "uniform vec4 offsetRepeat;",
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238 |
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239 | "#endif"
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240 |
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241 | ].join("\n"),
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242 |
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243 | map_pars_fragment: [
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244 |
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245 | "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
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246 |
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247 | "varying vec2 vUv;",
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248 |
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249 | "#endif",
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250 |
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251 | "#ifdef USE_MAP",
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252 |
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253 | "uniform sampler2D map;",
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254 |
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255 | "#endif"
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256 |
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257 | ].join("\n"),
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258 |
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259 | map_vertex: [
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260 |
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261 | "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
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262 |
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263 | "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
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264 |
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265 | "#endif"
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266 |
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267 | ].join("\n"),
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268 |
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269 | map_fragment: [
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270 |
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271 | "#ifdef USE_MAP",
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272 |
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273 | "vec4 texelColor = texture2D( map, vUv );",
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274 |
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275 | "#ifdef GAMMA_INPUT",
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276 |
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277 | "texelColor.xyz *= texelColor.xyz;",
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278 |
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279 | "#endif",
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280 |
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281 | "gl_FragColor = gl_FragColor * texelColor;",
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282 |
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283 | "#endif"
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284 |
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285 | ].join("\n"),
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286 |
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287 | // LIGHT MAP
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288 |
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289 | lightmap_pars_fragment: [
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290 |
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291 | "#ifdef USE_LIGHTMAP",
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292 |
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293 | "varying vec2 vUv2;",
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294 | "uniform sampler2D lightMap;",
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295 |
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296 | "#endif"
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297 |
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298 | ].join("\n"),
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299 |
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300 | lightmap_pars_vertex: [
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301 |
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302 | "#ifdef USE_LIGHTMAP",
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303 |
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304 | "varying vec2 vUv2;",
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305 |
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306 | "#endif"
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307 |
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308 | ].join("\n"),
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309 |
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310 | lightmap_fragment: [
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311 |
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312 | "#ifdef USE_LIGHTMAP",
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313 |
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314 | "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
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315 |
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316 | "#endif"
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317 |
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318 | ].join("\n"),
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319 |
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320 | lightmap_vertex: [
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321 |
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322 | "#ifdef USE_LIGHTMAP",
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323 |
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324 | "vUv2 = uv2;",
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325 |
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326 | "#endif"
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327 |
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328 | ].join("\n"),
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329 |
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330 | // BUMP MAP
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331 |
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332 | bumpmap_pars_fragment: [
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333 |
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334 | "#ifdef USE_BUMPMAP",
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335 |
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336 | "uniform sampler2D bumpMap;",
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337 | "uniform float bumpScale;",
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338 |
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339 | // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
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340 | // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
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341 |
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342 | // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
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343 |
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344 | "vec2 dHdxy_fwd() {",
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345 |
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346 | "vec2 dSTdx = dFdx( vUv );",
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347 | "vec2 dSTdy = dFdy( vUv );",
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348 |
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349 | "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
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350 | "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
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351 | "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
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352 |
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353 | "return vec2( dBx, dBy );",
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354 |
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355 | "}",
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356 |
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357 | "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
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358 |
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359 | "vec3 vSigmaX = dFdx( surf_pos );",
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360 | "vec3 vSigmaY = dFdy( surf_pos );",
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361 | "vec3 vN = surf_norm;", // normalized
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362 |
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363 | "vec3 R1 = cross( vSigmaY, vN );",
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364 | "vec3 R2 = cross( vN, vSigmaX );",
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365 |
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366 | "float fDet = dot( vSigmaX, R1 );",
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367 |
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368 | "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
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369 | "return normalize( abs( fDet ) * surf_norm - vGrad );",
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370 |
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371 | "}",
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372 |
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373 | "#endif"
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374 |
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375 | ].join("\n"),
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376 |
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377 | // NORMAL MAP
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378 |
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379 | normalmap_pars_fragment: [
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380 |
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381 | "#ifdef USE_NORMALMAP",
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382 |
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383 | "uniform sampler2D normalMap;",
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384 | "uniform vec2 normalScale;",
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385 |
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386 | // Per-Pixel Tangent Space Normal Mapping
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387 | // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
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388 |
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389 | "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
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390 |
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391 | "vec3 q0 = dFdx( eye_pos.xyz );",
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392 | "vec3 q1 = dFdy( eye_pos.xyz );",
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393 | "vec2 st0 = dFdx( vUv.st );",
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394 | "vec2 st1 = dFdy( vUv.st );",
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395 |
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396 | "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
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397 | "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
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398 | "vec3 N = normalize( surf_norm );",
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399 |
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400 | "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
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401 | "mapN.xy = normalScale * mapN.xy;",
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402 | "mat3 tsn = mat3( S, T, N );",
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403 | "return normalize( tsn * mapN );",
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404 |
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405 | "}",
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406 |
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407 | "#endif"
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408 |
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409 | ].join("\n"),
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410 |
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411 | // SPECULAR MAP
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412 |
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413 | specularmap_pars_fragment: [
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414 |
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415 | "#ifdef USE_SPECULARMAP",
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416 |
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417 | "uniform sampler2D specularMap;",
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418 |
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419 | "#endif"
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420 |
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421 | ].join("\n"),
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422 |
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423 | specularmap_fragment: [
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424 |
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425 | "float specularStrength;",
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426 |
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427 | "#ifdef USE_SPECULARMAP",
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428 |
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429 | "vec4 texelSpecular = texture2D( specularMap, vUv );",
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430 | "specularStrength = texelSpecular.r;",
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431 |
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432 | "#else",
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433 |
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434 | "specularStrength = 1.0;",
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435 |
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436 | "#endif"
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437 |
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438 | ].join("\n"),
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439 |
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440 | // LIGHTS LAMBERT
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441 |
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442 | lights_lambert_pars_vertex: [
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443 |
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444 | "uniform vec3 ambient;",
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445 | "uniform vec3 diffuse;",
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446 | "uniform vec3 emissive;",
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447 |
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448 | "uniform vec3 ambientLightColor;",
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449 |
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450 | "#if MAX_DIR_LIGHTS > 0",
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451 |
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452 | "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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453 | "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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454 |
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455 | "#endif",
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456 |
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457 | "#if MAX_HEMI_LIGHTS > 0",
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458 |
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459 | "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
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460 | "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
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461 | "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
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462 |
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463 | "#endif",
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464 |
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465 | "#if MAX_POINT_LIGHTS > 0",
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466 |
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467 | "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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468 | "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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469 | "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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470 |
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471 | "#endif",
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472 |
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473 | "#if MAX_SPOT_LIGHTS > 0",
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474 |
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475 | "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
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476 | "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
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477 | "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
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478 | "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
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479 | "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
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480 | "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
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481 |
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482 | "#endif",
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483 |
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484 | "#ifdef WRAP_AROUND",
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485 |
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486 | "uniform vec3 wrapRGB;",
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487 |
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488 | "#endif"
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489 |
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490 | ].join("\n"),
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491 |
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492 | lights_lambert_vertex: [
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493 |
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494 | "vLightFront = vec3( 0.0 );",
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495 |
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496 | "#ifdef DOUBLE_SIDED",
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497 |
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498 | "vLightBack = vec3( 0.0 );",
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499 |
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500 | "#endif",
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501 |
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502 | "transformedNormal = normalize( transformedNormal );",
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503 |
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504 | "#if MAX_DIR_LIGHTS > 0",
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505 |
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506 | "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
|
---|
507 |
|
---|
508 | "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
---|
509 | "vec3 dirVector = normalize( lDirection.xyz );",
|
---|
510 |
|
---|
511 | "float dotProduct = dot( transformedNormal, dirVector );",
|
---|
512 | "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
|
---|
513 |
|
---|
514 | "#ifdef DOUBLE_SIDED",
|
---|
515 |
|
---|
516 | "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
|
---|
517 |
|
---|
518 | "#ifdef WRAP_AROUND",
|
---|
519 |
|
---|
520 | "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
|
---|
521 |
|
---|
522 | "#endif",
|
---|
523 |
|
---|
524 | "#endif",
|
---|
525 |
|
---|
526 | "#ifdef WRAP_AROUND",
|
---|
527 |
|
---|
528 | "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
|
---|
529 | "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
|
---|
530 |
|
---|
531 | "#ifdef DOUBLE_SIDED",
|
---|
532 |
|
---|
533 | "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
|
---|
534 |
|
---|
535 | "#endif",
|
---|
536 |
|
---|
537 | "#endif",
|
---|
538 |
|
---|
539 | "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
|
---|
540 |
|
---|
541 | "#ifdef DOUBLE_SIDED",
|
---|
542 |
|
---|
543 | "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
|
---|
544 |
|
---|
545 | "#endif",
|
---|
546 |
|
---|
547 | "}",
|
---|
548 |
|
---|
549 | "#endif",
|
---|
550 |
|
---|
551 | "#if MAX_POINT_LIGHTS > 0",
|
---|
552 |
|
---|
553 | "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
---|
554 |
|
---|
555 | "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
---|
556 | "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
---|
557 |
|
---|
558 | "float lDistance = 1.0;",
|
---|
559 | "if ( pointLightDistance[ i ] > 0.0 )",
|
---|
560 | "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
|
---|
561 |
|
---|
562 | "lVector = normalize( lVector );",
|
---|
563 | "float dotProduct = dot( transformedNormal, lVector );",
|
---|
564 |
|
---|
565 | "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
|
---|
566 |
|
---|
567 | "#ifdef DOUBLE_SIDED",
|
---|
568 |
|
---|
569 | "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
|
---|
570 |
|
---|
571 | "#ifdef WRAP_AROUND",
|
---|
572 |
|
---|
573 | "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
|
---|
574 |
|
---|
575 | "#endif",
|
---|
576 |
|
---|
577 | "#endif",
|
---|
578 |
|
---|
579 | "#ifdef WRAP_AROUND",
|
---|
580 |
|
---|
581 | "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
|
---|
582 | "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
|
---|
583 |
|
---|
584 | "#ifdef DOUBLE_SIDED",
|
---|
585 |
|
---|
586 | "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
|
---|
587 |
|
---|
588 | "#endif",
|
---|
589 |
|
---|
590 | "#endif",
|
---|
591 |
|
---|
592 | "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
|
---|
593 |
|
---|
594 | "#ifdef DOUBLE_SIDED",
|
---|
595 |
|
---|
596 | "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
|
---|
597 |
|
---|
598 | "#endif",
|
---|
599 |
|
---|
600 | "}",
|
---|
601 |
|
---|
602 | "#endif",
|
---|
603 |
|
---|
604 | "#if MAX_SPOT_LIGHTS > 0",
|
---|
605 |
|
---|
606 | "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
---|
607 |
|
---|
608 | "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
---|
609 | "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
---|
610 |
|
---|
611 | "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
|
---|
612 |
|
---|
613 | "if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
---|
614 |
|
---|
615 | "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
---|
616 |
|
---|
617 | "float lDistance = 1.0;",
|
---|
618 | "if ( spotLightDistance[ i ] > 0.0 )",
|
---|
619 | "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
|
---|
620 |
|
---|
621 | "lVector = normalize( lVector );",
|
---|
622 |
|
---|
623 | "float dotProduct = dot( transformedNormal, lVector );",
|
---|
624 | "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
|
---|
625 |
|
---|
626 | "#ifdef DOUBLE_SIDED",
|
---|
627 |
|
---|
628 | "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
|
---|
629 |
|
---|
630 | "#ifdef WRAP_AROUND",
|
---|
631 |
|
---|
632 | "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
|
---|
633 |
|
---|
634 | "#endif",
|
---|
635 |
|
---|
636 | "#endif",
|
---|
637 |
|
---|
638 | "#ifdef WRAP_AROUND",
|
---|
639 |
|
---|
640 | "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
|
---|
641 | "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
|
---|
642 |
|
---|
643 | "#ifdef DOUBLE_SIDED",
|
---|
644 |
|
---|
645 | "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
|
---|
646 |
|
---|
647 | "#endif",
|
---|
648 |
|
---|
649 | "#endif",
|
---|
650 |
|
---|
651 | "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
|
---|
652 |
|
---|
653 | "#ifdef DOUBLE_SIDED",
|
---|
654 |
|
---|
655 | "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
|
---|
656 |
|
---|
657 | "#endif",
|
---|
658 |
|
---|
659 | "}",
|
---|
660 |
|
---|
661 | "}",
|
---|
662 |
|
---|
663 | "#endif",
|
---|
664 |
|
---|
665 | "#if MAX_HEMI_LIGHTS > 0",
|
---|
666 |
|
---|
667 | "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
---|
668 |
|
---|
669 | "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
---|
670 | "vec3 lVector = normalize( lDirection.xyz );",
|
---|
671 |
|
---|
672 | "float dotProduct = dot( transformedNormal, lVector );",
|
---|
673 |
|
---|
674 | "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
---|
675 | "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
|
---|
676 |
|
---|
677 | "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
---|
678 |
|
---|
679 | "#ifdef DOUBLE_SIDED",
|
---|
680 |
|
---|
681 | "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
|
---|
682 |
|
---|
683 | "#endif",
|
---|
684 |
|
---|
685 | "}",
|
---|
686 |
|
---|
687 | "#endif",
|
---|
688 |
|
---|
689 | "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
|
---|
690 |
|
---|
691 | "#ifdef DOUBLE_SIDED",
|
---|
692 |
|
---|
693 | "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
|
---|
694 |
|
---|
695 | "#endif"
|
---|
696 |
|
---|
697 | ].join("\n"),
|
---|
698 |
|
---|
699 | // LIGHTS PHONG
|
---|
700 |
|
---|
701 | lights_phong_pars_vertex: [
|
---|
702 |
|
---|
703 | "#ifndef PHONG_PER_PIXEL",
|
---|
704 |
|
---|
705 | "#if MAX_POINT_LIGHTS > 0",
|
---|
706 |
|
---|
707 | "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
---|
708 | "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
---|
709 |
|
---|
710 | "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
|
---|
711 |
|
---|
712 | "#endif",
|
---|
713 |
|
---|
714 | "#if MAX_SPOT_LIGHTS > 0",
|
---|
715 |
|
---|
716 | "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
---|
717 | "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
---|
718 |
|
---|
719 | "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
|
---|
720 |
|
---|
721 | "#endif",
|
---|
722 |
|
---|
723 | "#endif",
|
---|
724 |
|
---|
725 | "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
|
---|
726 |
|
---|
727 | "varying vec3 vWorldPosition;",
|
---|
728 |
|
---|
729 | "#endif"
|
---|
730 |
|
---|
731 | ].join("\n"),
|
---|
732 |
|
---|
733 |
|
---|
734 | lights_phong_vertex: [
|
---|
735 |
|
---|
736 | "#ifndef PHONG_PER_PIXEL",
|
---|
737 |
|
---|
738 | "#if MAX_POINT_LIGHTS > 0",
|
---|
739 |
|
---|
740 | "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
---|
741 |
|
---|
742 | "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
---|
743 | "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
---|
744 |
|
---|
745 | "float lDistance = 1.0;",
|
---|
746 | "if ( pointLightDistance[ i ] > 0.0 )",
|
---|
747 | "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
|
---|
748 |
|
---|
749 | "vPointLight[ i ] = vec4( lVector, lDistance );",
|
---|
750 |
|
---|
751 | "}",
|
---|
752 |
|
---|
753 | "#endif",
|
---|
754 |
|
---|
755 | "#if MAX_SPOT_LIGHTS > 0",
|
---|
756 |
|
---|
757 | "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
---|
758 |
|
---|
759 | "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
---|
760 | "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
---|
761 |
|
---|
762 | "float lDistance = 1.0;",
|
---|
763 | "if ( spotLightDistance[ i ] > 0.0 )",
|
---|
764 | "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
|
---|
765 |
|
---|
766 | "vSpotLight[ i ] = vec4( lVector, lDistance );",
|
---|
767 |
|
---|
768 | "}",
|
---|
769 |
|
---|
770 | "#endif",
|
---|
771 |
|
---|
772 | "#endif",
|
---|
773 |
|
---|
774 | "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
|
---|
775 |
|
---|
776 | "vWorldPosition = worldPosition.xyz;",
|
---|
777 |
|
---|
778 | "#endif"
|
---|
779 |
|
---|
780 | ].join("\n"),
|
---|
781 |
|
---|
782 | lights_phong_pars_fragment: [
|
---|
783 |
|
---|
784 | "uniform vec3 ambientLightColor;",
|
---|
785 |
|
---|
786 | "#if MAX_DIR_LIGHTS > 0",
|
---|
787 |
|
---|
788 | "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
---|
789 | "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
---|
790 |
|
---|
791 | "#endif",
|
---|
792 |
|
---|
793 | "#if MAX_HEMI_LIGHTS > 0",
|
---|
794 |
|
---|
795 | "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
---|
796 | "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
---|
797 | "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
---|
798 |
|
---|
799 | "#endif",
|
---|
800 |
|
---|
801 | "#if MAX_POINT_LIGHTS > 0",
|
---|
802 |
|
---|
803 | "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
---|
804 |
|
---|
805 | "#ifdef PHONG_PER_PIXEL",
|
---|
806 |
|
---|
807 | "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
---|
808 | "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
---|
809 |
|
---|
810 | "#else",
|
---|
811 |
|
---|
812 | "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
|
---|
813 |
|
---|
814 | "#endif",
|
---|
815 |
|
---|
816 | "#endif",
|
---|
817 |
|
---|
818 | "#if MAX_SPOT_LIGHTS > 0",
|
---|
819 |
|
---|
820 | "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
---|
821 | "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
---|
822 | "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
---|
823 | "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
---|
824 | "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
---|
825 |
|
---|
826 | "#ifdef PHONG_PER_PIXEL",
|
---|
827 |
|
---|
828 | "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
---|
829 |
|
---|
830 | "#else",
|
---|
831 |
|
---|
832 | "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
|
---|
833 |
|
---|
834 | "#endif",
|
---|
835 |
|
---|
836 | "#endif",
|
---|
837 |
|
---|
838 | "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
|
---|
839 |
|
---|
840 | "varying vec3 vWorldPosition;",
|
---|
841 |
|
---|
842 | "#endif",
|
---|
843 |
|
---|
844 | "#ifdef WRAP_AROUND",
|
---|
845 |
|
---|
846 | "uniform vec3 wrapRGB;",
|
---|
847 |
|
---|
848 | "#endif",
|
---|
849 |
|
---|
850 | "varying vec3 vViewPosition;",
|
---|
851 | "varying vec3 vNormal;"
|
---|
852 |
|
---|
853 | ].join("\n"),
|
---|
854 |
|
---|
855 | lights_phong_fragment: [
|
---|
856 |
|
---|
857 | "vec3 normal = normalize( vNormal );",
|
---|
858 | "vec3 viewPosition = normalize( vViewPosition );",
|
---|
859 |
|
---|
860 | "#ifdef DOUBLE_SIDED",
|
---|
861 |
|
---|
862 | "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
|
---|
863 |
|
---|
864 | "#endif",
|
---|
865 |
|
---|
866 | "#ifdef USE_NORMALMAP",
|
---|
867 |
|
---|
868 | "normal = perturbNormal2Arb( -vViewPosition, normal );",
|
---|
869 |
|
---|
870 | "#elif defined( USE_BUMPMAP )",
|
---|
871 |
|
---|
872 | "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
|
---|
873 |
|
---|
874 | "#endif",
|
---|
875 |
|
---|
876 | "#if MAX_POINT_LIGHTS > 0",
|
---|
877 |
|
---|
878 | "vec3 pointDiffuse = vec3( 0.0 );",
|
---|
879 | "vec3 pointSpecular = vec3( 0.0 );",
|
---|
880 |
|
---|
881 | "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
---|
882 |
|
---|
883 | "#ifdef PHONG_PER_PIXEL",
|
---|
884 |
|
---|
885 | "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
---|
886 | "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
|
---|
887 |
|
---|
888 | "float lDistance = 1.0;",
|
---|
889 | "if ( pointLightDistance[ i ] > 0.0 )",
|
---|
890 | "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
|
---|
891 |
|
---|
892 | "lVector = normalize( lVector );",
|
---|
893 |
|
---|
894 | "#else",
|
---|
895 |
|
---|
896 | "vec3 lVector = normalize( vPointLight[ i ].xyz );",
|
---|
897 | "float lDistance = vPointLight[ i ].w;",
|
---|
898 |
|
---|
899 | "#endif",
|
---|
900 |
|
---|
901 | // diffuse
|
---|
902 |
|
---|
903 | "float dotProduct = dot( normal, lVector );",
|
---|
904 |
|
---|
905 | "#ifdef WRAP_AROUND",
|
---|
906 |
|
---|
907 | "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
|
---|
908 | "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
|
---|
909 |
|
---|
910 | "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
|
---|
911 |
|
---|
912 | "#else",
|
---|
913 |
|
---|
914 | "float pointDiffuseWeight = max( dotProduct, 0.0 );",
|
---|
915 |
|
---|
916 | "#endif",
|
---|
917 |
|
---|
918 | "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
|
---|
919 |
|
---|
920 | // specular
|
---|
921 |
|
---|
922 | "vec3 pointHalfVector = normalize( lVector + viewPosition );",
|
---|
923 | "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
---|
924 | "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
|
---|
925 |
|
---|
926 | // 2.0 => 2.0001 is hack to work around ANGLE bug
|
---|
927 |
|
---|
928 | "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
---|
929 |
|
---|
930 | "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
|
---|
931 | "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
|
---|
932 |
|
---|
933 | "}",
|
---|
934 |
|
---|
935 | "#endif",
|
---|
936 |
|
---|
937 | "#if MAX_SPOT_LIGHTS > 0",
|
---|
938 |
|
---|
939 | "vec3 spotDiffuse = vec3( 0.0 );",
|
---|
940 | "vec3 spotSpecular = vec3( 0.0 );",
|
---|
941 |
|
---|
942 | "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
---|
943 |
|
---|
944 | "#ifdef PHONG_PER_PIXEL",
|
---|
945 |
|
---|
946 | "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
---|
947 | "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
|
---|
948 |
|
---|
949 | "float lDistance = 1.0;",
|
---|
950 | "if ( spotLightDistance[ i ] > 0.0 )",
|
---|
951 | "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
|
---|
952 |
|
---|
953 | "lVector = normalize( lVector );",
|
---|
954 |
|
---|
955 | "#else",
|
---|
956 |
|
---|
957 | "vec3 lVector = normalize( vSpotLight[ i ].xyz );",
|
---|
958 | "float lDistance = vSpotLight[ i ].w;",
|
---|
959 |
|
---|
960 | "#endif",
|
---|
961 |
|
---|
962 | "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
---|
963 |
|
---|
964 | "if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
---|
965 |
|
---|
966 | "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
---|
967 |
|
---|
968 | // diffuse
|
---|
969 |
|
---|
970 | "float dotProduct = dot( normal, lVector );",
|
---|
971 |
|
---|
972 | "#ifdef WRAP_AROUND",
|
---|
973 |
|
---|
974 | "float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
|
---|
975 | "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
|
---|
976 |
|
---|
977 | "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
|
---|
978 |
|
---|
979 | "#else",
|
---|
980 |
|
---|
981 | "float spotDiffuseWeight = max( dotProduct, 0.0 );",
|
---|
982 |
|
---|
983 | "#endif",
|
---|
984 |
|
---|
985 | "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
|
---|
986 |
|
---|
987 | // specular
|
---|
988 |
|
---|
989 | "vec3 spotHalfVector = normalize( lVector + viewPosition );",
|
---|
990 | "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
---|
991 | "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
|
---|
992 |
|
---|
993 | // 2.0 => 2.0001 is hack to work around ANGLE bug
|
---|
994 |
|
---|
995 | "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
---|
996 |
|
---|
997 | "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
|
---|
998 | "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
|
---|
999 |
|
---|
1000 | "}",
|
---|
1001 |
|
---|
1002 | "}",
|
---|
1003 |
|
---|
1004 | "#endif",
|
---|
1005 |
|
---|
1006 | "#if MAX_DIR_LIGHTS > 0",
|
---|
1007 |
|
---|
1008 | "vec3 dirDiffuse = vec3( 0.0 );",
|
---|
1009 | "vec3 dirSpecular = vec3( 0.0 );" ,
|
---|
1010 |
|
---|
1011 | "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
|
---|
1012 |
|
---|
1013 | "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
---|
1014 | "vec3 dirVector = normalize( lDirection.xyz );",
|
---|
1015 |
|
---|
1016 | // diffuse
|
---|
1017 |
|
---|
1018 | "float dotProduct = dot( normal, dirVector );",
|
---|
1019 |
|
---|
1020 | "#ifdef WRAP_AROUND",
|
---|
1021 |
|
---|
1022 | "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
|
---|
1023 | "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
|
---|
1024 |
|
---|
1025 | "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
|
---|
1026 |
|
---|
1027 | "#else",
|
---|
1028 |
|
---|
1029 | "float dirDiffuseWeight = max( dotProduct, 0.0 );",
|
---|
1030 |
|
---|
1031 | "#endif",
|
---|
1032 |
|
---|
1033 | "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
|
---|
1034 |
|
---|
1035 | // specular
|
---|
1036 |
|
---|
1037 | "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
---|
1038 | "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
---|
1039 | "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
|
---|
1040 |
|
---|
1041 | /*
|
---|
1042 | // fresnel term from skin shader
|
---|
1043 | "const float F0 = 0.128;",
|
---|
1044 |
|
---|
1045 | "float base = 1.0 - dot( viewPosition, dirHalfVector );",
|
---|
1046 | "float exponential = pow( base, 5.0 );",
|
---|
1047 |
|
---|
1048 | "float fresnel = exponential + F0 * ( 1.0 - exponential );",
|
---|
1049 | */
|
---|
1050 |
|
---|
1051 | /*
|
---|
1052 | // fresnel term from fresnel shader
|
---|
1053 | "const float mFresnelBias = 0.08;",
|
---|
1054 | "const float mFresnelScale = 0.3;",
|
---|
1055 | "const float mFresnelPower = 5.0;",
|
---|
1056 |
|
---|
1057 | "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
|
---|
1058 | */
|
---|
1059 |
|
---|
1060 | // 2.0 => 2.0001 is hack to work around ANGLE bug
|
---|
1061 |
|
---|
1062 | "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
---|
1063 |
|
---|
1064 | //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
|
---|
1065 |
|
---|
1066 | "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
|
---|
1067 | "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
---|
1068 |
|
---|
1069 |
|
---|
1070 | "}",
|
---|
1071 |
|
---|
1072 | "#endif",
|
---|
1073 |
|
---|
1074 | "#if MAX_HEMI_LIGHTS > 0",
|
---|
1075 |
|
---|
1076 | "vec3 hemiDiffuse = vec3( 0.0 );",
|
---|
1077 | "vec3 hemiSpecular = vec3( 0.0 );" ,
|
---|
1078 |
|
---|
1079 | "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
---|
1080 |
|
---|
1081 | "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
---|
1082 | "vec3 lVector = normalize( lDirection.xyz );",
|
---|
1083 |
|
---|
1084 | // diffuse
|
---|
1085 |
|
---|
1086 | "float dotProduct = dot( normal, lVector );",
|
---|
1087 | "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
---|
1088 |
|
---|
1089 | "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
---|
1090 |
|
---|
1091 | "hemiDiffuse += diffuse * hemiColor;",
|
---|
1092 |
|
---|
1093 | // specular (sky light)
|
---|
1094 |
|
---|
1095 | "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
---|
1096 | "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
---|
1097 | "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
|
---|
1098 |
|
---|
1099 | // specular (ground light)
|
---|
1100 |
|
---|
1101 | "vec3 lVectorGround = -lVector;",
|
---|
1102 |
|
---|
1103 | "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
---|
1104 | "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
---|
1105 | "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
|
---|
1106 |
|
---|
1107 | "float dotProductGround = dot( normal, lVectorGround );",
|
---|
1108 |
|
---|
1109 | // 2.0 => 2.0001 is hack to work around ANGLE bug
|
---|
1110 |
|
---|
1111 | "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
---|
1112 |
|
---|
1113 | "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
|
---|
1114 | "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
---|
1115 | "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
---|
1116 |
|
---|
1117 | "}",
|
---|
1118 |
|
---|
1119 | "#endif",
|
---|
1120 |
|
---|
1121 | "vec3 totalDiffuse = vec3( 0.0 );",
|
---|
1122 | "vec3 totalSpecular = vec3( 0.0 );",
|
---|
1123 |
|
---|
1124 | "#if MAX_DIR_LIGHTS > 0",
|
---|
1125 |
|
---|
1126 | "totalDiffuse += dirDiffuse;",
|
---|
1127 | "totalSpecular += dirSpecular;",
|
---|
1128 |
|
---|
1129 | "#endif",
|
---|
1130 |
|
---|
1131 | "#if MAX_HEMI_LIGHTS > 0",
|
---|
1132 |
|
---|
1133 | "totalDiffuse += hemiDiffuse;",
|
---|
1134 | "totalSpecular += hemiSpecular;",
|
---|
1135 |
|
---|
1136 | "#endif",
|
---|
1137 |
|
---|
1138 | "#if MAX_POINT_LIGHTS > 0",
|
---|
1139 |
|
---|
1140 | "totalDiffuse += pointDiffuse;",
|
---|
1141 | "totalSpecular += pointSpecular;",
|
---|
1142 |
|
---|
1143 | "#endif",
|
---|
1144 |
|
---|
1145 | "#if MAX_SPOT_LIGHTS > 0",
|
---|
1146 |
|
---|
1147 | "totalDiffuse += spotDiffuse;",
|
---|
1148 | "totalSpecular += spotSpecular;",
|
---|
1149 |
|
---|
1150 | "#endif",
|
---|
1151 |
|
---|
1152 | "#ifdef METAL",
|
---|
1153 |
|
---|
1154 | "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
|
---|
1155 |
|
---|
1156 | "#else",
|
---|
1157 |
|
---|
1158 | "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
|
---|
1159 |
|
---|
1160 | "#endif"
|
---|
1161 |
|
---|
1162 | ].join("\n"),
|
---|
1163 |
|
---|
1164 | // VERTEX COLORS
|
---|
1165 |
|
---|
1166 | color_pars_fragment: [
|
---|
1167 |
|
---|
1168 | "#ifdef USE_COLOR",
|
---|
1169 |
|
---|
1170 | "varying vec3 vColor;",
|
---|
1171 |
|
---|
1172 | "#endif"
|
---|
1173 |
|
---|
1174 | ].join("\n"),
|
---|
1175 |
|
---|
1176 |
|
---|
1177 | color_fragment: [
|
---|
1178 |
|
---|
1179 | "#ifdef USE_COLOR",
|
---|
1180 |
|
---|
1181 | "gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );",
|
---|
1182 |
|
---|
1183 | "#endif"
|
---|
1184 |
|
---|
1185 | ].join("\n"),
|
---|
1186 |
|
---|
1187 | color_pars_vertex: [
|
---|
1188 |
|
---|
1189 | "#ifdef USE_COLOR",
|
---|
1190 |
|
---|
1191 | "varying vec3 vColor;",
|
---|
1192 |
|
---|
1193 | "#endif"
|
---|
1194 |
|
---|
1195 | ].join("\n"),
|
---|
1196 |
|
---|
1197 |
|
---|
1198 | color_vertex: [
|
---|
1199 |
|
---|
1200 | "#ifdef USE_COLOR",
|
---|
1201 |
|
---|
1202 | "#ifdef GAMMA_INPUT",
|
---|
1203 |
|
---|
1204 | "vColor = color * color;",
|
---|
1205 |
|
---|
1206 | "#else",
|
---|
1207 |
|
---|
1208 | "vColor = color;",
|
---|
1209 |
|
---|
1210 | "#endif",
|
---|
1211 |
|
---|
1212 | "#endif"
|
---|
1213 |
|
---|
1214 | ].join("\n"),
|
---|
1215 |
|
---|
1216 | // SKINNING
|
---|
1217 |
|
---|
1218 | skinning_pars_vertex: [
|
---|
1219 |
|
---|
1220 | "#ifdef USE_SKINNING",
|
---|
1221 |
|
---|
1222 | "#ifdef BONE_TEXTURE",
|
---|
1223 |
|
---|
1224 | "uniform sampler2D boneTexture;",
|
---|
1225 | "uniform int boneTextureWidth;",
|
---|
1226 | "uniform int boneTextureHeight;",
|
---|
1227 |
|
---|
1228 | "mat4 getBoneMatrix( const in float i ) {",
|
---|
1229 |
|
---|
1230 | "float j = i * 4.0;",
|
---|
1231 | "float x = mod( j, float( boneTextureWidth ) );",
|
---|
1232 | "float y = floor( j / float( boneTextureWidth ) );",
|
---|
1233 |
|
---|
1234 | "float dx = 1.0 / float( boneTextureWidth );",
|
---|
1235 | "float dy = 1.0 / float( boneTextureHeight );",
|
---|
1236 |
|
---|
1237 | "y = dy * ( y + 0.5 );",
|
---|
1238 |
|
---|
1239 | "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
|
---|
1240 | "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
|
---|
1241 | "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
|
---|
1242 | "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
|
---|
1243 |
|
---|
1244 | "mat4 bone = mat4( v1, v2, v3, v4 );",
|
---|
1245 |
|
---|
1246 | "return bone;",
|
---|
1247 |
|
---|
1248 | "}",
|
---|
1249 |
|
---|
1250 | "#else",
|
---|
1251 |
|
---|
1252 | "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
|
---|
1253 |
|
---|
1254 | "mat4 getBoneMatrix( const in float i ) {",
|
---|
1255 |
|
---|
1256 | "mat4 bone = boneGlobalMatrices[ int(i) ];",
|
---|
1257 | "return bone;",
|
---|
1258 |
|
---|
1259 | "}",
|
---|
1260 |
|
---|
1261 | "#endif",
|
---|
1262 |
|
---|
1263 | "#endif"
|
---|
1264 |
|
---|
1265 | ].join("\n"),
|
---|
1266 |
|
---|
1267 | skinbase_vertex: [
|
---|
1268 |
|
---|
1269 | "#ifdef USE_SKINNING",
|
---|
1270 |
|
---|
1271 | "mat4 boneMatX = getBoneMatrix( skinIndex.x );",
|
---|
1272 | "mat4 boneMatY = getBoneMatrix( skinIndex.y );",
|
---|
1273 |
|
---|
1274 | "#endif"
|
---|
1275 |
|
---|
1276 | ].join("\n"),
|
---|
1277 |
|
---|
1278 | skinning_vertex: [
|
---|
1279 |
|
---|
1280 | "#ifdef USE_SKINNING",
|
---|
1281 |
|
---|
1282 | "#ifdef USE_MORPHTARGETS",
|
---|
1283 |
|
---|
1284 | "vec4 skinVertex = vec4( morphed, 1.0 );",
|
---|
1285 |
|
---|
1286 | "#else",
|
---|
1287 |
|
---|
1288 | "vec4 skinVertex = vec4( position, 1.0 );",
|
---|
1289 |
|
---|
1290 | "#endif",
|
---|
1291 |
|
---|
1292 | "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
---|
1293 | "skinned += boneMatY * skinVertex * skinWeight.y;",
|
---|
1294 |
|
---|
1295 | "#endif"
|
---|
1296 |
|
---|
1297 | ].join("\n"),
|
---|
1298 |
|
---|
1299 | // MORPHING
|
---|
1300 |
|
---|
1301 | morphtarget_pars_vertex: [
|
---|
1302 |
|
---|
1303 | "#ifdef USE_MORPHTARGETS",
|
---|
1304 |
|
---|
1305 | "#ifndef USE_MORPHNORMALS",
|
---|
1306 |
|
---|
1307 | "uniform float morphTargetInfluences[ 8 ];",
|
---|
1308 |
|
---|
1309 | "#else",
|
---|
1310 |
|
---|
1311 | "uniform float morphTargetInfluences[ 4 ];",
|
---|
1312 |
|
---|
1313 | "#endif",
|
---|
1314 |
|
---|
1315 | "#endif"
|
---|
1316 |
|
---|
1317 | ].join("\n"),
|
---|
1318 |
|
---|
1319 | morphtarget_vertex: [
|
---|
1320 |
|
---|
1321 | "#ifdef USE_MORPHTARGETS",
|
---|
1322 |
|
---|
1323 | "vec3 morphed = vec3( 0.0 );",
|
---|
1324 | "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
|
---|
1325 | "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
|
---|
1326 | "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
|
---|
1327 | "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
|
---|
1328 |
|
---|
1329 | "#ifndef USE_MORPHNORMALS",
|
---|
1330 |
|
---|
1331 | "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
|
---|
1332 | "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
|
---|
1333 | "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
|
---|
1334 | "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
|
---|
1335 |
|
---|
1336 | "#endif",
|
---|
1337 |
|
---|
1338 | "morphed += position;",
|
---|
1339 |
|
---|
1340 | "#endif"
|
---|
1341 |
|
---|
1342 | ].join("\n"),
|
---|
1343 |
|
---|
1344 | default_vertex : [
|
---|
1345 |
|
---|
1346 | "vec4 mvPosition;",
|
---|
1347 |
|
---|
1348 | "#ifdef USE_SKINNING",
|
---|
1349 |
|
---|
1350 | "mvPosition = modelViewMatrix * skinned;",
|
---|
1351 |
|
---|
1352 | "#endif",
|
---|
1353 |
|
---|
1354 | "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
|
---|
1355 |
|
---|
1356 | "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
|
---|
1357 |
|
---|
1358 | "#endif",
|
---|
1359 |
|
---|
1360 | "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
|
---|
1361 |
|
---|
1362 | "mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
---|
1363 |
|
---|
1364 | "#endif",
|
---|
1365 |
|
---|
1366 | "gl_Position = projectionMatrix * mvPosition;"
|
---|
1367 |
|
---|
1368 | ].join("\n"),
|
---|
1369 |
|
---|
1370 | morphnormal_vertex: [
|
---|
1371 |
|
---|
1372 | "#ifdef USE_MORPHNORMALS",
|
---|
1373 |
|
---|
1374 | "vec3 morphedNormal = vec3( 0.0 );",
|
---|
1375 |
|
---|
1376 | "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
|
---|
1377 | "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
|
---|
1378 | "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
|
---|
1379 | "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
|
---|
1380 |
|
---|
1381 | "morphedNormal += normal;",
|
---|
1382 |
|
---|
1383 | "#endif"
|
---|
1384 |
|
---|
1385 | ].join("\n"),
|
---|
1386 |
|
---|
1387 | skinnormal_vertex: [
|
---|
1388 |
|
---|
1389 | "#ifdef USE_SKINNING",
|
---|
1390 |
|
---|
1391 | "mat4 skinMatrix = skinWeight.x * boneMatX;",
|
---|
1392 | "skinMatrix += skinWeight.y * boneMatY;",
|
---|
1393 |
|
---|
1394 | "#ifdef USE_MORPHNORMALS",
|
---|
1395 |
|
---|
1396 | "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
|
---|
1397 |
|
---|
1398 | "#else",
|
---|
1399 |
|
---|
1400 | "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
|
---|
1401 |
|
---|
1402 | "#endif",
|
---|
1403 |
|
---|
1404 | "#endif"
|
---|
1405 |
|
---|
1406 | ].join("\n"),
|
---|
1407 |
|
---|
1408 | defaultnormal_vertex: [
|
---|
1409 |
|
---|
1410 | "vec3 objectNormal;",
|
---|
1411 |
|
---|
1412 | "#ifdef USE_SKINNING",
|
---|
1413 |
|
---|
1414 | "objectNormal = skinnedNormal.xyz;",
|
---|
1415 |
|
---|
1416 | "#endif",
|
---|
1417 |
|
---|
1418 | "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
|
---|
1419 |
|
---|
1420 | "objectNormal = morphedNormal;",
|
---|
1421 |
|
---|
1422 | "#endif",
|
---|
1423 |
|
---|
1424 | "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
|
---|
1425 |
|
---|
1426 | "objectNormal = normal;",
|
---|
1427 |
|
---|
1428 | "#endif",
|
---|
1429 |
|
---|
1430 | "#ifdef FLIP_SIDED",
|
---|
1431 |
|
---|
1432 | "objectNormal = -objectNormal;",
|
---|
1433 |
|
---|
1434 | "#endif",
|
---|
1435 |
|
---|
1436 | "vec3 transformedNormal = normalMatrix * objectNormal;"
|
---|
1437 |
|
---|
1438 | ].join("\n"),
|
---|
1439 |
|
---|
1440 | // SHADOW MAP
|
---|
1441 |
|
---|
1442 | // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
|
---|
1443 | // http://spidergl.org/example.php?id=6
|
---|
1444 | // http://fabiensanglard.net/shadowmapping
|
---|
1445 |
|
---|
1446 | shadowmap_pars_fragment: [
|
---|
1447 |
|
---|
1448 | "#ifdef USE_SHADOWMAP",
|
---|
1449 |
|
---|
1450 | "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
|
---|
1451 | "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
|
---|
1452 |
|
---|
1453 | "uniform float shadowDarkness[ MAX_SHADOWS ];",
|
---|
1454 | "uniform float shadowBias[ MAX_SHADOWS ];",
|
---|
1455 |
|
---|
1456 | "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
|
---|
1457 |
|
---|
1458 | "float unpackDepth( const in vec4 rgba_depth ) {",
|
---|
1459 |
|
---|
1460 | "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
|
---|
1461 | "float depth = dot( rgba_depth, bit_shift );",
|
---|
1462 | "return depth;",
|
---|
1463 |
|
---|
1464 | "}",
|
---|
1465 |
|
---|
1466 | "#endif"
|
---|
1467 |
|
---|
1468 | ].join("\n"),
|
---|
1469 |
|
---|
1470 | shadowmap_fragment: [
|
---|
1471 |
|
---|
1472 | "#ifdef USE_SHADOWMAP",
|
---|
1473 |
|
---|
1474 | "#ifdef SHADOWMAP_DEBUG",
|
---|
1475 |
|
---|
1476 | "vec3 frustumColors[3];",
|
---|
1477 | "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
|
---|
1478 | "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
|
---|
1479 | "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
|
---|
1480 |
|
---|
1481 | "#endif",
|
---|
1482 |
|
---|
1483 | "#ifdef SHADOWMAP_CASCADE",
|
---|
1484 |
|
---|
1485 | "int inFrustumCount = 0;",
|
---|
1486 |
|
---|
1487 | "#endif",
|
---|
1488 |
|
---|
1489 | "float fDepth;",
|
---|
1490 | "vec3 shadowColor = vec3( 1.0 );",
|
---|
1491 |
|
---|
1492 | "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
---|
1493 |
|
---|
1494 | "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
|
---|
1495 |
|
---|
1496 | // "if ( something && something )" breaks ATI OpenGL shader compiler
|
---|
1497 | // "if ( all( something, something ) )" using this instead
|
---|
1498 |
|
---|
1499 | "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
|
---|
1500 | "bool inFrustum = all( inFrustumVec );",
|
---|
1501 |
|
---|
1502 | // don't shadow pixels outside of light frustum
|
---|
1503 | // use just first frustum (for cascades)
|
---|
1504 | // don't shadow pixels behind far plane of light frustum
|
---|
1505 |
|
---|
1506 | "#ifdef SHADOWMAP_CASCADE",
|
---|
1507 |
|
---|
1508 | "inFrustumCount += int( inFrustum );",
|
---|
1509 | "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
|
---|
1510 |
|
---|
1511 | "#else",
|
---|
1512 |
|
---|
1513 | "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
|
---|
1514 |
|
---|
1515 | "#endif",
|
---|
1516 |
|
---|
1517 | "bool frustumTest = all( frustumTestVec );",
|
---|
1518 |
|
---|
1519 | "if ( frustumTest ) {",
|
---|
1520 |
|
---|
1521 | "shadowCoord.z += shadowBias[ i ];",
|
---|
1522 |
|
---|
1523 | "#if defined( SHADOWMAP_TYPE_PCF )",
|
---|
1524 |
|
---|
1525 | // Percentage-close filtering
|
---|
1526 | // (9 pixel kernel)
|
---|
1527 | // http://fabiensanglard.net/shadowmappingPCF/
|
---|
1528 |
|
---|
1529 | "float shadow = 0.0;",
|
---|
1530 |
|
---|
1531 | /*
|
---|
1532 | // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
|
---|
1533 | // must enroll loop manually
|
---|
1534 |
|
---|
1535 | "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
|
---|
1536 | "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
|
---|
1537 |
|
---|
1538 | "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
|
---|
1539 |
|
---|
1540 | // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
|
---|
1541 | //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
|
---|
1542 |
|
---|
1543 | "float fDepth = unpackDepth( rgbaDepth );",
|
---|
1544 |
|
---|
1545 | "if ( fDepth < shadowCoord.z )",
|
---|
1546 | "shadow += 1.0;",
|
---|
1547 |
|
---|
1548 | "}",
|
---|
1549 |
|
---|
1550 | "shadow /= 9.0;",
|
---|
1551 |
|
---|
1552 | */
|
---|
1553 |
|
---|
1554 | "const float shadowDelta = 1.0 / 9.0;",
|
---|
1555 |
|
---|
1556 | "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
|
---|
1557 | "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
|
---|
1558 |
|
---|
1559 | "float dx0 = -1.25 * xPixelOffset;",
|
---|
1560 | "float dy0 = -1.25 * yPixelOffset;",
|
---|
1561 | "float dx1 = 1.25 * xPixelOffset;",
|
---|
1562 | "float dy1 = 1.25 * yPixelOffset;",
|
---|
1563 |
|
---|
1564 | "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
|
---|
1565 | "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
---|
1566 |
|
---|
1567 | "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
|
---|
1568 | "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
---|
1569 |
|
---|
1570 | "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
|
---|
1571 | "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
---|
1572 |
|
---|
1573 | "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
|
---|
1574 | "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
---|
1575 |
|
---|
1576 | "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
|
---|
1577 | "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
---|
1578 |
|
---|
1579 | "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
|
---|
1580 | "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
---|
1581 |
|
---|
1582 | "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
|
---|
1583 | "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
---|
1584 |
|
---|
1585 | "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
|
---|
1586 | "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
---|
1587 |
|
---|
1588 | "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
|
---|
1589 | "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
---|
1590 |
|
---|
1591 | "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
|
---|
1592 |
|
---|
1593 | "#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
|
---|
1594 |
|
---|
1595 | // Percentage-close filtering
|
---|
1596 | // (9 pixel kernel)
|
---|
1597 | // http://fabiensanglard.net/shadowmappingPCF/
|
---|
1598 |
|
---|
1599 | "float shadow = 0.0;",
|
---|
1600 |
|
---|
1601 | "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
|
---|
1602 | "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
|
---|
1603 |
|
---|
1604 | "float dx0 = -1.0 * xPixelOffset;",
|
---|
1605 | "float dy0 = -1.0 * yPixelOffset;",
|
---|
1606 | "float dx1 = 1.0 * xPixelOffset;",
|
---|
1607 | "float dy1 = 1.0 * yPixelOffset;",
|
---|
1608 |
|
---|
1609 | "mat3 shadowKernel;",
|
---|
1610 | "mat3 depthKernel;",
|
---|
1611 |
|
---|
1612 | "depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
|
---|
1613 | "depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
|
---|
1614 | "depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
|
---|
1615 | "depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
|
---|
1616 | "depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
|
---|
1617 | "depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
|
---|
1618 | "depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
|
---|
1619 | "depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
|
---|
1620 | "depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
|
---|
1621 |
|
---|
1622 | "vec3 shadowZ = vec3( shadowCoord.z );",
|
---|
1623 | "shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));",
|
---|
1624 | "shadowKernel[0] *= vec3(0.25);",
|
---|
1625 |
|
---|
1626 | "shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));",
|
---|
1627 | "shadowKernel[1] *= vec3(0.25);",
|
---|
1628 |
|
---|
1629 | "shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));",
|
---|
1630 | "shadowKernel[2] *= vec3(0.25);",
|
---|
1631 |
|
---|
1632 | "vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
|
---|
1633 |
|
---|
1634 | "shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
|
---|
1635 | "shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
|
---|
1636 |
|
---|
1637 | "vec4 shadowValues;",
|
---|
1638 | "shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
|
---|
1639 | "shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
|
---|
1640 | "shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
|
---|
1641 | "shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
|
---|
1642 |
|
---|
1643 | "shadow = dot( shadowValues, vec4( 1.0 ) );",
|
---|
1644 |
|
---|
1645 | "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
|
---|
1646 |
|
---|
1647 | "#else",
|
---|
1648 |
|
---|
1649 | "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
|
---|
1650 | "float fDepth = unpackDepth( rgbaDepth );",
|
---|
1651 |
|
---|
1652 | "if ( fDepth < shadowCoord.z )",
|
---|
1653 |
|
---|
1654 | // spot with multiple shadows is darker
|
---|
1655 |
|
---|
1656 | "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
|
---|
1657 |
|
---|
1658 | // spot with multiple shadows has the same color as single shadow spot
|
---|
1659 |
|
---|
1660 | //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
|
---|
1661 |
|
---|
1662 | "#endif",
|
---|
1663 |
|
---|
1664 | "}",
|
---|
1665 |
|
---|
1666 |
|
---|
1667 | "#ifdef SHADOWMAP_DEBUG",
|
---|
1668 |
|
---|
1669 | "#ifdef SHADOWMAP_CASCADE",
|
---|
1670 |
|
---|
1671 | "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
|
---|
1672 |
|
---|
1673 | "#else",
|
---|
1674 |
|
---|
1675 | "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
|
---|
1676 |
|
---|
1677 | "#endif",
|
---|
1678 |
|
---|
1679 | "#endif",
|
---|
1680 |
|
---|
1681 | "}",
|
---|
1682 |
|
---|
1683 | "#ifdef GAMMA_OUTPUT",
|
---|
1684 |
|
---|
1685 | "shadowColor *= shadowColor;",
|
---|
1686 |
|
---|
1687 | "#endif",
|
---|
1688 |
|
---|
1689 | "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
|
---|
1690 |
|
---|
1691 | "#endif"
|
---|
1692 |
|
---|
1693 | ].join("\n"),
|
---|
1694 |
|
---|
1695 | shadowmap_pars_vertex: [
|
---|
1696 |
|
---|
1697 | "#ifdef USE_SHADOWMAP",
|
---|
1698 |
|
---|
1699 | "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
|
---|
1700 | "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
|
---|
1701 |
|
---|
1702 | "#endif"
|
---|
1703 |
|
---|
1704 | ].join("\n"),
|
---|
1705 |
|
---|
1706 | shadowmap_vertex: [
|
---|
1707 |
|
---|
1708 | "#ifdef USE_SHADOWMAP",
|
---|
1709 |
|
---|
1710 | "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
---|
1711 |
|
---|
1712 | "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
---|
1713 |
|
---|
1714 | "}",
|
---|
1715 |
|
---|
1716 | "#endif"
|
---|
1717 |
|
---|
1718 | ].join("\n"),
|
---|
1719 |
|
---|
1720 | // ALPHATEST
|
---|
1721 |
|
---|
1722 | alphatest_fragment: [
|
---|
1723 |
|
---|
1724 | "#ifdef ALPHATEST",
|
---|
1725 |
|
---|
1726 | "if ( gl_FragColor.a < ALPHATEST ) discard;",
|
---|
1727 |
|
---|
1728 | "#endif"
|
---|
1729 |
|
---|
1730 | ].join("\n"),
|
---|
1731 |
|
---|
1732 | // LINEAR SPACE
|
---|
1733 |
|
---|
1734 | linear_to_gamma_fragment: [
|
---|
1735 |
|
---|
1736 | "#ifdef GAMMA_OUTPUT",
|
---|
1737 |
|
---|
1738 | "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
|
---|
1739 |
|
---|
1740 | "#endif"
|
---|
1741 |
|
---|
1742 | ].join("\n")
|
---|
1743 |
|
---|
1744 |
|
---|
1745 | }; |
---|