diff --git a/examples/js/shaders/LuminosityShader.js b/examples/js/shaders/LuminosityShader.js index 19dbbfca0fb1a7327b4d91908721000056265545..da489b462377e08da940c00c580b29a690c84458 100644 --- a/examples/js/shaders/LuminosityShader.js +++ b/examples/js/shaders/LuminosityShader.js @@ -19,9 +19,9 @@ THREE.LuminosityShader = { "void main() {", - "vUv = uv;", + " vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -37,11 +37,11 @@ THREE.LuminosityShader = { "void main() {", - "vec4 texel = texture2D( tDiffuse, vUv );", + " vec4 texel = texture2D( tDiffuse, vUv );", - "float l = linearToRelativeLuminance( texel.rgb );", + " float l = linearToRelativeLuminance( texel.rgb );", - "gl_FragColor = vec4( l, l, l, texel.w );", + " gl_FragColor = vec4( l, l, l, texel.w );", "}" diff --git a/examples/js/shaders/MirrorShader.js b/examples/js/shaders/MirrorShader.js index 129919ae71797fb2777974c042667ee5dbbaeb1f..5b0d686321b26bb745381365e21a61465e370f3b 100644 --- a/examples/js/shaders/MirrorShader.js +++ b/examples/js/shaders/MirrorShader.js @@ -22,8 +22,8 @@ THREE.MirrorShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -38,18 +38,18 @@ THREE.MirrorShader = { "void main() {", - "vec2 p = vUv;", - "if (side == 0){", - "if (p.x > 0.5) p.x = 1.0 - p.x;", - "}else if (side == 1){", - "if (p.x < 0.5) p.x = 1.0 - p.x;", - "}else if (side == 2){", - "if (p.y < 0.5) p.y = 1.0 - p.y;", - "}else if (side == 3){", - "if (p.y > 0.5) p.y = 1.0 - p.y;", - "} ", - "vec4 color = texture2D(tDiffuse, p);", - "gl_FragColor = color;", + " vec2 p = vUv;", + " if (side == 0){", + " if (p.x > 0.5) p.x = 1.0 - p.x;", + " }else if (side == 1){", + " if (p.x < 0.5) p.x = 1.0 - p.x;", + " }else if (side == 2){", + " if (p.y < 0.5) p.y = 1.0 - p.y;", + " }else if (side == 3){", + " if (p.y > 0.5) p.y = 1.0 - p.y;", + " } ", + " vec4 color = texture2D(tDiffuse, p);", + " gl_FragColor = color;", "}" diff --git a/examples/js/shaders/NormalMapShader.js b/examples/js/shaders/NormalMapShader.js index 6e3241fe546fc905efa355f06378670a60b5abd1..87234c82bac519668ce546adfc441e57c3d07e0b 100644 --- a/examples/js/shaders/NormalMapShader.js +++ b/examples/js/shaders/NormalMapShader.js @@ -22,8 +22,8 @@ THREE.NormalMapShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -39,12 +39,12 @@ THREE.NormalMapShader = { "void main() {", - "float val = texture2D( heightMap, vUv ).x;", + " float val = texture2D( heightMap, vUv ).x;", - "float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;", - "float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;", + " float valU = texture2D( heightMap, vUv + vec2( 1.0 / resolution.x, 0.0 ) ).x;", + " float valV = texture2D( heightMap, vUv + vec2( 0.0, 1.0 / resolution.y ) ).x;", - "gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );", + " gl_FragColor = vec4( ( 0.5 * normalize( vec3( val - valU, val - valV, height ) ) + 0.5 ), 1.0 );", "}" diff --git a/examples/js/shaders/ParallaxShader.js b/examples/js/shaders/ParallaxShader.js index 5b9531d70df5dc18ef2957c1c730ee64aff7c534..76153f5045d6b26ae23fc417a9f7c9b899aada09 100644 --- a/examples/js/shaders/ParallaxShader.js +++ b/examples/js/shaders/ParallaxShader.js @@ -28,11 +28,11 @@ THREE.ParallaxShader = { "void main() {", - "vUv = uv;", - "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - "vViewPosition = -mvPosition.xyz;", - "vNormal = normalize( normalMatrix * normal );", - "gl_Position = projectionMatrix * mvPosition;", + " vUv = uv;", + " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + " vViewPosition = -mvPosition.xyz;", + " vNormal = normalize( normalMatrix * normal );", + " gl_Position = projectionMatrix * mvPosition;", "}" @@ -52,130 +52,130 @@ THREE.ParallaxShader = { "#ifdef USE_BASIC_PARALLAX", - "vec2 parallaxMap( in vec3 V ) {", + " vec2 parallaxMap( in vec3 V ) {", - "float initialHeight = texture2D( bumpMap, vUv ).r;", + " float initialHeight = texture2D( bumpMap, vUv ).r;", // No Offset Limitting: messy, floating output at grazing angles. //"vec2 texCoordOffset = parallaxScale * V.xy / V.z * initialHeight;", // Offset Limiting - "vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;", - "return vUv - texCoordOffset;", + " vec2 texCoordOffset = parallaxScale * V.xy * initialHeight;", + " return vUv - texCoordOffset;", - "}", + " }", "#else", - "vec2 parallaxMap( in vec3 V ) {", + " vec2 parallaxMap( in vec3 V ) {", // Determine number of layers from angle between V and N - "float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );", + " float numLayers = mix( parallaxMaxLayers, parallaxMinLayers, abs( dot( vec3( 0.0, 0.0, 1.0 ), V ) ) );", - "float layerHeight = 1.0 / numLayers;", - "float currentLayerHeight = 0.0;", + " float layerHeight = 1.0 / numLayers;", + " float currentLayerHeight = 0.0;", // Shift of texture coordinates for each iteration - "vec2 dtex = parallaxScale * V.xy / V.z / numLayers;", + " vec2 dtex = parallaxScale * V.xy / V.z / numLayers;", - "vec2 currentTextureCoords = vUv;", + " vec2 currentTextureCoords = vUv;", - "float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;", + " float heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;", // while ( heightFromTexture > currentLayerHeight ) // Infinite loops are not well supported. Do a "large" finite // loop, but not too large, as it slows down some compilers. - "for ( int i = 0; i < 30; i += 1 ) {", - "if ( heightFromTexture <= currentLayerHeight ) {", - "break;", - "}", - "currentLayerHeight += layerHeight;", + " for ( int i = 0; i < 30; i += 1 ) {", + " if ( heightFromTexture <= currentLayerHeight ) {", + " break;", + " }", + " currentLayerHeight += layerHeight;", // Shift texture coordinates along vector V - "currentTextureCoords -= dtex;", - "heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;", - "}", + " currentTextureCoords -= dtex;", + " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;", + " }", - "#ifdef USE_STEEP_PARALLAX", + " #ifdef USE_STEEP_PARALLAX", - "return currentTextureCoords;", + " return currentTextureCoords;", - "#elif defined( USE_RELIEF_PARALLAX )", + " #elif defined( USE_RELIEF_PARALLAX )", - "vec2 deltaTexCoord = dtex / 2.0;", - "float deltaHeight = layerHeight / 2.0;", + " vec2 deltaTexCoord = dtex / 2.0;", + " float deltaHeight = layerHeight / 2.0;", // Return to the mid point of previous layer - "currentTextureCoords += deltaTexCoord;", - "currentLayerHeight -= deltaHeight;", + " currentTextureCoords += deltaTexCoord;", + " currentLayerHeight -= deltaHeight;", // Binary search to increase precision of Steep Parallax Mapping - "const int numSearches = 5;", - "for ( int i = 0; i < numSearches; i += 1 ) {", + " const int numSearches = 5;", + " for ( int i = 0; i < numSearches; i += 1 ) {", - "deltaTexCoord /= 2.0;", - "deltaHeight /= 2.0;", - "heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;", + " deltaTexCoord /= 2.0;", + " deltaHeight /= 2.0;", + " heightFromTexture = texture2D( bumpMap, currentTextureCoords ).r;", // Shift along or against vector V - "if( heightFromTexture > currentLayerHeight ) {", // Below the surface + " if( heightFromTexture > currentLayerHeight ) {", // Below the surface - "currentTextureCoords -= deltaTexCoord;", - "currentLayerHeight += deltaHeight;", + " currentTextureCoords -= deltaTexCoord;", + " currentLayerHeight += deltaHeight;", - "} else {", // above the surface + " } else {", // above the surface - "currentTextureCoords += deltaTexCoord;", - "currentLayerHeight -= deltaHeight;", + " currentTextureCoords += deltaTexCoord;", + " currentLayerHeight -= deltaHeight;", - "}", + " }", - "}", - "return currentTextureCoords;", + " }", + " return currentTextureCoords;", - "#elif defined( USE_OCLUSION_PARALLAX )", + " #elif defined( USE_OCLUSION_PARALLAX )", - "vec2 prevTCoords = currentTextureCoords + dtex;", + " vec2 prevTCoords = currentTextureCoords + dtex;", // Heights for linear interpolation - "float nextH = heightFromTexture - currentLayerHeight;", - "float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;", + " float nextH = heightFromTexture - currentLayerHeight;", + " float prevH = texture2D( bumpMap, prevTCoords ).r - currentLayerHeight + layerHeight;", // Proportions for linear interpolation - "float weight = nextH / ( nextH - prevH );", + " float weight = nextH / ( nextH - prevH );", // Interpolation of texture coordinates - "return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );", + " return prevTCoords * weight + currentTextureCoords * ( 1.0 - weight );", - "#else", // NO_PARALLAX + " #else", // NO_PARALLAX - "return vUv;", + " return vUv;", - "#endif", + " #endif", - "}", + " }", "#endif", "vec2 perturbUv( vec3 surfPosition, vec3 surfNormal, vec3 viewPosition ) {", - "vec2 texDx = dFdx( vUv );", - "vec2 texDy = dFdy( vUv );", + " vec2 texDx = dFdx( vUv );", + " vec2 texDy = dFdy( vUv );", - "vec3 vSigmaX = dFdx( surfPosition );", - "vec3 vSigmaY = dFdy( surfPosition );", - "vec3 vR1 = cross( vSigmaY, surfNormal );", - "vec3 vR2 = cross( surfNormal, vSigmaX );", - "float fDet = dot( vSigmaX, vR1 );", + " vec3 vSigmaX = dFdx( surfPosition );", + " vec3 vSigmaY = dFdy( surfPosition );", + " vec3 vR1 = cross( vSigmaY, surfNormal );", + " vec3 vR2 = cross( surfNormal, vSigmaX );", + " float fDet = dot( vSigmaX, vR1 );", - "vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );", - "vec3 vProjVtex;", - "vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;", - "vProjVtex.z = dot( surfNormal, viewPosition );", + " vec2 vProjVscr = ( 1.0 / fDet ) * vec2( dot( vR1, viewPosition ), dot( vR2, viewPosition ) );", + " vec3 vProjVtex;", + " vProjVtex.xy = texDx * vProjVscr.x + texDy * vProjVscr.y;", + " vProjVtex.z = dot( surfNormal, viewPosition );", - "return parallaxMap( vProjVtex );", + " return parallaxMap( vProjVtex );", "}", "void main() {", - "vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );", - "gl_FragColor = texture2D( map, mapUv );", + " vec2 mapUv = perturbUv( -vViewPosition, normalize( vNormal ), normalize( vViewPosition ) );", + " gl_FragColor = texture2D( map, mapUv );", "}" diff --git a/examples/js/shaders/RGBShiftShader.js b/examples/js/shaders/RGBShiftShader.js index c88b7fd84e1168e05a835bf6fca2ce8c9d7bca28..d53f9611b5b731bbd2b954fdee6f2ba4521c7df4 100644 --- a/examples/js/shaders/RGBShiftShader.js +++ b/examples/js/shaders/RGBShiftShader.js @@ -26,8 +26,8 @@ THREE.RGBShiftShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -43,11 +43,11 @@ THREE.RGBShiftShader = { "void main() {", - "vec2 offset = amount * vec2( cos(angle), sin(angle));", - "vec4 cr = texture2D(tDiffuse, vUv + offset);", - "vec4 cga = texture2D(tDiffuse, vUv);", - "vec4 cb = texture2D(tDiffuse, vUv - offset);", - "gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);", + " vec2 offset = amount * vec2( cos(angle), sin(angle));", + " vec4 cr = texture2D(tDiffuse, vUv + offset);", + " vec4 cga = texture2D(tDiffuse, vUv);", + " vec4 cb = texture2D(tDiffuse, vUv - offset);", + " gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);", "}" diff --git a/examples/js/shaders/SepiaShader.js b/examples/js/shaders/SepiaShader.js index 9792d7f70d1d3065bcd6eb947ec252cd2dc25898..6b10eb25897b11fc14df09946ce6bfb412cfec90 100644 --- a/examples/js/shaders/SepiaShader.js +++ b/examples/js/shaders/SepiaShader.js @@ -21,8 +21,8 @@ THREE.SepiaShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -38,14 +38,14 @@ THREE.SepiaShader = { "void main() {", - "vec4 color = texture2D( tDiffuse, vUv );", - "vec3 c = color.rgb;", + " vec4 color = texture2D( tDiffuse, vUv );", + " vec3 c = color.rgb;", - "color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );", - "color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );", - "color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );", + " color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );", + " color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );", + " color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );", - "gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );", + " gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );", "}"