ShaderUtils.js 7.8 KB
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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 );",
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				"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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				"vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );",
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				"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")
			
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		},
		
		'normal' : {
			
		uniforms: {
		
		"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 uDirLightColor;",

		"uniform vec3 uPointLightPos;",
		"uniform vec3 uPointLightColor;",

		"uniform vec3 uAmbientColor;",
		"uniform vec3 uDiffuseColor;",
		"uniform vec3 uSpecularColor;",
		"uniform float uShininess;",
		
		"uniform sampler2D tNormal;",
		"uniform sampler2D tAO;",
		
		"varying vec3 vTangent;",
		"varying vec3 vBinormal;",
		"varying vec3 vNormal;",
		"varying vec2 vUv;",
		
		"varying vec3 vLightWeighting;",
		"varying vec3 vPointLightVector;",
		"varying vec3 vViewPosition;",
		
		"void main() {",
			
			"vec3 normalTex = normalize( texture2D( tNormal, vUv ).xyz * 2.0 - 1.0 );",
			"vec3 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( uAmbientColor, 1.0 );",
			"totalLight += dirDiffuse + dirSpecular;",
			"totalLight += pointDiffuse + pointSpecular;",

			"gl_FragColor = vec4( totalLight.xyz * vLightWeighting * aoTex, 1.0 );",
			
		"}"	
		].join("\n"),
				
		vertex_shader: [

		"attribute vec4 tangent;",

		"uniform vec3 uDirLightPos;",
		"uniform vec3 uDirLightColor;",

		"uniform vec3 uPointLightPos;",
		"uniform vec3 uPointLightColor;",
		
		"uniform vec3 uAmbientLightColor;",
		
		"#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 vLightWeighting;",
		"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;",
			
			// ambient light
			
			"vLightWeighting = uAmbientLightColor;",
			
			// point light
			
			"vec4 lPosition = viewMatrix * vec4( uPointLightPos, 1.0 );",
			"vPointLightVector = normalize( lPosition.xyz - mvPosition.xyz );",
			"float pointLightWeighting = max( dot( vNormal, vPointLightVector ), 0.0 );",
			"vLightWeighting += uPointLightColor * pointLightWeighting;",
			
			// directional light
			
			"vec4 lDirection = viewMatrix * vec4( uDirLightPos, 0.0 );",
			"float directionalLightWeighting = max( dot( vNormal, normalize( lDirection.xyz ) ), 0.0 );",
			"vLightWeighting += uDirLightColor * directionalLightWeighting;",
			
			// 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")

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		}
	}

};