var ShaderUtils = { lib: { 'fresnel': { uniforms: { "mRefractionRatio": { type: "f", value: 1.02 }, "mFresnelBias": { type: "f", value: 0.1 }, "mFresnelPower": { type: "f", value: 2.0 }, "mFresnelScale": { type: "f", value: 1.0 }, "tCube": { type: "t", value: 1, texture: null } }, fragment_shader: [ "uniform samplerCube tCube;", "varying vec3 vReflect;", "varying vec3 vRefract[3];", "varying float vReflectionFactor;", "void main() {", "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", "vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );", "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;", "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;", "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;", "refractedColor.a = 1.0;", "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );", "}" ].join("\n"), vertex_shader: [ "uniform float mRefractionRatio;", "uniform float mFresnelBias;", "uniform float mFresnelScale;", "uniform float mFresnelPower;", "varying vec3 vReflect;", "varying vec3 vRefract[3];", "varying float vReflectionFactor;", "void main(void) {", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", "vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );", "vec3 I = mPosition.xyz - cameraPosition;", "vReflect = reflect( I, nWorld );", "vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );", "vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );", "vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );", "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );", "gl_Position = projectionMatrix * mvPosition;", "}" ].join("\n") }, 'normal' : { uniforms: { "enableAO": { type: "i", value: 0 }, "enableDiffuse": { type: "i", value: 0 }, "tDiffuse": { type: "t", value: 0, texture: null }, "tNormal": { type: "t", value: 2, texture: null }, "tAO": { type: "t", value: 3, texture: null }, "tDisplacement": { type: "t", value: 4, texture: null }, "uDisplacementBias": { type: "f", value: -0.5 }, "uDisplacementScale": { type: "f", value: 2.5 }, "uPointLightPos": { type: "v3", value: new THREE.Vector3() }, "uPointLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) }, "uDirLightPos": { type: "v3", value: new THREE.Vector3() }, "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) }, "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) }, "uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) }, "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) }, "uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) }, "uShininess": { type: "f", value: 30 } }, fragment_shader: [ "uniform vec3 uDirLightPos;", "uniform vec3 uAmbientLightColor;", "uniform vec3 uDirLightColor;", "uniform vec3 uPointLightColor;", "uniform vec3 uAmbientColor;", "uniform vec3 uDiffuseColor;", "uniform vec3 uSpecularColor;", "uniform float uShininess;", "uniform bool enableDiffuse;", "uniform bool enableAO;", "uniform sampler2D tDiffuse;", "uniform sampler2D tNormal;", "uniform sampler2D tAO;", "varying vec3 vTangent;", "varying vec3 vBinormal;", "varying vec3 vNormal;", "varying vec2 vUv;", "varying vec3 vPointLightVector;", "varying vec3 vViewPosition;", "void main() {", "vec3 diffuseTex = vec3( 1.0, 1.0, 1.0 );", "vec3 aoTex = vec3( 1.0, 1.0, 1.0 );", "vec3 normalTex = normalize( texture2D( tNormal, vUv ).xyz * 2.0 - 1.0 );", "if( enableDiffuse )", "diffuseTex = texture2D( tDiffuse, vUv ).xyz;", "if( enableAO )", "aoTex = texture2D( tAO, vUv ).xyz;", "mat3 tsb = mat3( vTangent, vBinormal, vNormal );", "vec3 finalNormal = tsb * normalTex;", "vec3 normal = normalize( finalNormal );", "vec3 viewPosition = normalize( vViewPosition );", // point light "vec4 pointDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );", "vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );", "vec3 pointVector = normalize( vPointLightVector );", "vec3 pointHalfVector = normalize( vPointLightVector + vViewPosition );", "float pointDotNormalHalf = dot( normal, pointHalfVector );", "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", "float pointSpecularWeight = 0.0;", "if ( pointDotNormalHalf >= 0.0 )", "pointSpecularWeight = pow( pointDotNormalHalf, uShininess );", "pointDiffuse += vec4( uDiffuseColor, 1.0 ) * pointDiffuseWeight;", "pointSpecular += vec4( uSpecularColor, 1.0 ) * pointSpecularWeight;", // directional light "vec4 dirDiffuse = vec4( 0.0, 0.0, 0.0, 0.0 );", "vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );", "vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );", "vec3 dirVector = normalize( lDirection.xyz );", "vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );", "float dirDotNormalHalf = dot( normal, dirHalfVector );", "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", "float dirSpecularWeight = 0.0;", "if ( dirDotNormalHalf >= 0.0 )", "dirSpecularWeight = pow( dirDotNormalHalf, uShininess );", "dirDiffuse += vec4( uDiffuseColor, 1.0 ) * dirDiffuseWeight;", "dirSpecular += vec4( uSpecularColor, 1.0 ) * dirSpecularWeight;", // all lights contribution summation "vec4 totalLight = vec4( uAmbientLightColor * uAmbientColor, 1.0 );", "totalLight += vec4( uDirLightColor, 1.0 ) * ( dirDiffuse + dirSpecular );", "totalLight += vec4( uPointLightColor, 1.0 ) * ( pointDiffuse + pointSpecular );", "gl_FragColor = vec4( totalLight.xyz * aoTex * diffuseTex, 1.0 );", "}" ].join("\n"), vertex_shader: [ "attribute vec4 tangent;", "uniform vec3 uPointLightPos;", "#ifdef VERTEX_TEXTURES", "uniform sampler2D tDisplacement;", "uniform float uDisplacementScale;", "uniform float uDisplacementBias;", "#endif", "varying vec3 vTangent;", "varying vec3 vBinormal;", "varying vec3 vNormal;", "varying vec2 vUv;", "varying vec3 vPointLightVector;", "varying vec3 vViewPosition;", "void main() {", "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", "vViewPosition = cameraPosition - mPosition.xyz;", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vNormal = normalize( normalMatrix * normal );", // tangent and binormal vectors "vTangent = normalize( normalMatrix * tangent.xyz );", "vBinormal = cross( vNormal, vTangent ) * tangent.w;", "vBinormal = normalize( vBinormal );", "vUv = uv;", // point light "vec4 lPosition = viewMatrix * vec4( uPointLightPos, 1.0 );", "vPointLightVector = normalize( lPosition.xyz - mvPosition.xyz );", // 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", "}" ].join("\n") }, /* 'hatching' : { uniforms: { "uSampler": { type: "t", value: 2, texture: null }, "uDirLightPos": { type: "v3", value: new THREE.Vector3() }, "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) }, "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) } }, vertex_shader: [ "varying vec3 vNormal;", "void main() {", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "vNormal = normalize( normalMatrix * normal );", "}" ].join("\n"), fragment_shader: [ "uniform vec3 uDirLightPos;", "uniform vec3 uDirLightColor;", "uniform vec3 uAmbientLightColor;", "uniform sampler2D uSampler;", "varying vec3 vNormal;", "void main() {", "float directionalLightWeighting = max(dot(normalize(vNormal), uDirLightPos), 0.0);", "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;", "gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);", "if (length(lightWeighting) < 1.00) {", "if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {", "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);", "}", "}", "if (length(lightWeighting) < 0.75) {", "if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {", "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);", "}", "}", "if (length(lightWeighting) < 0.50) {", "if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {", "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);", "}", "}", "if (length(lightWeighting) < 0.3465) {", "if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {", "gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);", "}", "}", "}" ].join("\n") }, */ 'basic': { uniforms: {}, vertex_shader: [ "void main() {", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragment_shader: [ "void main() {", "gl_FragColor = vec4(1.0, 0.0, 0.0, 0.5);", "}" ].join("\n") }, 'cube': { uniforms: { "tCube": { type: "t", value: 1, texture: null } }, vertex_shader: [ "varying vec3 vViewPosition;", "void main() {", "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", "vViewPosition = cameraPosition - mPosition.xyz;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragment_shader: [ "uniform samplerCube tCube;", "varying vec3 vViewPosition;", "void main() {", "vec3 wPos = cameraPosition - vViewPosition;", "gl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );", "}" ].join("\n") } } };