提交 b4f89f4b 编写于 作者: A alteredq

Experimenting with Phong computed fully in fragment shader. Added new point lights test.

New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material.

This version is able to light single untesselated quad correctly.

Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms.

Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
上级 22535923
此差异已折叠。
......@@ -103,9 +103,9 @@ THREE.MeshBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.col
THREE.MeshLambertMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=
a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=
a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=
a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?
a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.perPixel=a.perPixel!==void 0?a.perPixel:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=
a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=
a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading?a.shading:THREE.FlatShading;this.wireframe=a.wireframe?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth?a.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){};
THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.size=a.size!==void 0?a.size:1;this.sizeAttenuation=a.sizeAttenuation!==void 0?a.sizeAttenuation:!0;this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.fog=a.fog!==void 0?a.fog:!0};THREE.ParticleBasicMaterial.prototype=new THREE.Material;THREE.ParticleBasicMaterial.prototype.constructor=THREE.ParticleBasicMaterial;
......
......@@ -103,9 +103,9 @@ THREE.MeshBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.col
THREE.MeshLambertMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=
a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=
a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=
a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?
a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.perPixel=a.perPixel!==void 0?a.perPixel:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=
a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=
a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading?a.shading:THREE.FlatShading;this.wireframe=a.wireframe?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth?a.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){};
THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.size=a.size!==void 0?a.size:1;this.sizeAttenuation=a.sizeAttenuation!==void 0?a.sizeAttenuation:!0;this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.fog=a.fog!==void 0?a.fog:!0};THREE.ParticleBasicMaterial.prototype=new THREE.Material;THREE.ParticleBasicMaterial.prototype.constructor=THREE.ParticleBasicMaterial;
......
此差异已折叠。
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controls.dynamicDampingFactor = 0.15;
controls.keys = [ 65, 83, 68 ];
} else {
controls = new THREE.FirstPersonControls( camera );
controls.movementSpeed = 25;
controls.lookSpeed = 0.05;
controls.lookVertical = true;
controls.lon = -90;
}
// SCENE
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x030303, 10, FAR );
scene.fog.color.setHSV( 0.75, 0.5, 0.025 );
camera.lookAt( scene.position );
// TEXTURES
var texture = THREE.ImageUtils.loadTexture( "textures/disturb.jpg" );
texture.repeat.set( 20, 10 );
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
var texture2 = THREE.ImageUtils.loadTexture( "textures/planets/moon_1024.jpg" );
texture2.repeat.set( 2, 1 );
texture2.wrapS = texture2.wrapT = THREE.RepeatWrapping;
// MATERIALS
var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, ambient: 0x444444, map: texture, perPixel: true } );
var objectMaterial = new THREE.MeshPhongMaterial( { color: 0x000000, ambient: 0x111111, specular: 0xffffff, perPixel: true, metal: true, map: texture2 } );
// GROUND
var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 800, 400, 2, 2 ), groundMaterial );
mesh.rotation.x = -1.57;
mesh.position.y = -5;
scene.add( mesh );
// OBJECTS
//var objectGeometry = new THREE.CubeGeometry( 0.5, 1, 1 );
//var objectGeometry = new THREE.SphereGeometry( 1.5, 16, 8 );
var objectGeometry = new THREE.TorusGeometry( 1.5, 0.4, 8, 16 );
for ( var i = 0; i < 5000; i ++ ) {
var mesh = new THREE.Mesh( objectGeometry, objectMaterial );
mesh.position.x = 400 * ( 0.5 - Math.random() );
mesh.position.y = 50 * ( 0.5 - Math.random() ) + 25;
mesh.position.z = 200 * ( 0.5 - Math.random() );
mesh.rotation.y = 3.14 * ( 0.5 - Math.random() );
mesh.rotation.x = 3.14 * ( 0.5 - Math.random() );
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
scene.add( mesh );
}
// LIGHTS
scene.add( new THREE.AmbientLight( 0x111111 ) );
var intensity = 2.5;
var distance = 100;
var c1 = 0xff0040, c2 = 0x0040ff, c3 = 0x80ff80, c4 = 0xffaa00, c5 = 0x00ffaa, c6 = 0xff1100;
//var c1 = 0xffffff, c2 = 0xffffff, c3 = 0xffffff, c4 = 0xffffff, c5 = 0xffffff, c6 = 0xffffff;
light1 = new THREE.PointLight( c1, intensity, distance );
scene.add( light1 );
light2 = new THREE.PointLight( c2, intensity, distance );
scene.add( light2 );
light3 = new THREE.PointLight( c3, intensity, distance );
scene.add( light3 );
light4 = new THREE.PointLight( c4, intensity, distance );
scene.add( light4 );
light5 = new THREE.PointLight( c5, intensity, distance );
scene.add( light5 );
light6 = new THREE.PointLight( c6, intensity, distance );
scene.add( light6 );
var dlight = new THREE.DirectionalLight( 0xffffff, 0.1 );
dlight.position.set( 0.5, -1, 0 ).normalize();
scene.add( dlight );
var sphere = new THREE.SphereGeometry( 0.25, 16, 8 );
var l1 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c1 } ) );
l1.position = light1.position;
scene.add( l1 );
var l2 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c2 } ) );
l2.position = light2.position;
scene.add( l2 );
var l3 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c3 } ) );
l3.position = light3.position;
scene.add( l3 );
var l4 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c4 } ) );
l4.position = light4.position;
scene.add( l4 );
var l5 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c5 } ) );
l5.position = light5.position;
scene.add( l5 );
var l6 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: c6 } ) );
l6.position = light6.position;
scene.add( l6 );
// RENDERER
renderer = new THREE.WebGLRenderer( { maxLights: 10, antialias: false, clearColor: 0x030303, clearAlpha: 1 } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( scene.fog.color, 1 );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.physicallyBasedShading = true;
renderer.sortObjects = false;
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
stats.domElement.children[ 0 ].style.background = "transparent";
stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
container.appendChild( stats.domElement );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
controls.update( clock.getDelta() );
var time = Date.now() * 0.00025;
var z = 20, d = 150;
light1.position.x = Math.sin( time * 0.7 ) * d;
light1.position.z = Math.cos( time * 0.3 ) * d;
light2.position.x = Math.cos( time * 0.3 ) * d;
light2.position.z = Math.sin( time * 0.7 ) * d;
light3.position.x = Math.sin( time * 0.7 ) * d;
light3.position.z = Math.sin( time * 0.5 ) * d;
light4.position.x = Math.sin( time * 0.3 ) * d;
light4.position.z = Math.sin( time * 0.5 ) * d;
light5.position.x = Math.cos( time * 0.3 ) * d;
light5.position.z = Math.sin( time * 0.5 ) * d;
light6.position.x = Math.cos( time * 0.7 ) * d;
light6.position.z = Math.cos( time * 0.5 ) * d;
renderer.render( scene, camera );
}
</script>
</body>
</html>
......@@ -44,6 +44,7 @@ THREE.MeshPhongMaterial = function ( parameters ) {
this.shininess = parameters.shininess !== undefined ? parameters.shininess : 30;
this.metal = parameters.metal !== undefined ? parameters.metal : false;
this.perPixel = parameters.perPixel !== undefined ? parameters.perPixel : false;
this.map = parameters.map !== undefined ? parameters.map : null;
......
......@@ -2745,7 +2745,8 @@ THREE.WebGLRenderer = function ( parameters ) {
shadowMapHeight: this.shadowMapHeight,
maxShadows: maxShadows,
alphaTest: material.alphaTest,
metal: material.metal
metal: material.metal,
perPixel: material.perPixel
};
......@@ -4934,6 +4935,7 @@ THREE.WebGLRenderer = function ( parameters ) {
parameters.vertexColors ? "#define USE_COLOR" : "",
parameters.metal ? "#define METAL" : "",
parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
......
......@@ -253,7 +253,7 @@ THREE.ShaderChunk = {
// LIGHTS LAMBERT
lights_pars_vertex: [
lights_lambert_pars_vertex: [
"uniform vec3 ambient;",
"uniform vec3 diffuse;",
......@@ -278,7 +278,7 @@ THREE.ShaderChunk = {
].join("\n"),
lights_vertex: [
lights_lambert_vertex: [
"if ( !enableLighting ) {",
......@@ -333,12 +333,14 @@ THREE.ShaderChunk = {
lights_phong_pars_vertex: [
"#if MAX_POINT_LIGHTS > 0",
"#ifndef PHONG_PER_PIXEL",
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#endif",
"#endif"
].join("\n"),
......@@ -347,6 +349,7 @@ THREE.ShaderChunk = {
lights_phong_vertex: [
"#if MAX_POINT_LIGHTS > 0",
"#ifndef PHONG_PER_PIXEL",
"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
......@@ -366,10 +369,11 @@ THREE.ShaderChunk = {
"}",
"#endif",
"#endif"
].join("\n"),
lights_pars_fragment: [
lights_phong_pars_fragment: [
"uniform vec3 ambientLightColor;",
......@@ -383,7 +387,17 @@ THREE.ShaderChunk = {
"#if MAX_POINT_LIGHTS > 0",
"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#ifdef PHONG_PER_PIXEL",
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
"#else",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#endif",
"#endif",
......@@ -392,7 +406,7 @@ THREE.ShaderChunk = {
].join("\n"),
lights_fragment: [
lights_phong_fragment: [
"vec3 normal = normalize( vNormal );",
"vec3 viewPosition = normalize( vViewPosition );",
......@@ -404,18 +418,37 @@ THREE.ShaderChunk = {
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
"vec3 pointVector = normalize( vPointLight[ i ].xyz );",
"vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );",
"float pointDistance = vPointLight[ i ].w;",
"#ifdef PHONG_PER_PIXEL",
"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
"float lDistance = 1.0;",
"if ( pointLightDistance[ i ] > 0.0 )",
"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
"lVector = normalize( lVector );",
"#else",
"vec3 lVector = normalize( vPointLight[ i ].xyz );",
"float lDistance = vPointLight[ i ].w;",
"#endif",
"vec3 pointHalfVector = normalize( lVector + viewPosition );",
"float pointDistance = lDistance;",
"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
"float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );",
"float pointSpecularWeight = pow( pointDotNormalHalf, shininess );",
"#ifdef PHYSICALLY_BASED_SHADING",
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( pointVector, pointHalfVector ), 5.0 );",
"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );",
"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;",
"#else",
......@@ -1183,7 +1216,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "map_pars_vertex" ],
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
THREE.ShaderChunk[ "envmap_pars_vertex" ],
THREE.ShaderChunk[ "lights_pars_vertex" ],
THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
......@@ -1200,7 +1233,7 @@ THREE.ShaderLib = {
"vec3 transformedNormal = normalize( normalMatrix * normal );",
THREE.ShaderChunk[ "lights_vertex" ],
THREE.ShaderChunk[ "lights_lambert_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
......@@ -1296,7 +1329,7 @@ THREE.ShaderLib = {
"vViewPosition = -mvPosition.xyz;",
"vec3 transformedNormal = normalize( normalMatrix * normal );",
"vec3 transformedNormal = normalMatrix * normal;",
"vNormal = transformedNormal;",
THREE.ShaderChunk[ "lights_phong_vertex" ],
......@@ -1323,7 +1356,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "lights_pars_fragment" ],
THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
"void main() {",
......@@ -1333,7 +1366,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "lights_fragment" ],
THREE.ShaderChunk[ "lights_phong_fragment" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
......
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