/** * @author alteredq / http://alteredqualia.com/ * @author MPanknin / http://www.redplant.de/ * */ THREE.ShaderDeferred = { "color" : { uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "common" ], THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ "shadowmap" ] ] ), fragmentShader : [ "uniform vec3 diffuse;", "uniform float opacity;", THREE.ShaderChunk[ "color_pars_fragment" ], THREE.ShaderChunk[ "map_pars_fragment" ], THREE.ShaderChunk[ "lightmap_pars_fragment" ], THREE.ShaderChunk[ "envmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], THREE.ShaderChunk[ "specularmap_pars_fragment" ], "void main() {", "gl_FragColor = vec4( diffuse, opacity );", THREE.ShaderChunk[ "map_fragment" ], THREE.ShaderChunk[ "alphatest_fragment" ], THREE.ShaderChunk[ "specularmap_fragment" ], THREE.ShaderChunk[ "lightmap_fragment" ], THREE.ShaderChunk[ "color_fragment" ], THREE.ShaderChunk[ "envmap_fragment" ], THREE.ShaderChunk[ "shadowmap_fragment" ], THREE.ShaderChunk[ "linear_to_gamma_fragment" ], THREE.ShaderChunk[ "fog_fragment" ], "}" ].join("\n"), vertexShader : [ THREE.ShaderChunk[ "map_pars_vertex" ], THREE.ShaderChunk[ "lightmap_pars_vertex" ], THREE.ShaderChunk[ "envmap_pars_vertex" ], THREE.ShaderChunk[ "color_pars_vertex" ], THREE.ShaderChunk[ "morphtarget_pars_vertex" ], THREE.ShaderChunk[ "skinning_pars_vertex" ], THREE.ShaderChunk[ "shadowmap_pars_vertex" ], "void main() {", THREE.ShaderChunk[ "map_vertex" ], THREE.ShaderChunk[ "lightmap_vertex" ], THREE.ShaderChunk[ "color_vertex" ], "#ifdef USE_ENVMAP", THREE.ShaderChunk[ "morphnormal_vertex" ], THREE.ShaderChunk[ "skinbase_vertex" ], THREE.ShaderChunk[ "skinnormal_vertex" ], THREE.ShaderChunk[ "defaultnormal_vertex" ], "#endif", THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "skinning_vertex" ], THREE.ShaderChunk[ "default_vertex" ], THREE.ShaderChunk[ "worldpos_vertex" ], THREE.ShaderChunk[ "envmap_vertex" ], THREE.ShaderChunk[ "shadowmap_vertex" ], "}" ].join("\n") }, "clipDepth" : { uniforms: { }, fragmentShader : [ "varying vec4 clipPos;", "void main() {", "gl_FragColor = vec4( clipPos.z / clipPos.w, 1.0, 1.0, 1.0 );", "}" ].join("\n"), vertexShader : [ "varying vec4 clipPos;", THREE.ShaderChunk[ "morphtarget_pars_vertex" ], "void main() {", THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "default_vertex" ], "clipPos = gl_Position;", "}" ].join("\n") }, "normals" : { uniforms: { }, fragmentShader : [ "varying vec3 normalView;", "void main() {", "gl_FragColor = vec4( vec3( normalView * 0.5 + 0.5 ), 1.0 );", "}" ].join("\n"), vertexShader : [ "varying vec3 normalView;", THREE.ShaderChunk[ "morphtarget_pars_vertex" ], "void main() {", THREE.ShaderChunk[ "morphnormal_vertex" ], THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "default_vertex" ], "vec3 objectNormal;", "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )", "objectNormal = morphedNormal;", "#endif", "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )", "objectNormal = normal;", "#endif", "normalView = normalize( normalMatrix * objectNormal );", "}" ].join("\n") }, "bump" : { uniforms: { bumpMap: { type: "t", value: null }, bumpScale: { type: "f", value: 1 }, offsetRepeat: { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) } }, fragmentShader : [ "#extension GL_OES_standard_derivatives : enable\n", "varying vec3 normalView;", "varying vec2 vUv;", "varying vec3 vViewPosition;", THREE.ShaderChunk[ "bumpmap_pars_fragment" ], "void main() {", "vec3 normal = normalize( normalView );", "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", "gl_FragColor = vec4( vec3( normal * 0.5 + 0.5 ), 1.0 );", "}" ].join("\n"), vertexShader : [ "varying vec3 normalView;", "varying vec2 vUv;", "varying vec3 vViewPosition;", "uniform vec4 offsetRepeat;", "void main() {", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "gl_Position = projectionMatrix * mvPosition;", "normalView = normalize( normalMatrix * normal );", "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", "vViewPosition = -mvPosition.xyz;", "}" ].join("\n") }, "unlit" : { uniforms: { samplerDepth: { type: "t", value: null }, viewWidth: { type: "f", value: 800 }, viewHeight: { type: "f", value: 600 }, lightColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) } }, fragmentShader : [ "varying vec4 clipPos;", "uniform sampler2D samplerDepth;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "void main() {", "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );", "float z = texture2D( samplerDepth, texCoord ).x;", "vec4 color = vec4( lightColor, 1.0 );", "float depth = clipPos.z / clipPos.w;", "if( depth > z && z > 0.0 ) color.w = 0.0;", "gl_FragColor = color;", "}" ].join("\n"), vertexShader : [ "varying vec4 clipPos;", "void main() {", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "clipPos = gl_Position;", "}" ].join("\n") }, "composite" : { uniforms: { samplerLightBuffer: { type: "t", value: null }, samplerEmitter: { type: "t", value: null } }, fragmentShader : [ "varying vec2 texCoord;", "uniform sampler2D samplerLightBuffer;", "uniform sampler2D samplerEmitter;", "uniform vec3 lightPos;", "void main() {", "vec3 color = texture2D( samplerLightBuffer, texCoord ).xyz;", "vec3 emitter = texture2D( samplerEmitter, texCoord ).xyz;", "if ( emitter != vec3( 0.0 ) ) {", "gl_FragColor = vec4( emitter, 1.0 );", "} else {", "gl_FragColor = vec4( sqrt( color ), 1.0 );", "}", "}" ].join("\n"), vertexShader : [ "varying vec2 texCoord;", "void main() {", "vec4 pos = vec4( sign( position.xy ), 0.0, 1.0 );", "texCoord = pos.xy * vec2( 0.5 ) + 0.5;", "gl_Position = pos;", "}" ].join("\n") }, "light" : { uniforms: { samplerLightBuffer: { type: "t", value: null }, samplerNormals: { type: "t", value: null }, samplerDepth: { type: "t", value: null }, samplerColor: { type: "t", value: null }, matView: { type: "m4", value: new THREE.Matrix4() }, matProjInverse: { type: "m4", value: new THREE.Matrix4() }, viewWidth: { type: "f", value: 800 }, viewHeight: { type: "f", value: 600 }, lightPos: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }, lightColor: { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) }, lightIntensity: { type: "f", value: 1.0 }, lightRadius: { type: "f", value: 1.0 } }, fragmentShader : [ "varying vec3 lightView;", "varying vec4 clipPos;", "uniform sampler2D samplerColor;", "uniform sampler2D samplerDepth;", "uniform sampler2D samplerNormals;", "uniform sampler2D samplerLightBuffer;", "uniform float lightRadius;", "uniform float lightIntensity;", "uniform float viewHeight;", "uniform float viewWidth;", "uniform vec3 lightColor;", "uniform mat4 matProjInverse;", "void main() {", "vec2 texCoord = gl_FragCoord.xy / vec2( viewWidth, viewHeight );", "float z = texture2D( samplerDepth, texCoord ).x;", "float lightZ = clipPos.z / clipPos.w;", /* "if ( z == 0.0 ) {", "gl_FragColor = vec4( vec3( 0.0 ), 1.0 );", "return;", "}", */ "if ( z == 0.0 || lightZ > z ) discard;", "float x = texCoord.x * 2.0 - 1.0;", "float y = texCoord.y * 2.0 - 1.0;", "vec4 projectedPos = vec4( x, y, z, 1.0 );", "vec4 viewPos = matProjInverse * projectedPos;", "viewPos.xyz /= viewPos.w;", "viewPos.w = 1.0;", "vec3 lightDir = lightView - viewPos.xyz;", "float dist = length( lightDir );", "if ( dist > lightRadius ) discard;", "lightDir = normalize( lightDir );", "float cutoff = 0.3;", "float denom = dist/lightRadius + 1.0;", "float attenuation = 1.0 / ( denom * denom );", "attenuation = ( attenuation - cutoff ) / ( 1.0 - cutoff );", "attenuation = max( attenuation, 0.0 );", "attenuation *= attenuation;", "vec3 normal = texture2D( samplerNormals, texCoord ).xyz * 2.0 - 1.0;", // wrap around lighting "float diffuseFull = max( dot( normal, lightDir ), 0.0 );", "float diffuseHalf = max( 0.5 + 0.5 * dot( normal, lightDir ), 0.0 );", "const vec3 wrapRGB = vec3( 0.6, 0.2, 0.2 );", "vec3 diffuse = mix( vec3 ( diffuseFull ), vec3( diffuseHalf ), wrapRGB );", // simple lighting //"float diffuseFull = max( dot( normal, lightDir ), 0.0 );", //"vec3 diffuse = vec3 ( diffuseFull );", // specular "const float shininess = SHININESS;", "const float specularIntensity = SPECULAR_INTENSITY;", "vec3 halfVector = normalize( lightDir - normalize( viewPos.xyz ) );", "float dotNormalHalf = max( dot( normal, halfVector ), 0.0 );", // simple specular //"vec3 specular = specularIntensity * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse;", // physically based specular "vec3 specularColor = specularIntensity * vec3( 1.0 );", "float specularNormalization = ( shininess + 2.0001 ) / 8.0;", "vec3 schlick = specularColor + vec3( 1.0 - specularColor ) * pow( 1.0 - dot( lightDir, halfVector ), 5.0 );", "vec3 specular = schlick * max( pow( dotNormalHalf, shininess ), 0.0 ) * diffuse * specularNormalization;", // color "vec4 albedo = texture2D( samplerColor, texCoord );", // combine "vec4 color = vec4( 0.0 );", "color.xyz = albedo.xyz * lightColor * lightIntensity;", "color.w = attenuation;", "#ifdef ADDITIVE_SPECULAR", "gl_FragColor = color * vec4( diffuse, 1.0 ) + vec4( lightColor * lightIntensity * specular, attenuation );", "#else", "gl_FragColor = color * vec4( diffuse + specular, 1.0 );", "#endif", "}" ].join("\n"), vertexShader : [ "varying vec3 lightView;", "varying vec4 clipPos;", "uniform vec3 lightPos;", "uniform mat4 matView;", "void main() { ", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "gl_Position = projectionMatrix * mvPosition;", "lightView = vec3( matView * vec4( lightPos, 1.0 ) );", "clipPos = gl_Position;", "}" ].join("\n") } };