1 | /**
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2 | * Webgl Shader Library for three.js
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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 |
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10 | THREE.ShaderLib = {
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11 |
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12 | 'basic': {
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13 |
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14 | uniforms: THREE.UniformsUtils.merge( [
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15 |
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16 | THREE.UniformsLib[ "common" ],
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17 | THREE.UniformsLib[ "fog" ],
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18 | THREE.UniformsLib[ "shadowmap" ]
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19 |
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20 | ] ),
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21 |
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22 | vertexShader: [
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23 |
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24 | THREE.ShaderChunk[ "map_pars_vertex" ],
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25 | THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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26 | THREE.ShaderChunk[ "envmap_pars_vertex" ],
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27 | THREE.ShaderChunk[ "color_pars_vertex" ],
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28 | THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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29 | THREE.ShaderChunk[ "skinning_pars_vertex" ],
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30 | THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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31 |
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32 | "void main() {",
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33 |
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34 | THREE.ShaderChunk[ "map_vertex" ],
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35 | THREE.ShaderChunk[ "lightmap_vertex" ],
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36 | THREE.ShaderChunk[ "color_vertex" ],
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37 | THREE.ShaderChunk[ "skinbase_vertex" ],
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38 |
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39 | "#ifdef USE_ENVMAP",
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40 |
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41 | THREE.ShaderChunk[ "morphnormal_vertex" ],
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42 | THREE.ShaderChunk[ "skinnormal_vertex" ],
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43 | THREE.ShaderChunk[ "defaultnormal_vertex" ],
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44 |
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45 | "#endif",
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46 |
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47 | THREE.ShaderChunk[ "morphtarget_vertex" ],
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48 | THREE.ShaderChunk[ "skinning_vertex" ],
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49 | THREE.ShaderChunk[ "default_vertex" ],
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50 |
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51 | THREE.ShaderChunk[ "worldpos_vertex" ],
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52 | THREE.ShaderChunk[ "envmap_vertex" ],
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53 | THREE.ShaderChunk[ "shadowmap_vertex" ],
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54 |
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55 | "}"
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56 |
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57 | ].join("\n"),
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58 |
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59 | fragmentShader: [
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60 |
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61 | "uniform vec3 diffuse;",
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62 | "uniform float opacity;",
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63 |
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64 | THREE.ShaderChunk[ "color_pars_fragment" ],
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65 | THREE.ShaderChunk[ "map_pars_fragment" ],
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66 | THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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67 | THREE.ShaderChunk[ "envmap_pars_fragment" ],
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68 | THREE.ShaderChunk[ "fog_pars_fragment" ],
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69 | THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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70 | THREE.ShaderChunk[ "specularmap_pars_fragment" ],
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71 |
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72 | "void main() {",
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73 |
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74 | "gl_FragColor = vec4( diffuse, opacity );",
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75 |
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76 | THREE.ShaderChunk[ "map_fragment" ],
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77 | THREE.ShaderChunk[ "alphatest_fragment" ],
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78 | THREE.ShaderChunk[ "specularmap_fragment" ],
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79 | THREE.ShaderChunk[ "lightmap_fragment" ],
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80 | THREE.ShaderChunk[ "color_fragment" ],
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81 | THREE.ShaderChunk[ "envmap_fragment" ],
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82 | THREE.ShaderChunk[ "shadowmap_fragment" ],
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83 |
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84 | THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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85 |
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86 | THREE.ShaderChunk[ "fog_fragment" ],
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87 |
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88 | "}"
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89 |
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90 | ].join("\n")
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91 |
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92 | },
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93 |
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94 | 'lambert': {
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95 |
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96 | uniforms: THREE.UniformsUtils.merge( [
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97 |
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98 | THREE.UniformsLib[ "common" ],
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99 | THREE.UniformsLib[ "fog" ],
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100 | THREE.UniformsLib[ "lights" ],
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101 | THREE.UniformsLib[ "shadowmap" ],
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102 |
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103 | {
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104 | "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
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105 | "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
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106 | "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
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107 | }
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108 |
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109 | ] ),
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110 |
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111 | vertexShader: [
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112 |
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113 | "#define LAMBERT",
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114 |
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115 | "varying vec3 vLightFront;",
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116 |
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117 | "#ifdef DOUBLE_SIDED",
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118 |
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119 | "varying vec3 vLightBack;",
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120 |
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121 | "#endif",
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122 |
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123 | THREE.ShaderChunk[ "map_pars_vertex" ],
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124 | THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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125 | THREE.ShaderChunk[ "envmap_pars_vertex" ],
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126 | THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
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127 | THREE.ShaderChunk[ "color_pars_vertex" ],
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128 | THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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129 | THREE.ShaderChunk[ "skinning_pars_vertex" ],
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130 | THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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131 |
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132 | "void main() {",
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133 |
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134 | THREE.ShaderChunk[ "map_vertex" ],
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135 | THREE.ShaderChunk[ "lightmap_vertex" ],
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136 | THREE.ShaderChunk[ "color_vertex" ],
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137 |
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138 | THREE.ShaderChunk[ "morphnormal_vertex" ],
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139 | THREE.ShaderChunk[ "skinbase_vertex" ],
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140 | THREE.ShaderChunk[ "skinnormal_vertex" ],
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141 | THREE.ShaderChunk[ "defaultnormal_vertex" ],
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142 |
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143 | THREE.ShaderChunk[ "morphtarget_vertex" ],
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144 | THREE.ShaderChunk[ "skinning_vertex" ],
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145 | THREE.ShaderChunk[ "default_vertex" ],
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146 |
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147 | THREE.ShaderChunk[ "worldpos_vertex" ],
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148 | THREE.ShaderChunk[ "envmap_vertex" ],
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149 | THREE.ShaderChunk[ "lights_lambert_vertex" ],
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150 | THREE.ShaderChunk[ "shadowmap_vertex" ],
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151 |
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152 | "}"
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153 |
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154 | ].join("\n"),
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155 |
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156 | fragmentShader: [
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157 |
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158 | "uniform float opacity;",
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159 |
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160 | "varying vec3 vLightFront;",
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161 |
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162 | "#ifdef DOUBLE_SIDED",
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163 |
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164 | "varying vec3 vLightBack;",
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165 |
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166 | "#endif",
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167 |
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168 | THREE.ShaderChunk[ "color_pars_fragment" ],
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169 | THREE.ShaderChunk[ "map_pars_fragment" ],
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170 | THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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171 | THREE.ShaderChunk[ "envmap_pars_fragment" ],
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172 | THREE.ShaderChunk[ "fog_pars_fragment" ],
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173 | THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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174 | THREE.ShaderChunk[ "specularmap_pars_fragment" ],
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175 |
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176 | "void main() {",
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177 |
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178 | "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
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179 |
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180 | THREE.ShaderChunk[ "map_fragment" ],
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181 | THREE.ShaderChunk[ "alphatest_fragment" ],
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182 | THREE.ShaderChunk[ "specularmap_fragment" ],
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183 |
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184 | "#ifdef DOUBLE_SIDED",
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185 |
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186 | //"float isFront = float( gl_FrontFacing );",
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187 | //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
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188 |
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189 | "if ( gl_FrontFacing )",
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190 | "gl_FragColor.xyz *= vLightFront;",
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191 | "else",
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192 | "gl_FragColor.xyz *= vLightBack;",
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193 |
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194 | "#else",
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195 |
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196 | "gl_FragColor.xyz *= vLightFront;",
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197 |
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198 | "#endif",
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199 |
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200 | THREE.ShaderChunk[ "lightmap_fragment" ],
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201 | THREE.ShaderChunk[ "color_fragment" ],
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202 | THREE.ShaderChunk[ "envmap_fragment" ],
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203 | THREE.ShaderChunk[ "shadowmap_fragment" ],
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204 |
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205 | THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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206 |
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207 | THREE.ShaderChunk[ "fog_fragment" ],
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208 |
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209 | "}"
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210 |
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211 | ].join("\n")
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212 |
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213 | },
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214 |
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215 | 'phong': {
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216 |
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217 | uniforms: THREE.UniformsUtils.merge( [
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218 |
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219 | THREE.UniformsLib[ "common" ],
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220 | THREE.UniformsLib[ "bump" ],
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221 | THREE.UniformsLib[ "normalmap" ],
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222 | THREE.UniformsLib[ "fog" ],
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223 | THREE.UniformsLib[ "lights" ],
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224 | THREE.UniformsLib[ "shadowmap" ],
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225 |
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226 | {
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227 | "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
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228 | "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
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229 | "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
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230 | "shininess": { type: "f", value: 30 },
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231 | "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
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232 | }
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233 |
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234 | ] ),
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235 |
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236 | vertexShader: [
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237 |
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238 | "#define PHONG",
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239 |
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240 | "varying vec3 vViewPosition;",
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241 | "varying vec3 vNormal;",
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242 |
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243 | THREE.ShaderChunk[ "map_pars_vertex" ],
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244 | THREE.ShaderChunk[ "lightmap_pars_vertex" ],
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245 | THREE.ShaderChunk[ "envmap_pars_vertex" ],
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246 | THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
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247 | THREE.ShaderChunk[ "color_pars_vertex" ],
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248 | THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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249 | THREE.ShaderChunk[ "skinning_pars_vertex" ],
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250 | THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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251 |
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252 | "void main() {",
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253 |
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254 | THREE.ShaderChunk[ "map_vertex" ],
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255 | THREE.ShaderChunk[ "lightmap_vertex" ],
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256 | THREE.ShaderChunk[ "color_vertex" ],
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257 |
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258 | THREE.ShaderChunk[ "morphnormal_vertex" ],
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259 | THREE.ShaderChunk[ "skinbase_vertex" ],
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260 | THREE.ShaderChunk[ "skinnormal_vertex" ],
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261 | THREE.ShaderChunk[ "defaultnormal_vertex" ],
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262 |
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263 | "vNormal = normalize( transformedNormal );",
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264 |
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265 | THREE.ShaderChunk[ "morphtarget_vertex" ],
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266 | THREE.ShaderChunk[ "skinning_vertex" ],
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267 | THREE.ShaderChunk[ "default_vertex" ],
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268 |
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269 | "vViewPosition = -mvPosition.xyz;",
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270 |
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271 | THREE.ShaderChunk[ "worldpos_vertex" ],
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272 | THREE.ShaderChunk[ "envmap_vertex" ],
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273 | THREE.ShaderChunk[ "lights_phong_vertex" ],
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274 | THREE.ShaderChunk[ "shadowmap_vertex" ],
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275 |
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276 | "}"
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277 |
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278 | ].join("\n"),
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279 |
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280 | fragmentShader: [
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281 |
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282 | "uniform vec3 diffuse;",
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283 | "uniform float opacity;",
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284 |
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285 | "uniform vec3 ambient;",
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286 | "uniform vec3 emissive;",
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287 | "uniform vec3 specular;",
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288 | "uniform float shininess;",
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289 |
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290 | THREE.ShaderChunk[ "color_pars_fragment" ],
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291 | THREE.ShaderChunk[ "map_pars_fragment" ],
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292 | THREE.ShaderChunk[ "lightmap_pars_fragment" ],
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293 | THREE.ShaderChunk[ "envmap_pars_fragment" ],
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294 | THREE.ShaderChunk[ "fog_pars_fragment" ],
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295 | THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
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296 | THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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297 | THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
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298 | THREE.ShaderChunk[ "normalmap_pars_fragment" ],
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299 | THREE.ShaderChunk[ "specularmap_pars_fragment" ],
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300 |
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301 | "void main() {",
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302 |
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303 | "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
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304 |
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305 | THREE.ShaderChunk[ "map_fragment" ],
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306 | THREE.ShaderChunk[ "alphatest_fragment" ],
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307 | THREE.ShaderChunk[ "specularmap_fragment" ],
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308 |
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309 | THREE.ShaderChunk[ "lights_phong_fragment" ],
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310 |
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311 | THREE.ShaderChunk[ "lightmap_fragment" ],
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312 | THREE.ShaderChunk[ "color_fragment" ],
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313 | THREE.ShaderChunk[ "envmap_fragment" ],
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314 | THREE.ShaderChunk[ "shadowmap_fragment" ],
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315 |
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316 | THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
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317 |
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318 | THREE.ShaderChunk[ "fog_fragment" ],
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319 |
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320 | "}"
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321 |
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322 | ].join("\n")
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323 |
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324 | },
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325 |
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326 | 'particle_basic': {
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327 |
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328 | uniforms: THREE.UniformsUtils.merge( [
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329 |
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330 | THREE.UniformsLib[ "particle" ],
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331 | THREE.UniformsLib[ "shadowmap" ]
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332 |
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333 | ] ),
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334 |
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335 | vertexShader: [
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336 |
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337 | "uniform float size;",
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338 | "uniform float scale;",
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339 |
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340 | THREE.ShaderChunk[ "color_pars_vertex" ],
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341 | THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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342 |
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343 | "void main() {",
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344 |
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345 | THREE.ShaderChunk[ "color_vertex" ],
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346 |
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347 | "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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348 |
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349 | "#ifdef USE_SIZEATTENUATION",
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350 | "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
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351 | "#else",
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352 | "gl_PointSize = size;",
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353 | "#endif",
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354 |
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355 | "gl_Position = projectionMatrix * mvPosition;",
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356 |
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357 | THREE.ShaderChunk[ "worldpos_vertex" ],
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358 | THREE.ShaderChunk[ "shadowmap_vertex" ],
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359 |
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360 | "}"
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361 |
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362 | ].join("\n"),
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363 |
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364 | fragmentShader: [
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365 |
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366 | "uniform vec3 psColor;",
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367 | "uniform float opacity;",
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368 |
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369 | THREE.ShaderChunk[ "color_pars_fragment" ],
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370 | THREE.ShaderChunk[ "map_particle_pars_fragment" ],
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371 | THREE.ShaderChunk[ "fog_pars_fragment" ],
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372 | THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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373 |
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374 | "void main() {",
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375 |
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376 | "gl_FragColor = vec4( psColor, opacity );",
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377 |
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378 | THREE.ShaderChunk[ "map_particle_fragment" ],
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379 | THREE.ShaderChunk[ "alphatest_fragment" ],
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380 | THREE.ShaderChunk[ "color_fragment" ],
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381 | THREE.ShaderChunk[ "shadowmap_fragment" ],
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382 | THREE.ShaderChunk[ "fog_fragment" ],
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383 |
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384 | "}"
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385 |
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386 | ].join("\n")
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387 |
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388 | },
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389 |
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390 | 'dashed': {
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391 |
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392 | uniforms: THREE.UniformsUtils.merge( [
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393 |
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394 | THREE.UniformsLib[ "common" ],
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395 | THREE.UniformsLib[ "fog" ],
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396 |
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397 | {
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398 | "scale": { type: "f", value: 1 },
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399 | "dashSize": { type: "f", value: 1 },
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400 | "totalSize": { type: "f", value: 2 }
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401 | }
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402 |
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403 | ] ),
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404 |
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405 | vertexShader: [
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406 |
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407 | "uniform float scale;",
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408 | "attribute float lineDistance;",
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409 |
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410 | "varying float vLineDistance;",
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411 |
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412 | THREE.ShaderChunk[ "color_pars_vertex" ],
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413 |
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414 | "void main() {",
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415 |
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416 | THREE.ShaderChunk[ "color_vertex" ],
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417 |
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418 | "vLineDistance = scale * lineDistance;",
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419 |
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420 | "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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421 | "gl_Position = projectionMatrix * mvPosition;",
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422 |
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423 | "}"
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424 |
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425 | ].join("\n"),
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426 |
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427 | fragmentShader: [
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428 |
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429 | "uniform vec3 diffuse;",
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430 | "uniform float opacity;",
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431 |
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432 | "uniform float dashSize;",
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433 | "uniform float totalSize;",
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434 |
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435 | "varying float vLineDistance;",
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436 |
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437 | THREE.ShaderChunk[ "color_pars_fragment" ],
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438 | THREE.ShaderChunk[ "fog_pars_fragment" ],
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439 |
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440 | "void main() {",
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441 |
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442 | "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
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443 |
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444 | "discard;",
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445 |
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446 | "}",
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447 |
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448 | "gl_FragColor = vec4( diffuse, opacity );",
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449 |
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450 | THREE.ShaderChunk[ "color_fragment" ],
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451 | THREE.ShaderChunk[ "fog_fragment" ],
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452 |
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453 | "}"
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454 |
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455 | ].join("\n")
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456 |
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457 | },
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458 |
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459 | 'depth': {
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460 |
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461 | uniforms: {
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462 |
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463 | "mNear": { type: "f", value: 1.0 },
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464 | "mFar" : { type: "f", value: 2000.0 },
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465 | "opacity" : { type: "f", value: 1.0 }
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466 |
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467 | },
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468 |
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469 | vertexShader: [
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470 |
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471 | "void main() {",
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472 |
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473 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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474 |
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475 | "}"
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476 |
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477 | ].join("\n"),
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478 |
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479 | fragmentShader: [
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480 |
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481 | "uniform float mNear;",
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482 | "uniform float mFar;",
|
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483 | "uniform float opacity;",
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484 |
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485 | "void main() {",
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486 |
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487 | "float depth = gl_FragCoord.z / gl_FragCoord.w;",
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488 | "float color = 1.0 - smoothstep( mNear, mFar, depth );",
|
---|
489 | "gl_FragColor = vec4( vec3( color ), opacity );",
|
---|
490 |
|
---|
491 | "}"
|
---|
492 |
|
---|
493 | ].join("\n")
|
---|
494 |
|
---|
495 | },
|
---|
496 |
|
---|
497 | 'normal': {
|
---|
498 |
|
---|
499 | uniforms: {
|
---|
500 |
|
---|
501 | "opacity" : { type: "f", value: 1.0 }
|
---|
502 |
|
---|
503 | },
|
---|
504 |
|
---|
505 | vertexShader: [
|
---|
506 |
|
---|
507 | "varying vec3 vNormal;",
|
---|
508 |
|
---|
509 | THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
---|
510 |
|
---|
511 | "void main() {",
|
---|
512 |
|
---|
513 | "vNormal = normalize( normalMatrix * normal );",
|
---|
514 |
|
---|
515 | THREE.ShaderChunk[ "morphtarget_vertex" ],
|
---|
516 | THREE.ShaderChunk[ "default_vertex" ],
|
---|
517 |
|
---|
518 | "}"
|
---|
519 |
|
---|
520 | ].join("\n"),
|
---|
521 |
|
---|
522 | fragmentShader: [
|
---|
523 |
|
---|
524 | "uniform float opacity;",
|
---|
525 | "varying vec3 vNormal;",
|
---|
526 |
|
---|
527 | "void main() {",
|
---|
528 |
|
---|
529 | "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
|
---|
530 |
|
---|
531 | "}"
|
---|
532 |
|
---|
533 | ].join("\n")
|
---|
534 |
|
---|
535 | },
|
---|
536 |
|
---|
537 | /* -------------------------------------------------------------------------
|
---|
538 | // Normal map shader
|
---|
539 | // - Blinn-Phong
|
---|
540 | // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
|
---|
541 | // - point and directional lights (use with "lights: true" material option)
|
---|
542 | ------------------------------------------------------------------------- */
|
---|
543 |
|
---|
544 | 'normalmap' : {
|
---|
545 |
|
---|
546 | uniforms: THREE.UniformsUtils.merge( [
|
---|
547 |
|
---|
548 | THREE.UniformsLib[ "fog" ],
|
---|
549 | THREE.UniformsLib[ "lights" ],
|
---|
550 | THREE.UniformsLib[ "shadowmap" ],
|
---|
551 |
|
---|
552 | {
|
---|
553 |
|
---|
554 | "enableAO" : { type: "i", value: 0 },
|
---|
555 | "enableDiffuse" : { type: "i", value: 0 },
|
---|
556 | "enableSpecular" : { type: "i", value: 0 },
|
---|
557 | "enableReflection": { type: "i", value: 0 },
|
---|
558 | "enableDisplacement": { type: "i", value: 0 },
|
---|
559 |
|
---|
560 | "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
|
---|
561 | "tDiffuse" : { type: "t", value: null },
|
---|
562 | "tCube" : { type: "t", value: null },
|
---|
563 | "tNormal" : { type: "t", value: null },
|
---|
564 | "tSpecular" : { type: "t", value: null },
|
---|
565 | "tAO" : { type: "t", value: null },
|
---|
566 |
|
---|
567 | "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
---|
568 |
|
---|
569 | "uDisplacementBias": { type: "f", value: 0.0 },
|
---|
570 | "uDisplacementScale": { type: "f", value: 1.0 },
|
---|
571 |
|
---|
572 | "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
|
---|
573 | "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
|
---|
574 | "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
|
---|
575 | "shininess": { type: "f", value: 30 },
|
---|
576 | "opacity": { type: "f", value: 1 },
|
---|
577 |
|
---|
578 | "useRefract": { type: "i", value: 0 },
|
---|
579 | "refractionRatio": { type: "f", value: 0.98 },
|
---|
580 | "reflectivity": { type: "f", value: 0.5 },
|
---|
581 |
|
---|
582 | "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
|
---|
583 | "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
---|
584 |
|
---|
585 | "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
---|
586 |
|
---|
587 | }
|
---|
588 |
|
---|
589 | ] ),
|
---|
590 |
|
---|
591 | fragmentShader: [
|
---|
592 |
|
---|
593 | "uniform vec3 ambient;",
|
---|
594 | "uniform vec3 diffuse;",
|
---|
595 | "uniform vec3 specular;",
|
---|
596 | "uniform float shininess;",
|
---|
597 | "uniform float opacity;",
|
---|
598 |
|
---|
599 | "uniform bool enableDiffuse;",
|
---|
600 | "uniform bool enableSpecular;",
|
---|
601 | "uniform bool enableAO;",
|
---|
602 | "uniform bool enableReflection;",
|
---|
603 |
|
---|
604 | "uniform sampler2D tDiffuse;",
|
---|
605 | "uniform sampler2D tNormal;",
|
---|
606 | "uniform sampler2D tSpecular;",
|
---|
607 | "uniform sampler2D tAO;",
|
---|
608 |
|
---|
609 | "uniform samplerCube tCube;",
|
---|
610 |
|
---|
611 | "uniform vec2 uNormalScale;",
|
---|
612 |
|
---|
613 | "uniform bool useRefract;",
|
---|
614 | "uniform float refractionRatio;",
|
---|
615 | "uniform float reflectivity;",
|
---|
616 |
|
---|
617 | "varying vec3 vTangent;",
|
---|
618 | "varying vec3 vBinormal;",
|
---|
619 | "varying vec3 vNormal;",
|
---|
620 | "varying vec2 vUv;",
|
---|
621 |
|
---|
622 | "uniform vec3 ambientLightColor;",
|
---|
623 |
|
---|
624 | "#if MAX_DIR_LIGHTS > 0",
|
---|
625 |
|
---|
626 | "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
---|
627 | "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
---|
628 |
|
---|
629 | "#endif",
|
---|
630 |
|
---|
631 | "#if MAX_HEMI_LIGHTS > 0",
|
---|
632 |
|
---|
633 | "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
---|
634 | "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
---|
635 | "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
---|
636 |
|
---|
637 | "#endif",
|
---|
638 |
|
---|
639 | "#if MAX_POINT_LIGHTS > 0",
|
---|
640 |
|
---|
641 | "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
---|
642 | "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
---|
643 | "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
---|
644 |
|
---|
645 | "#endif",
|
---|
646 |
|
---|
647 | "#if MAX_SPOT_LIGHTS > 0",
|
---|
648 |
|
---|
649 | "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
---|
650 | "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
---|
651 | "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
---|
652 | "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
---|
653 | "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
---|
654 | "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
---|
655 |
|
---|
656 | "#endif",
|
---|
657 |
|
---|
658 | "#ifdef WRAP_AROUND",
|
---|
659 |
|
---|
660 | "uniform vec3 wrapRGB;",
|
---|
661 |
|
---|
662 | "#endif",
|
---|
663 |
|
---|
664 | "varying vec3 vWorldPosition;",
|
---|
665 | "varying vec3 vViewPosition;",
|
---|
666 |
|
---|
667 | THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
---|
668 | THREE.ShaderChunk[ "fog_pars_fragment" ],
|
---|
669 |
|
---|
670 | "void main() {",
|
---|
671 |
|
---|
672 | "gl_FragColor = vec4( vec3( 1.0 ), opacity );",
|
---|
673 |
|
---|
674 | "vec3 specularTex = vec3( 1.0 );",
|
---|
675 |
|
---|
676 | "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
|
---|
677 | "normalTex.xy *= uNormalScale;",
|
---|
678 | "normalTex = normalize( normalTex );",
|
---|
679 |
|
---|
680 | "if( enableDiffuse ) {",
|
---|
681 |
|
---|
682 | "#ifdef GAMMA_INPUT",
|
---|
683 |
|
---|
684 | "vec4 texelColor = texture2D( tDiffuse, vUv );",
|
---|
685 | "texelColor.xyz *= texelColor.xyz;",
|
---|
686 |
|
---|
687 | "gl_FragColor = gl_FragColor * texelColor;",
|
---|
688 |
|
---|
689 | "#else",
|
---|
690 |
|
---|
691 | "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
|
---|
692 |
|
---|
693 | "#endif",
|
---|
694 |
|
---|
695 | "}",
|
---|
696 |
|
---|
697 | "if( enableAO ) {",
|
---|
698 |
|
---|
699 | "#ifdef GAMMA_INPUT",
|
---|
700 |
|
---|
701 | "vec4 aoColor = texture2D( tAO, vUv );",
|
---|
702 | "aoColor.xyz *= aoColor.xyz;",
|
---|
703 |
|
---|
704 | "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
|
---|
705 |
|
---|
706 | "#else",
|
---|
707 |
|
---|
708 | "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
|
---|
709 |
|
---|
710 | "#endif",
|
---|
711 |
|
---|
712 | "}",
|
---|
713 |
|
---|
714 | "if( enableSpecular )",
|
---|
715 | "specularTex = texture2D( tSpecular, vUv ).xyz;",
|
---|
716 |
|
---|
717 | "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
|
---|
718 | "vec3 finalNormal = tsb * normalTex;",
|
---|
719 |
|
---|
720 | "#ifdef FLIP_SIDED",
|
---|
721 |
|
---|
722 | "finalNormal = -finalNormal;",
|
---|
723 |
|
---|
724 | "#endif",
|
---|
725 |
|
---|
726 | "vec3 normal = normalize( finalNormal );",
|
---|
727 | "vec3 viewPosition = normalize( vViewPosition );",
|
---|
728 |
|
---|
729 | // point lights
|
---|
730 |
|
---|
731 | "#if MAX_POINT_LIGHTS > 0",
|
---|
732 |
|
---|
733 | "vec3 pointDiffuse = vec3( 0.0 );",
|
---|
734 | "vec3 pointSpecular = vec3( 0.0 );",
|
---|
735 |
|
---|
736 | "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
---|
737 |
|
---|
738 | "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
---|
739 | "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
|
---|
740 |
|
---|
741 | "float pointDistance = 1.0;",
|
---|
742 | "if ( pointLightDistance[ i ] > 0.0 )",
|
---|
743 | "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
|
---|
744 |
|
---|
745 | "pointVector = normalize( pointVector );",
|
---|
746 |
|
---|
747 | // diffuse
|
---|
748 |
|
---|
749 | "#ifdef WRAP_AROUND",
|
---|
750 |
|
---|
751 | "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
|
---|
752 | "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
|
---|
753 |
|
---|
754 | "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
|
---|
755 |
|
---|
756 | "#else",
|
---|
757 |
|
---|
758 | "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
|
---|
759 |
|
---|
760 | "#endif",
|
---|
761 |
|
---|
762 | "pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
|
---|
763 |
|
---|
764 | // specular
|
---|
765 |
|
---|
766 | "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
|
---|
767 | "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
---|
768 | "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
|
---|
769 |
|
---|
770 | // 2.0 => 2.0001 is hack to work around ANGLE bug
|
---|
771 |
|
---|
772 | "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
---|
773 |
|
---|
774 | "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
|
---|
775 | "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
|
---|
776 |
|
---|
777 | "}",
|
---|
778 |
|
---|
779 | "#endif",
|
---|
780 |
|
---|
781 | // spot lights
|
---|
782 |
|
---|
783 | "#if MAX_SPOT_LIGHTS > 0",
|
---|
784 |
|
---|
785 | "vec3 spotDiffuse = vec3( 0.0 );",
|
---|
786 | "vec3 spotSpecular = vec3( 0.0 );",
|
---|
787 |
|
---|
788 | "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
---|
789 |
|
---|
790 | "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
---|
791 | "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
|
---|
792 |
|
---|
793 | "float spotDistance = 1.0;",
|
---|
794 | "if ( spotLightDistance[ i ] > 0.0 )",
|
---|
795 | "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
|
---|
796 |
|
---|
797 | "spotVector = normalize( spotVector );",
|
---|
798 |
|
---|
799 | "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
---|
800 |
|
---|
801 | "if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
---|
802 |
|
---|
803 | "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
---|
804 |
|
---|
805 | // diffuse
|
---|
806 |
|
---|
807 | "#ifdef WRAP_AROUND",
|
---|
808 |
|
---|
809 | "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
|
---|
810 | "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
|
---|
811 |
|
---|
812 | "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
|
---|
813 |
|
---|
814 | "#else",
|
---|
815 |
|
---|
816 | "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
|
---|
817 |
|
---|
818 | "#endif",
|
---|
819 |
|
---|
820 | "spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
|
---|
821 |
|
---|
822 | // specular
|
---|
823 |
|
---|
824 | "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
|
---|
825 | "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
---|
826 | "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
|
---|
827 |
|
---|
828 | // 2.0 => 2.0001 is hack to work around ANGLE bug
|
---|
829 |
|
---|
830 | "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
---|
831 |
|
---|
832 | "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
|
---|
833 | "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
|
---|
834 |
|
---|
835 | "}",
|
---|
836 |
|
---|
837 | "}",
|
---|
838 |
|
---|
839 | "#endif",
|
---|
840 |
|
---|
841 | // directional lights
|
---|
842 |
|
---|
843 | "#if MAX_DIR_LIGHTS > 0",
|
---|
844 |
|
---|
845 | "vec3 dirDiffuse = vec3( 0.0 );",
|
---|
846 | "vec3 dirSpecular = vec3( 0.0 );",
|
---|
847 |
|
---|
848 | "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
|
---|
849 |
|
---|
850 | "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
---|
851 | "vec3 dirVector = normalize( lDirection.xyz );",
|
---|
852 |
|
---|
853 | // diffuse
|
---|
854 |
|
---|
855 | "#ifdef WRAP_AROUND",
|
---|
856 |
|
---|
857 | "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
|
---|
858 | "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
|
---|
859 |
|
---|
860 | "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
|
---|
861 |
|
---|
862 | "#else",
|
---|
863 |
|
---|
864 | "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
|
---|
865 |
|
---|
866 | "#endif",
|
---|
867 |
|
---|
868 | "dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
|
---|
869 |
|
---|
870 | // specular
|
---|
871 |
|
---|
872 | "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
---|
873 | "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
---|
874 | "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
|
---|
875 |
|
---|
876 | // 2.0 => 2.0001 is hack to work around ANGLE bug
|
---|
877 |
|
---|
878 | "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
---|
879 |
|
---|
880 | "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
|
---|
881 | "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
---|
882 |
|
---|
883 | "}",
|
---|
884 |
|
---|
885 | "#endif",
|
---|
886 |
|
---|
887 | // hemisphere lights
|
---|
888 |
|
---|
889 | "#if MAX_HEMI_LIGHTS > 0",
|
---|
890 |
|
---|
891 | "vec3 hemiDiffuse = vec3( 0.0 );",
|
---|
892 | "vec3 hemiSpecular = vec3( 0.0 );" ,
|
---|
893 |
|
---|
894 | "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
---|
895 |
|
---|
896 | "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
---|
897 | "vec3 lVector = normalize( lDirection.xyz );",
|
---|
898 |
|
---|
899 | // diffuse
|
---|
900 |
|
---|
901 | "float dotProduct = dot( normal, lVector );",
|
---|
902 | "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
---|
903 |
|
---|
904 | "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
---|
905 |
|
---|
906 | "hemiDiffuse += diffuse * hemiColor;",
|
---|
907 |
|
---|
908 | // specular (sky light)
|
---|
909 |
|
---|
910 |
|
---|
911 | "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
---|
912 | "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
---|
913 | "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
|
---|
914 |
|
---|
915 | // specular (ground light)
|
---|
916 |
|
---|
917 | "vec3 lVectorGround = -lVector;",
|
---|
918 |
|
---|
919 | "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
---|
920 | "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
---|
921 | "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
|
---|
922 |
|
---|
923 | "float dotProductGround = dot( normal, lVectorGround );",
|
---|
924 |
|
---|
925 | // 2.0 => 2.0001 is hack to work around ANGLE bug
|
---|
926 |
|
---|
927 | "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
---|
928 |
|
---|
929 | "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
|
---|
930 | "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
---|
931 | "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
---|
932 |
|
---|
933 | "}",
|
---|
934 |
|
---|
935 | "#endif",
|
---|
936 |
|
---|
937 | // all lights contribution summation
|
---|
938 |
|
---|
939 | "vec3 totalDiffuse = vec3( 0.0 );",
|
---|
940 | "vec3 totalSpecular = vec3( 0.0 );",
|
---|
941 |
|
---|
942 | "#if MAX_DIR_LIGHTS > 0",
|
---|
943 |
|
---|
944 | "totalDiffuse += dirDiffuse;",
|
---|
945 | "totalSpecular += dirSpecular;",
|
---|
946 |
|
---|
947 | "#endif",
|
---|
948 |
|
---|
949 | "#if MAX_HEMI_LIGHTS > 0",
|
---|
950 |
|
---|
951 | "totalDiffuse += hemiDiffuse;",
|
---|
952 | "totalSpecular += hemiSpecular;",
|
---|
953 |
|
---|
954 | "#endif",
|
---|
955 |
|
---|
956 | "#if MAX_POINT_LIGHTS > 0",
|
---|
957 |
|
---|
958 | "totalDiffuse += pointDiffuse;",
|
---|
959 | "totalSpecular += pointSpecular;",
|
---|
960 |
|
---|
961 | "#endif",
|
---|
962 |
|
---|
963 | "#if MAX_SPOT_LIGHTS > 0",
|
---|
964 |
|
---|
965 | "totalDiffuse += spotDiffuse;",
|
---|
966 | "totalSpecular += spotSpecular;",
|
---|
967 |
|
---|
968 | "#endif",
|
---|
969 |
|
---|
970 | "#ifdef METAL",
|
---|
971 |
|
---|
972 | "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
|
---|
973 |
|
---|
974 | "#else",
|
---|
975 |
|
---|
976 | "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
|
---|
977 |
|
---|
978 | "#endif",
|
---|
979 |
|
---|
980 | "if ( enableReflection ) {",
|
---|
981 |
|
---|
982 | "vec3 vReflect;",
|
---|
983 | "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
---|
984 |
|
---|
985 | "if ( useRefract ) {",
|
---|
986 |
|
---|
987 | "vReflect = refract( cameraToVertex, normal, refractionRatio );",
|
---|
988 |
|
---|
989 | "} else {",
|
---|
990 |
|
---|
991 | "vReflect = reflect( cameraToVertex, normal );",
|
---|
992 |
|
---|
993 | "}",
|
---|
994 |
|
---|
995 | "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
---|
996 |
|
---|
997 | "#ifdef GAMMA_INPUT",
|
---|
998 |
|
---|
999 | "cubeColor.xyz *= cubeColor.xyz;",
|
---|
1000 |
|
---|
1001 | "#endif",
|
---|
1002 |
|
---|
1003 | "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
|
---|
1004 |
|
---|
1005 | "}",
|
---|
1006 |
|
---|
1007 | THREE.ShaderChunk[ "shadowmap_fragment" ],
|
---|
1008 | THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
---|
1009 | THREE.ShaderChunk[ "fog_fragment" ],
|
---|
1010 |
|
---|
1011 | "}"
|
---|
1012 |
|
---|
1013 | ].join("\n"),
|
---|
1014 |
|
---|
1015 | vertexShader: [
|
---|
1016 |
|
---|
1017 | "attribute vec4 tangent;",
|
---|
1018 |
|
---|
1019 | "uniform vec2 uOffset;",
|
---|
1020 | "uniform vec2 uRepeat;",
|
---|
1021 |
|
---|
1022 | "uniform bool enableDisplacement;",
|
---|
1023 |
|
---|
1024 | "#ifdef VERTEX_TEXTURES",
|
---|
1025 |
|
---|
1026 | "uniform sampler2D tDisplacement;",
|
---|
1027 | "uniform float uDisplacementScale;",
|
---|
1028 | "uniform float uDisplacementBias;",
|
---|
1029 |
|
---|
1030 | "#endif",
|
---|
1031 |
|
---|
1032 | "varying vec3 vTangent;",
|
---|
1033 | "varying vec3 vBinormal;",
|
---|
1034 | "varying vec3 vNormal;",
|
---|
1035 | "varying vec2 vUv;",
|
---|
1036 |
|
---|
1037 | "varying vec3 vWorldPosition;",
|
---|
1038 | "varying vec3 vViewPosition;",
|
---|
1039 |
|
---|
1040 | THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
---|
1041 | THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
---|
1042 |
|
---|
1043 | "void main() {",
|
---|
1044 |
|
---|
1045 | THREE.ShaderChunk[ "skinbase_vertex" ],
|
---|
1046 | THREE.ShaderChunk[ "skinnormal_vertex" ],
|
---|
1047 |
|
---|
1048 | // normal, tangent and binormal vectors
|
---|
1049 |
|
---|
1050 | "#ifdef USE_SKINNING",
|
---|
1051 |
|
---|
1052 | "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
|
---|
1053 |
|
---|
1054 | "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
|
---|
1055 | "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
|
---|
1056 |
|
---|
1057 | "#else",
|
---|
1058 |
|
---|
1059 | "vNormal = normalize( normalMatrix * normal );",
|
---|
1060 | "vTangent = normalize( normalMatrix * tangent.xyz );",
|
---|
1061 |
|
---|
1062 | "#endif",
|
---|
1063 |
|
---|
1064 | "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
|
---|
1065 |
|
---|
1066 | "vUv = uv * uRepeat + uOffset;",
|
---|
1067 |
|
---|
1068 | // displacement mapping
|
---|
1069 |
|
---|
1070 | "vec3 displacedPosition;",
|
---|
1071 |
|
---|
1072 | "#ifdef VERTEX_TEXTURES",
|
---|
1073 |
|
---|
1074 | "if ( enableDisplacement ) {",
|
---|
1075 |
|
---|
1076 | "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
---|
1077 | "float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
---|
1078 | "displacedPosition = position + normalize( normal ) * df;",
|
---|
1079 |
|
---|
1080 | "} else {",
|
---|
1081 |
|
---|
1082 | "#ifdef USE_SKINNING",
|
---|
1083 |
|
---|
1084 | "vec4 skinVertex = vec4( position, 1.0 );",
|
---|
1085 |
|
---|
1086 | "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
---|
1087 | "skinned += boneMatY * skinVertex * skinWeight.y;",
|
---|
1088 |
|
---|
1089 | "displacedPosition = skinned.xyz;",
|
---|
1090 |
|
---|
1091 | "#else",
|
---|
1092 |
|
---|
1093 | "displacedPosition = position;",
|
---|
1094 |
|
---|
1095 | "#endif",
|
---|
1096 |
|
---|
1097 | "}",
|
---|
1098 |
|
---|
1099 | "#else",
|
---|
1100 |
|
---|
1101 | "#ifdef USE_SKINNING",
|
---|
1102 |
|
---|
1103 | "vec4 skinVertex = vec4( position, 1.0 );",
|
---|
1104 |
|
---|
1105 | "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
---|
1106 | "skinned += boneMatY * skinVertex * skinWeight.y;",
|
---|
1107 |
|
---|
1108 | "displacedPosition = skinned.xyz;",
|
---|
1109 |
|
---|
1110 | "#else",
|
---|
1111 |
|
---|
1112 | "displacedPosition = position;",
|
---|
1113 |
|
---|
1114 | "#endif",
|
---|
1115 |
|
---|
1116 | "#endif",
|
---|
1117 |
|
---|
1118 | //
|
---|
1119 |
|
---|
1120 | "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
|
---|
1121 | "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
|
---|
1122 |
|
---|
1123 | "gl_Position = projectionMatrix * mvPosition;",
|
---|
1124 |
|
---|
1125 | //
|
---|
1126 |
|
---|
1127 | "vWorldPosition = worldPosition.xyz;",
|
---|
1128 | "vViewPosition = -mvPosition.xyz;",
|
---|
1129 |
|
---|
1130 | // shadows
|
---|
1131 |
|
---|
1132 | "#ifdef USE_SHADOWMAP",
|
---|
1133 |
|
---|
1134 | "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
---|
1135 |
|
---|
1136 | "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
---|
1137 |
|
---|
1138 | "}",
|
---|
1139 |
|
---|
1140 | "#endif",
|
---|
1141 |
|
---|
1142 | "}"
|
---|
1143 |
|
---|
1144 | ].join("\n")
|
---|
1145 |
|
---|
1146 | },
|
---|
1147 |
|
---|
1148 | /* -------------------------------------------------------------------------
|
---|
1149 | // Cube map shader
|
---|
1150 | ------------------------------------------------------------------------- */
|
---|
1151 |
|
---|
1152 | 'cube': {
|
---|
1153 |
|
---|
1154 | uniforms: { "tCube": { type: "t", value: null },
|
---|
1155 | "tFlip": { type: "f", value: -1 } },
|
---|
1156 |
|
---|
1157 | vertexShader: [
|
---|
1158 |
|
---|
1159 | "varying vec3 vWorldPosition;",
|
---|
1160 |
|
---|
1161 | "void main() {",
|
---|
1162 |
|
---|
1163 | "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
---|
1164 | "vWorldPosition = worldPosition.xyz;",
|
---|
1165 |
|
---|
1166 | "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
---|
1167 |
|
---|
1168 | "}"
|
---|
1169 |
|
---|
1170 | ].join("\n"),
|
---|
1171 |
|
---|
1172 | fragmentShader: [
|
---|
1173 |
|
---|
1174 | "uniform samplerCube tCube;",
|
---|
1175 | "uniform float tFlip;",
|
---|
1176 |
|
---|
1177 | "varying vec3 vWorldPosition;",
|
---|
1178 |
|
---|
1179 | "void main() {",
|
---|
1180 |
|
---|
1181 | "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
|
---|
1182 |
|
---|
1183 | "}"
|
---|
1184 |
|
---|
1185 | ].join("\n")
|
---|
1186 |
|
---|
1187 | },
|
---|
1188 |
|
---|
1189 | // Depth encoding into RGBA texture
|
---|
1190 | // based on SpiderGL shadow map example
|
---|
1191 | // http://spidergl.org/example.php?id=6
|
---|
1192 | // originally from
|
---|
1193 | // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
|
---|
1194 | // see also here:
|
---|
1195 | // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
|
---|
1196 |
|
---|
1197 | 'depthRGBA': {
|
---|
1198 |
|
---|
1199 | uniforms: {},
|
---|
1200 |
|
---|
1201 | vertexShader: [
|
---|
1202 |
|
---|
1203 | THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
---|
1204 | THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
---|
1205 |
|
---|
1206 | "void main() {",
|
---|
1207 |
|
---|
1208 | THREE.ShaderChunk[ "skinbase_vertex" ],
|
---|
1209 | THREE.ShaderChunk[ "morphtarget_vertex" ],
|
---|
1210 | THREE.ShaderChunk[ "skinning_vertex" ],
|
---|
1211 | THREE.ShaderChunk[ "default_vertex" ],
|
---|
1212 |
|
---|
1213 | "}"
|
---|
1214 |
|
---|
1215 | ].join("\n"),
|
---|
1216 |
|
---|
1217 | fragmentShader: [
|
---|
1218 |
|
---|
1219 | "vec4 pack_depth( const in float depth ) {",
|
---|
1220 |
|
---|
1221 | "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
|
---|
1222 | "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
|
---|
1223 | "vec4 res = fract( depth * bit_shift );",
|
---|
1224 | "res -= res.xxyz * bit_mask;",
|
---|
1225 | "return res;",
|
---|
1226 |
|
---|
1227 | "}",
|
---|
1228 |
|
---|
1229 | "void main() {",
|
---|
1230 |
|
---|
1231 | "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
|
---|
1232 |
|
---|
1233 | //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
|
---|
1234 | //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
|
---|
1235 | //"gl_FragData[ 0 ] = pack_depth( z );",
|
---|
1236 | //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
|
---|
1237 |
|
---|
1238 | "}"
|
---|
1239 |
|
---|
1240 | ].join("\n")
|
---|
1241 |
|
---|
1242 | }
|
---|
1243 |
|
---|
1244 | };
|
---|