diff --git a/examples/files.js b/examples/files.js index 1471ee80c4383487040908697776a8134d5be547..95b75b418f0dc97185ba437c04665cca35d9162e 100644 --- a/examples/files.js +++ b/examples/files.js @@ -131,7 +131,6 @@ var files = { "webgl_materials_blending", "webgl_materials_blending_custom", "webgl_materials_bumpmap", - "webgl_materials_bumpmap_skin", "webgl_materials_car", "webgl_materials_channels", "webgl_materials_cubemap", @@ -157,7 +156,6 @@ var files = { "webgl_materials_physical_transparency", "webgl_materials_reflectivity", "webgl_materials_shaders_fresnel", - "webgl_materials_skin", "webgl_materials_standard", "webgl_materials_texture_anisotropy", "webgl_materials_texture_canvas", diff --git a/examples/js/shaders/SkinShader.js b/examples/js/shaders/SkinShader.js deleted file mode 100644 index 89758ce7c8aba908b43c85c344afd1dce936723d..0000000000000000000000000000000000000000 --- a/examples/js/shaders/SkinShader.js +++ /dev/null @@ -1,686 +0,0 @@ -/** - * @author alteredq / http://alteredqualia.com/ - * - */ - -/* ------------------------------------------------------------------------------------------ -// Basic skin shader -// - per-pixel Blinn-Phong diffuse term mixed with half-Lambert wrap-around term (per color component) -// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance) -// -// - diffuse map -// - bump map -// - specular map -// - point, directional and hemisphere lights (use with "lights: true" material option) -// - fog (use with "fog: true" material option) -// -// ------------------------------------------------------------------------------------------ */ - -THREE.SkinShaderBasic = { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - - { - - "enableBump": { value: 0 }, - "enableSpecular": { value: 0 }, - - "tDiffuse": { value: null }, - "tBeckmann": { value: null }, - - "diffuse": { value: new THREE.Color( 0xeeeeee ) }, - "specular": { value: new THREE.Color( 0x111111 ) }, - "opacity": { value: 1 }, - - "uRoughness": { value: 0.15 }, - "uSpecularBrightness": { value: 0.75 }, - - "bumpMap": { value: null }, - "bumpScale": { value: 1 }, - - "specularMap": { value: null }, - - "offsetRepeat": { value: new THREE.Vector4( 0, 0, 1, 1 ) }, - - "uWrapRGB": { value: new THREE.Vector3( 0.75, 0.375, 0.1875 ) } - - } - - ] ), - - vertexShader: [ - - "uniform vec4 offsetRepeat;", - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - THREE.ShaderChunk[ "common" ], - THREE.ShaderChunk[ "lights_pars_begin" ], - THREE.ShaderChunk[ "fog_pars_vertex" ], - - "void main() {", - - " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", - - " vViewPosition = -mvPosition.xyz;", - - " vNormal = normalize( normalMatrix * normal );", - - " vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", - - " gl_Position = projectionMatrix * mvPosition;", - - THREE.ShaderChunk[ "fog_vertex" ], - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "#define USE_BUMPMAP", - - "uniform bool enableBump;", - "uniform bool enableSpecular;", - - "uniform vec3 diffuse;", - "uniform vec3 specular;", - "uniform float opacity;", - - "uniform float uRoughness;", - "uniform float uSpecularBrightness;", - - "uniform vec3 uWrapRGB;", - - "uniform sampler2D tDiffuse;", - "uniform sampler2D tBeckmann;", - - "uniform sampler2D specularMap;", - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - THREE.ShaderChunk[ "common" ], - THREE.ShaderChunk[ "bsdfs" ], - THREE.ShaderChunk[ "packing" ], - THREE.ShaderChunk[ "lights_pars_begin" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "bumpmap_pars_fragment" ], - - // Fresnel term - - "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {", - - " float base = 1.0 - dot( V, H );", - " float exponential = pow( base, 5.0 );", - - " return exponential + F0 * ( 1.0 - exponential );", - - "}", - - // Kelemen/Szirmay-Kalos specular BRDF - - "float KS_Skin_Specular( vec3 N,", // Bumped surface normal - " vec3 L,", // Points to light - " vec3 V,", // Points to eye - " float m,", // Roughness - " float rho_s", // Specular brightness - " ) {", - - " float result = 0.0;", - " float ndotl = dot( N, L );", - - " if( ndotl > 0.0 ) {", - - " vec3 h = L + V;", // Unnormalized half-way vector - " vec3 H = normalize( h );", - - " float ndoth = dot( N, H );", - - " float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );", - - " float F = fresnelReflectance( H, V, 0.028 );", - " float frSpec = max( PH * F / dot( h, h ), 0.0 );", - - " result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s - - " }", - - " return result;", - - "}", - - "void main() {", - - " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does - " vec4 diffuseColor = vec4( diffuse, opacity );", - - " vec4 colDiffuse = texture2D( tDiffuse, vUv );", - " colDiffuse.rgb *= colDiffuse.rgb;", - - " diffuseColor = diffuseColor * colDiffuse;", - - " vec3 normal = normalize( vNormal );", - " vec3 viewerDirection = normalize( vViewPosition );", - - " float specularStrength;", - - " if ( enableSpecular ) {", - - " vec4 texelSpecular = texture2D( specularMap, vUv );", - " specularStrength = texelSpecular.r;", - - " } else {", - - " specularStrength = 1.0;", - - " }", - - " #ifdef USE_BUMPMAP", - - " if ( enableBump ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", - - " #endif", - - // point lights - - " vec3 totalSpecularLight = vec3( 0.0 );", - " vec3 totalDiffuseLight = vec3( 0.0 );", - - " #if NUM_POINT_LIGHTS > 0", - - " for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {", - - " vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;", - - " float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );", - - " lVector = normalize( lVector );", - - " float pointDiffuseWeightFull = max( dot( normal, lVector ), 0.0 );", - " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, lVector ) + 0.5, 0.0 );", - " vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), uWrapRGB );", - - " float pointSpecularWeight = KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );", - - " totalDiffuseLight += pointLight[ i ].color * ( pointDiffuseWeight * attenuation );", - " totalSpecularLight += pointLight[ i ].color * specular * ( pointSpecularWeight * specularStrength * attenuation );", - - " }", - - " #endif", - - // directional lights - - " #if NUM_DIR_LIGHTS > 0", - - " for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {", - - " vec3 dirVector = directionalLights[ i ].direction;", - - " float dirDiffuseWeightFull = max( dot( normal, dirVector ), 0.0 );", - " float dirDiffuseWeightHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", - " vec3 dirDiffuseWeight = mix( vec3 ( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), uWrapRGB );", - - " float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );", - - " totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;", - " totalSpecularLight += directionalLights[ i ].color * ( dirSpecularWeight * specularStrength );", - - " }", - - " #endif", - - // hemisphere lights - - " #if NUM_HEMI_LIGHTS > 0", - - " for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {", - - " vec3 lVector = hemisphereLightDirection[ i ];", - - " float dotProduct = dot( normal, lVector );", - " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", - - " totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", - - // specular (sky light) - - " float hemiSpecularWeight = 0.0;", - " hemiSpecularWeight += KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );", - - // specular (ground light) - - " vec3 lVectorGround = -lVector;", - " hemiSpecularWeight += KS_Skin_Specular( normal, lVectorGround, viewerDirection, uRoughness, uSpecularBrightness );", - - " vec3 hemiSpecularColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", - - " totalSpecularLight += hemiSpecularColor * specular * ( hemiSpecularWeight * specularStrength );", - - " }", - - " #endif", - - " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor * diffuse ) + totalSpecularLight;", - - " gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join( "\n" ) - -}; - -/* ------------------------------------------------------------------------------------------ -// Skin shader -// - Blinn-Phong diffuse term (using normal + diffuse maps) -// - subsurface scattering approximation by four blur layers -// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance) -// -// - point and directional lights (use with "lights: true" material option) -// -// - based on Nvidia Advanced Skin Rendering GDC 2007 presentation -// and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering -// -// http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf -// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html -// ------------------------------------------------------------------------------------------ */ - -THREE.SkinShaderAdvanced = { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - - { - "passID": { value: 0 }, - - "tDiffuse": { value: null }, - "tNormal": { value: null }, - - "tBlur1": { value: null }, - "tBlur2": { value: null }, - "tBlur3": { value: null }, - "tBlur4": { value: null }, - - "tBeckmann": { value: null }, - - "uNormalScale": { value: 1.0 }, - - "diffuse": { value: new THREE.Color( 0xeeeeee ) }, - "specular": { value: new THREE.Color( 0x111111 ) }, - "opacity": { value: 1 }, - - "uRoughness": { value: 0.15 }, - "uSpecularBrightness": { value: 0.75 } - - } - - ] ), - - vertexShader: [ - - "#ifdef VERTEX_TEXTURES", - - " uniform sampler2D tDisplacement;", - " uniform float uDisplacementScale;", - " uniform float uDisplacementBias;", - - "#endif", - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - THREE.ShaderChunk[ "common" ], - THREE.ShaderChunk[ "fog_pars_vertex" ], - - "void main() {", - - " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", - - " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - - " vViewPosition = -mvPosition.xyz;", - - " vNormal = normalize( normalMatrix * normal );", - - " vUv = uv;", - - // displacement mapping - - " #ifdef VERTEX_TEXTURES", - - " vec3 dv = texture2D( tDisplacement, uv ).xyz;", - " float df = uDisplacementScale * dv.x + uDisplacementBias;", - " vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;", - " gl_Position = projectionMatrix * displacedPosition;", - - " #else", - - " gl_Position = projectionMatrix * mvPosition;", - - " #endif", - - THREE.ShaderChunk[ "fog_vertex" ], - - "}", - - - ].join( "\n" ), - - vertexShaderUV: [ - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - THREE.ShaderChunk[ "common" ], - - "void main() {", - - " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", - - " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - - " vViewPosition = -mvPosition.xyz;", - - " vNormal = normalize( normalMatrix * normal );", - - " vUv = uv;", - - " gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );", - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform vec3 diffuse;", - "uniform vec3 specular;", - "uniform float opacity;", - - "uniform float uRoughness;", - "uniform float uSpecularBrightness;", - - "uniform int passID;", - - "uniform sampler2D tDiffuse;", - "uniform sampler2D tNormal;", - - "uniform sampler2D tBlur1;", - "uniform sampler2D tBlur2;", - "uniform sampler2D tBlur3;", - "uniform sampler2D tBlur4;", - - "uniform sampler2D tBeckmann;", - - "uniform float uNormalScale;", - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - THREE.ShaderChunk[ "common" ], - THREE.ShaderChunk[ "lights_pars_begin" ], - THREE.ShaderChunk[ "fog_pars_fragment" ], - - "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {", - - " float base = 1.0 - dot( V, H );", - " float exponential = pow( base, 5.0 );", - - " return exponential + F0 * ( 1.0 - exponential );", - - "}", - - // Kelemen/Szirmay-Kalos specular BRDF - - "float KS_Skin_Specular( vec3 N,", // Bumped surface normal - " vec3 L,", // Points to light - " vec3 V,", // Points to eye - " float m,", // Roughness - " float rho_s", // Specular brightness - " ) {", - - " float result = 0.0;", - " float ndotl = dot( N, L );", - - " if( ndotl > 0.0 ) {", - - " vec3 h = L + V;", // Unnormalized half-way vector - " vec3 H = normalize( h );", - - " float ndoth = dot( N, H );", - - " float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );", - " float F = fresnelReflectance( H, V, 0.028 );", - " float frSpec = max( PH * F / dot( h, h ), 0.0 );", - - " result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s - - " }", - - " return result;", - - "}", - - "void main() {", - - " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does - " vec4 diffuseColor = vec4( diffuse, opacity );", - - " vec4 mSpecular = vec4( specular, opacity );", - - " vec4 colDiffuse = texture2D( tDiffuse, vUv );", - " colDiffuse *= colDiffuse;", - - " diffuseColor *= colDiffuse;", - - // normal mapping - - " vec4 posAndU = vec4( -vViewPosition, vUv.x );", - " vec4 posAndU_dx = dFdx( posAndU ), posAndU_dy = dFdy( posAndU );", - " vec3 tangent = posAndU_dx.w * posAndU_dx.xyz + posAndU_dy.w * posAndU_dy.xyz;", - " vec3 normal = normalize( vNormal );", - " vec3 binormal = normalize( cross( tangent, normal ) );", - " tangent = cross( normal, binormal );", // no normalization required - " mat3 tsb = mat3( tangent, binormal, normal );", - - " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", - " normalTex.xy *= uNormalScale;", - " normalTex = normalize( normalTex );", - - " vec3 finalNormal = tsb * normalTex;", - " normal = normalize( finalNormal );", - - " vec3 viewerDirection = normalize( vViewPosition );", - - // point lights - - " vec3 totalDiffuseLight = vec3( 0.0 );", - " vec3 totalSpecularLight = vec3( 0.0 );", - - " #if NUM_POINT_LIGHTS > 0", - - " for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {", - - " vec3 pointVector = normalize( pointLights[ i ].direction );", - " float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );", - - " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", - - " totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );", - - " if ( passID == 1 ) {", - - " float pointSpecularWeight = KS_Skin_Specular( normal, pointVector, viewerDirection, uRoughness, uSpecularBrightness );", - - " totalSpecularLight += pointLightColor[ i ] * mSpecular.xyz * ( pointSpecularWeight * attenuation );", - - " }", - - " }", - - " #endif", - - // directional lights - - " #if NUM_DIR_LIGHTS > 0", - - " for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {", - - " vec3 dirVector = directionalLights[ i ].direction;", - - " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", - - - " totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;", - - " if ( passID == 1 ) {", - - " float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );", - - " totalSpecularLight += directionalLights[ i ].color * mSpecular.xyz * dirSpecularWeight;", - - " }", - - " }", - - " #endif", - - " outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalSpecularLight );", - - " if ( passID == 0 ) {", - - " outgoingLight = sqrt( outgoingLight );", - - " } else if ( passID == 1 ) {", - - //"#define VERSION1", - - " #ifdef VERSION1", - - " vec3 nonblurColor = sqrt(outgoingLight );", - - " #else", - - " vec3 nonblurColor = outgoingLight;", - - " #endif", - - " vec3 blur1Color = texture2D( tBlur1, vUv ).xyz;", - " vec3 blur2Color = texture2D( tBlur2, vUv ).xyz;", - " vec3 blur3Color = texture2D( tBlur3, vUv ).xyz;", - " vec3 blur4Color = texture2D( tBlur4, vUv ).xyz;", - - - //"gl_FragColor = vec4( blur1Color, gl_FragColor.w );", - - //"gl_FragColor = vec4( vec3( 0.22, 0.5, 0.7 ) * nonblurColor + vec3( 0.2, 0.5, 0.3 ) * blur1Color + vec3( 0.58, 0.0, 0.0 ) * blur2Color, gl_FragColor.w );", - - //"gl_FragColor = vec4( vec3( 0.25, 0.6, 0.8 ) * nonblurColor + vec3( 0.15, 0.25, 0.2 ) * blur1Color + vec3( 0.15, 0.15, 0.0 ) * blur2Color + vec3( 0.45, 0.0, 0.0 ) * blur3Color, gl_FragColor.w );", - - " outgoingLight = vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ", - " vec3( 0.101, 0.355, 0.365 ) * blur1Color + ", - " vec3( 0.119, 0.208, 0.0 ) * blur2Color + ", - " vec3( 0.114, 0.0, 0.0 ) * blur3Color + ", - " vec3( 0.444, 0.0, 0.0 ) * blur4Color );", - - " outgoingLight *= sqrt( colDiffuse.xyz );", - - " outgoingLight += ambientLightColor * diffuse * colDiffuse.xyz + totalSpecularLight;", - - " #ifndef VERSION1", - - " outgoingLight = sqrt( outgoingLight );", - - " #endif", - - " }", - - " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects - - THREE.ShaderChunk[ "fog_fragment" ], - - "}" - - ].join( "\n" ) - -}; - -/* ------------------------------------------------------------------------------------------ -// Beckmann distribution function -// - to be used in specular term of skin shader -// - render a screen-aligned quad to precompute a 512 x 512 texture -// -// - from http://developer.nvidia.com/node/171 - ------------------------------------------------------------------------------------------ */ - -THREE.SkinShaderBeckmann = { - - uniforms: {}, - - vertexShader: [ - - "varying vec2 vUv;", - - "void main() {", - - " vUv = uv;", - " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "varying vec2 vUv;", - - "float PHBeckmann( float ndoth, float m ) {", - - " float alpha = acos( ndoth );", - " float ta = tan( alpha );", - - " float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );", - " return val;", - - "}", - - "float KSTextureCompute( vec2 tex ) {", - - // Scale the value to fit within [0,1] invert upon lookup. - - " return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );", - - "}", - - "void main() {", - - " float x = KSTextureCompute( vUv );", - - " gl_FragColor = vec4( x, x, x, 1.0 );", - - "}" - - ].join( "\n" ) - -}; diff --git a/examples/jsm/shaders/SkinShader.d.ts b/examples/jsm/shaders/SkinShader.d.ts deleted file mode 100644 index 04c6a6fb9035b757379383cba1c6df875337141e..0000000000000000000000000000000000000000 --- a/examples/jsm/shaders/SkinShader.d.ts +++ /dev/null @@ -1,85 +0,0 @@ -import { - Uniform -} from '../../../src/Three'; - -export const SkinShaderBasic: { - uniforms: { - ambientLightColor: Uniform; - bumpMap: Uniform; - bumpScale: Uniform; - diffuse: Uniform; - directionalLights: Uniform; - directionalShadowMap: Uniform; - directionalShadowMatrix: Uniform; - enableBump: Uniform; - enableSpecular: Uniform; - fogColor: Uniform; - fogDensity: Uniform; - fogFar: Uniform; - fogNear: Uniform; - hemisphereLights: Uniform; - lightProbe: Uniform; - offsetRepeat: Uniform; - opacity: Uniform; - pointLights: Uniform; - pointShadowMap: Uniform; - pointShadowMatrix: Uniform; - rectAreaLights: Uniform; - specular: Uniform; - specularMap: Uniform; - spotLights: Uniform; - spotShadowMap: Uniform; - spotShadowMatrix: Uniform; - tBeckmann: Uniform; - tDiffuse: Uniform; - uRoughness: Uniform; - uSpecularBrightness: Uniform; - uWrapRGB: Uniform; - }; - vertexShader: string; - fragmentShader: string; -}; - -export const SkinShaderAdvanced: { - uniforms: { - ambientLightColor: Uniform; - diffuse: Uniform; - directionalLights: Uniform; - directionalShadowMap: Uniform; - directionalShadowMatrix: Uniform; - fogColor: Uniform; - fogDensity: Uniform; - fogFar: Uniform; - fogNear: Uniform; - hemisphereLights: Uniform; - lightProbe: Uniform; - opacity: Uniform; - passID: Uniform; - pointLights: Uniform; - pointShadowMap: Uniform; - pointShadowMatrix: Uniform; - rectAreaLights: Uniform; - specular: Uniform; - spotLights: Uniform; - spotShadowMap: Uniform; - spotShadowMatrix: Uniform; - tBeckmann: Uniform; - tBlur1: Uniform; - tBlur2: Uniform; - tBlur3: Uniform; - tBlur4: Uniform; - tDiffuse: Uniform; - tNormal: Uniform; - uNormalScale: Uniform; - uRoughness: Uniform; - uSpecularBrightness: Uniform; - }; - vertexShader: string; - fragmentShader: string; -}; - -export const SkinShaderBeckmann: { - uniforms: {}; - vertexShader: string; - fragmentShader: string; -}; diff --git a/examples/jsm/shaders/SkinShader.js b/examples/jsm/shaders/SkinShader.js deleted file mode 100644 index 4c60800453e07364b39fba53f1c2349499d742fc..0000000000000000000000000000000000000000 --- a/examples/jsm/shaders/SkinShader.js +++ /dev/null @@ -1,697 +0,0 @@ -/** - * @author alteredq / http://alteredqualia.com/ - * - */ - -import { - Color, - ShaderChunk, - UniformsLib, - UniformsUtils, - Vector3, - Vector4 -} from "../../../build/three.module.js"; - -/* ------------------------------------------------------------------------------------------ -// Basic skin shader -// - per-pixel Blinn-Phong diffuse term mixed with half-Lambert wrap-around term (per color component) -// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance) -// -// - diffuse map -// - bump map -// - specular map -// - point, directional and hemisphere lights (use with "lights: true" material option) -// - fog (use with "fog: true" material option) -// -// ------------------------------------------------------------------------------------------ */ - -var SkinShaderBasic = { - - uniforms: UniformsUtils.merge( [ - - UniformsLib[ "fog" ], - UniformsLib[ "lights" ], - - { - - "enableBump": { value: 0 }, - "enableSpecular": { value: 0 }, - - "tDiffuse": { value: null }, - "tBeckmann": { value: null }, - - "diffuse": { value: new Color( 0xeeeeee ) }, - "specular": { value: new Color( 0x111111 ) }, - "opacity": { value: 1 }, - - "uRoughness": { value: 0.15 }, - "uSpecularBrightness": { value: 0.75 }, - - "bumpMap": { value: null }, - "bumpScale": { value: 1 }, - - "specularMap": { value: null }, - - "offsetRepeat": { value: new Vector4( 0, 0, 1, 1 ) }, - - "uWrapRGB": { value: new Vector3( 0.75, 0.375, 0.1875 ) } - - } - - ] ), - - vertexShader: [ - - "uniform vec4 offsetRepeat;", - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - ShaderChunk[ "common" ], - ShaderChunk[ "lights_pars_begin" ], - ShaderChunk[ "fog_pars_vertex" ], - - "void main() {", - - " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", - - " vViewPosition = -mvPosition.xyz;", - - " vNormal = normalize( normalMatrix * normal );", - - " vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", - - " gl_Position = projectionMatrix * mvPosition;", - - ShaderChunk[ "fog_vertex" ], - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "#define USE_BUMPMAP", - - "uniform bool enableBump;", - "uniform bool enableSpecular;", - - "uniform vec3 diffuse;", - "uniform vec3 specular;", - "uniform float opacity;", - - "uniform float uRoughness;", - "uniform float uSpecularBrightness;", - - "uniform vec3 uWrapRGB;", - - "uniform sampler2D tDiffuse;", - "uniform sampler2D tBeckmann;", - - "uniform sampler2D specularMap;", - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - ShaderChunk[ "common" ], - ShaderChunk[ "bsdfs" ], - ShaderChunk[ "packing" ], - ShaderChunk[ "lights_pars_begin" ], - ShaderChunk[ "fog_pars_fragment" ], - ShaderChunk[ "bumpmap_pars_fragment" ], - - // Fresnel term - - "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {", - - " float base = 1.0 - dot( V, H );", - " float exponential = pow( base, 5.0 );", - - " return exponential + F0 * ( 1.0 - exponential );", - - "}", - - // Kelemen/Szirmay-Kalos specular BRDF - - "float KS_Skin_Specular( vec3 N,", // Bumped surface normal - " vec3 L,", // Points to light - " vec3 V,", // Points to eye - " float m,", // Roughness - " float rho_s", // Specular brightness - " ) {", - - " float result = 0.0;", - " float ndotl = dot( N, L );", - - " if( ndotl > 0.0 ) {", - - " vec3 h = L + V;", // Unnormalized half-way vector - " vec3 H = normalize( h );", - - " float ndoth = dot( N, H );", - - " float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );", - - " float F = fresnelReflectance( H, V, 0.028 );", - " float frSpec = max( PH * F / dot( h, h ), 0.0 );", - - " result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s - - " }", - - " return result;", - - "}", - - "void main() {", - - " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does - " vec4 diffuseColor = vec4( diffuse, opacity );", - - " vec4 colDiffuse = texture2D( tDiffuse, vUv );", - " colDiffuse.rgb *= colDiffuse.rgb;", - - " diffuseColor = diffuseColor * colDiffuse;", - - " vec3 normal = normalize( vNormal );", - " vec3 viewerDirection = normalize( vViewPosition );", - - " float specularStrength;", - - " if ( enableSpecular ) {", - - " vec4 texelSpecular = texture2D( specularMap, vUv );", - " specularStrength = texelSpecular.r;", - - " } else {", - - " specularStrength = 1.0;", - - " }", - - " #ifdef USE_BUMPMAP", - - " if ( enableBump ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", - - " #endif", - - // point lights - - " vec3 totalSpecularLight = vec3( 0.0 );", - " vec3 totalDiffuseLight = vec3( 0.0 );", - - " #if NUM_POINT_LIGHTS > 0", - - " for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {", - - " vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;", - - " float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );", - - " lVector = normalize( lVector );", - - " float pointDiffuseWeightFull = max( dot( normal, lVector ), 0.0 );", - " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, lVector ) + 0.5, 0.0 );", - " vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), uWrapRGB );", - - " float pointSpecularWeight = KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );", - - " totalDiffuseLight += pointLight[ i ].color * ( pointDiffuseWeight * attenuation );", - " totalSpecularLight += pointLight[ i ].color * specular * ( pointSpecularWeight * specularStrength * attenuation );", - - " }", - - " #endif", - - // directional lights - - " #if NUM_DIR_LIGHTS > 0", - - " for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {", - - " vec3 dirVector = directionalLights[ i ].direction;", - - " float dirDiffuseWeightFull = max( dot( normal, dirVector ), 0.0 );", - " float dirDiffuseWeightHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", - " vec3 dirDiffuseWeight = mix( vec3 ( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), uWrapRGB );", - - " float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );", - - " totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;", - " totalSpecularLight += directionalLights[ i ].color * ( dirSpecularWeight * specularStrength );", - - " }", - - " #endif", - - // hemisphere lights - - " #if NUM_HEMI_LIGHTS > 0", - - " for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {", - - " vec3 lVector = hemisphereLightDirection[ i ];", - - " float dotProduct = dot( normal, lVector );", - " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", - - " totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", - - // specular (sky light) - - " float hemiSpecularWeight = 0.0;", - " hemiSpecularWeight += KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );", - - // specular (ground light) - - " vec3 lVectorGround = -lVector;", - " hemiSpecularWeight += KS_Skin_Specular( normal, lVectorGround, viewerDirection, uRoughness, uSpecularBrightness );", - - " vec3 hemiSpecularColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", - - " totalSpecularLight += hemiSpecularColor * specular * ( hemiSpecularWeight * specularStrength );", - - " }", - - " #endif", - - " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor * diffuse ) + totalSpecularLight;", - - " gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects - - ShaderChunk[ "fog_fragment" ], - - "}" - - ].join( "\n" ) - -}; - -/* ------------------------------------------------------------------------------------------ -// Skin shader -// - Blinn-Phong diffuse term (using normal + diffuse maps) -// - subsurface scattering approximation by four blur layers -// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance) -// -// - point and directional lights (use with "lights: true" material option) -// -// - based on Nvidia Advanced Skin Rendering GDC 2007 presentation -// and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering -// -// http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf -// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html -// ------------------------------------------------------------------------------------------ */ - -var SkinShaderAdvanced = { - - uniforms: UniformsUtils.merge( [ - - UniformsLib[ "fog" ], - UniformsLib[ "lights" ], - - { - "passID": { value: 0 }, - - "tDiffuse": { value: null }, - "tNormal": { value: null }, - - "tBlur1": { value: null }, - "tBlur2": { value: null }, - "tBlur3": { value: null }, - "tBlur4": { value: null }, - - "tBeckmann": { value: null }, - - "uNormalScale": { value: 1.0 }, - - "diffuse": { value: new Color( 0xeeeeee ) }, - "specular": { value: new Color( 0x111111 ) }, - "opacity": { value: 1 }, - - "uRoughness": { value: 0.15 }, - "uSpecularBrightness": { value: 0.75 } - - } - - ] ), - - vertexShader: [ - - "#ifdef VERTEX_TEXTURES", - - " uniform sampler2D tDisplacement;", - " uniform float uDisplacementScale;", - " uniform float uDisplacementBias;", - - "#endif", - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - ShaderChunk[ "common" ], - ShaderChunk[ "fog_pars_vertex" ], - - "void main() {", - - " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", - - " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - - " vViewPosition = -mvPosition.xyz;", - - " vNormal = normalize( normalMatrix * normal );", - - " vUv = uv;", - - // displacement mapping - - " #ifdef VERTEX_TEXTURES", - - " vec3 dv = texture2D( tDisplacement, uv ).xyz;", - " float df = uDisplacementScale * dv.x + uDisplacementBias;", - " vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;", - " gl_Position = projectionMatrix * displacedPosition;", - - " #else", - - " gl_Position = projectionMatrix * mvPosition;", - - " #endif", - - ShaderChunk[ "fog_vertex" ], - - "}", - - - ].join( "\n" ), - - vertexShaderUV: [ - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - ShaderChunk[ "common" ], - - "void main() {", - - " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", - - " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - - " vViewPosition = -mvPosition.xyz;", - - " vNormal = normalize( normalMatrix * normal );", - - " vUv = uv;", - - " gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );", - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform vec3 diffuse;", - "uniform vec3 specular;", - "uniform float opacity;", - - "uniform float uRoughness;", - "uniform float uSpecularBrightness;", - - "uniform int passID;", - - "uniform sampler2D tDiffuse;", - "uniform sampler2D tNormal;", - - "uniform sampler2D tBlur1;", - "uniform sampler2D tBlur2;", - "uniform sampler2D tBlur3;", - "uniform sampler2D tBlur4;", - - "uniform sampler2D tBeckmann;", - - "uniform float uNormalScale;", - - "varying vec3 vNormal;", - "varying vec2 vUv;", - - "varying vec3 vViewPosition;", - - ShaderChunk[ "common" ], - ShaderChunk[ "lights_pars_begin" ], - ShaderChunk[ "fog_pars_fragment" ], - - "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {", - - " float base = 1.0 - dot( V, H );", - " float exponential = pow( base, 5.0 );", - - " return exponential + F0 * ( 1.0 - exponential );", - - "}", - - // Kelemen/Szirmay-Kalos specular BRDF - - "float KS_Skin_Specular( vec3 N,", // Bumped surface normal - " vec3 L,", // Points to light - " vec3 V,", // Points to eye - " float m,", // Roughness - " float rho_s", // Specular brightness - " ) {", - - " float result = 0.0;", - " float ndotl = dot( N, L );", - - " if( ndotl > 0.0 ) {", - - " vec3 h = L + V;", // Unnormalized half-way vector - " vec3 H = normalize( h );", - - " float ndoth = dot( N, H );", - - " float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );", - " float F = fresnelReflectance( H, V, 0.028 );", - " float frSpec = max( PH * F / dot( h, h ), 0.0 );", - - " result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s - - " }", - - " return result;", - - "}", - - "void main() {", - - " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does - " vec4 diffuseColor = vec4( diffuse, opacity );", - - " vec4 mSpecular = vec4( specular, opacity );", - - " vec4 colDiffuse = texture2D( tDiffuse, vUv );", - " colDiffuse *= colDiffuse;", - - " diffuseColor *= colDiffuse;", - - // normal mapping - - " vec4 posAndU = vec4( -vViewPosition, vUv.x );", - " vec4 posAndU_dx = dFdx( posAndU ), posAndU_dy = dFdy( posAndU );", - " vec3 tangent = posAndU_dx.w * posAndU_dx.xyz + posAndU_dy.w * posAndU_dy.xyz;", - " vec3 normal = normalize( vNormal );", - " vec3 binormal = normalize( cross( tangent, normal ) );", - " tangent = cross( normal, binormal );", // no normalization required - " mat3 tsb = mat3( tangent, binormal, normal );", - - " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", - " normalTex.xy *= uNormalScale;", - " normalTex = normalize( normalTex );", - - " vec3 finalNormal = tsb * normalTex;", - " normal = normalize( finalNormal );", - - " vec3 viewerDirection = normalize( vViewPosition );", - - // point lights - - " vec3 totalDiffuseLight = vec3( 0.0 );", - " vec3 totalSpecularLight = vec3( 0.0 );", - - " #if NUM_POINT_LIGHTS > 0", - - " for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {", - - " vec3 pointVector = normalize( pointLights[ i ].direction );", - " float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );", - - " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", - - " totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );", - - " if ( passID == 1 ) {", - - " float pointSpecularWeight = KS_Skin_Specular( normal, pointVector, viewerDirection, uRoughness, uSpecularBrightness );", - - " totalSpecularLight += pointLightColor[ i ] * mSpecular.xyz * ( pointSpecularWeight * attenuation );", - - " }", - - " }", - - " #endif", - - // directional lights - - " #if NUM_DIR_LIGHTS > 0", - - " for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {", - - " vec3 dirVector = directionalLights[ i ].direction;", - - " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", - - - " totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;", - - " if ( passID == 1 ) {", - - " float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );", - - " totalSpecularLight += directionalLights[ i ].color * mSpecular.xyz * dirSpecularWeight;", - - " }", - - " }", - - " #endif", - - " outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalSpecularLight );", - - " if ( passID == 0 ) {", - - " outgoingLight = sqrt( outgoingLight );", - - " } else if ( passID == 1 ) {", - - //"#define VERSION1", - - " #ifdef VERSION1", - - " vec3 nonblurColor = sqrt(outgoingLight );", - - " #else", - - " vec3 nonblurColor = outgoingLight;", - - " #endif", - - " vec3 blur1Color = texture2D( tBlur1, vUv ).xyz;", - " vec3 blur2Color = texture2D( tBlur2, vUv ).xyz;", - " vec3 blur3Color = texture2D( tBlur3, vUv ).xyz;", - " vec3 blur4Color = texture2D( tBlur4, vUv ).xyz;", - - - //"gl_FragColor = vec4( blur1Color, gl_FragColor.w );", - - //"gl_FragColor = vec4( vec3( 0.22, 0.5, 0.7 ) * nonblurColor + vec3( 0.2, 0.5, 0.3 ) * blur1Color + vec3( 0.58, 0.0, 0.0 ) * blur2Color, gl_FragColor.w );", - - //"gl_FragColor = vec4( vec3( 0.25, 0.6, 0.8 ) * nonblurColor + vec3( 0.15, 0.25, 0.2 ) * blur1Color + vec3( 0.15, 0.15, 0.0 ) * blur2Color + vec3( 0.45, 0.0, 0.0 ) * blur3Color, gl_FragColor.w );", - - " outgoingLight = vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ", - " vec3( 0.101, 0.355, 0.365 ) * blur1Color + ", - " vec3( 0.119, 0.208, 0.0 ) * blur2Color + ", - " vec3( 0.114, 0.0, 0.0 ) * blur3Color + ", - " vec3( 0.444, 0.0, 0.0 ) * blur4Color );", - - " outgoingLight *= sqrt( colDiffuse.xyz );", - - " outgoingLight += ambientLightColor * diffuse * colDiffuse.xyz + totalSpecularLight;", - - " #ifndef VERSION1", - - " outgoingLight = sqrt( outgoingLight );", - - " #endif", - - " }", - - " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects - - ShaderChunk[ "fog_fragment" ], - - "}" - - ].join( "\n" ) - -}; - -/* ------------------------------------------------------------------------------------------ -// Beckmann distribution function -// - to be used in specular term of skin shader -// - render a screen-aligned quad to precompute a 512 x 512 texture -// -// - from http://developer.nvidia.com/node/171 - ------------------------------------------------------------------------------------------ */ - -var SkinShaderBeckmann = { - - uniforms: {}, - - vertexShader: [ - - "varying vec2 vUv;", - - "void main() {", - - " vUv = uv;", - " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "varying vec2 vUv;", - - "float PHBeckmann( float ndoth, float m ) {", - - " float alpha = acos( ndoth );", - " float ta = tan( alpha );", - - " float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );", - " return val;", - - "}", - - "float KSTextureCompute( vec2 tex ) {", - - // Scale the value to fit within [0,1] invert upon lookup. - - " return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );", - - "}", - - "void main() {", - - " float x = KSTextureCompute( vUv );", - - " gl_FragColor = vec4( x, x, x, 1.0 );", - - "}" - - ].join( "\n" ) - -}; - -export { SkinShaderBasic, SkinShaderAdvanced, SkinShaderBeckmann }; diff --git a/examples/webgl_materials_bumpmap_skin.html b/examples/webgl_materials_bumpmap_skin.html deleted file mode 100644 index b07e807dcb72843c009931c04bb901572d7a8755..0000000000000000000000000000000000000000 --- a/examples/webgl_materials_bumpmap_skin.html +++ /dev/null @@ -1,228 +0,0 @@ - - - - three.js webgl - materials - bump map - skin [Lee Perry-Smith] - - - - - - -
- three.js - single-pass skin material with tangent-less bump mapping
- Lee Perry-Smith head -
- - - - - diff --git a/examples/webgl_materials_skin.html b/examples/webgl_materials_skin.html deleted file mode 100644 index d9078fc8a1735aea7aad60e293554924e0bc6de6..0000000000000000000000000000000000000000 --- a/examples/webgl_materials_skin.html +++ /dev/null @@ -1,293 +0,0 @@ - - - - three.js webgl - materials - skin [Lee Perry-Smith] - - - - - - -
- three.js - webgl skin rendering demo.
- Lee Perry-Smith head. -
- - - - - diff --git a/utils/modularize.js b/utils/modularize.js index 8f2dcbc8b8065ff4a63eb4c73003c6a3570c9b57..09444b725f678601e5902d984a2f856125f038ce 100644 --- a/utils/modularize.js +++ b/utils/modularize.js @@ -210,7 +210,6 @@ var files = [ { path: 'shaders/RGBShiftShader.js', dependencies: [], ignoreList: [] }, { path: 'shaders/SAOShader.js', dependencies: [], ignoreList: [] }, { path: 'shaders/SepiaShader.js', dependencies: [], ignoreList: [] }, - { path: 'shaders/SkinShader.js', dependencies: [], ignoreList: [] }, { path: 'shaders/SMAAShader.js', dependencies: [], ignoreList: [] }, { path: 'shaders/SobelOperatorShader.js', dependencies: [], ignoreList: [] }, { path: 'shaders/SSAOShader.js', dependencies: [], ignoreList: [] },