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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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fbbfb3b6
编写于
10月 07, 2011
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
差异文件
Merge remote-tracking branch 'alteredq/dev' into dev
上级
77af9c0c
89c57833
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
8 addition
and
9 deletion
+8
-9
build/Three.js
build/Three.js
+2
-2
build/custom/ThreeExtras.js
build/custom/ThreeExtras.js
+1
-1
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+1
-1
src/extras/ShaderUtils.js
src/extras/ShaderUtils.js
+2
-2
src/renderers/WebGLShaders.js
src/renderers/WebGLShaders.js
+2
-3
未找到文件。
build/Three.js
浏览文件 @
fbbfb3b6
...
...
@@ -196,7 +196,7 @@ map_particle_pars_fragment:"#ifdef USE_MAP\nuniform sampler2D map;\n#endif",map_
lightmap_pars_fragment
:
"
#ifdef USE_LIGHTMAP
\n
varying vec2 vUv2;
\n
uniform sampler2D lightMap;
\n
#endif
"
,
lightmap_pars_vertex
:
"
#ifdef USE_LIGHTMAP
\n
varying vec2 vUv2;
\n
#endif
"
,
lightmap_fragment
:
"
#ifdef USE_LIGHTMAP
\n
gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );
\n
#endif
"
,
lightmap_vertex
:
"
#ifdef USE_LIGHTMAP
\n
vUv2 = uv2;
\n
#endif
"
,
lights_pars_vertex
:
"
uniform bool enableLighting;
\n
uniform vec3 ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
\n
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
\n
uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
\n
uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
\n
#endif
"
,
lights_vertex
:
"
if ( !enableLighting ) {
\n
vLightWeighting = vec3( 1.0 );
\n
} else {
\n
vLightWeighting = ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );
\n
vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;
\n
}
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
\n
vec3 lVector = lPosition.xyz - mvPosition.xyz;
\n
float lDistance = 1.0;
\n
if ( pointLightDistance[ i ] > 0.0 )
\n
lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
\n
lVector = normalize( lVector );
\n
float pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );
\n
vLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;
\n
}
\n
#endif
\n
}
"
,
lights_phong_pars_vertex
:
"
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
\n
uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
"
,
lights_phong_vertex
:
"
#if MAX_POINT_LIGHTS > 0
\n
for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
\n
vec3 lVector = lPosition.xyz - mvPosition.xyz;
\n
float lDistance = 1.0;
\n
if ( pointLightDistance[ i ] > 0.0 )
\n
lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
\n
lVector = normalize( lVector );
\n
vPointLight[ i ] = vec4( lVector, lDistance );
\n
}
\n
#endif
"
,
lights_pars_fragment
:
"
uniform vec3 ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
\n
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
\n
varying vec3 vViewPosition;
\n
varying vec3 vNormal;
"
,
lights_fragment
:
"
vec3 normal = normalize( vNormal );
\n
vec3 viewPosition = normalize( vViewPosition );
\n
#if MAX_POINT_LIGHTS > 0
\n
vec3 pointDiffuse = vec3( 0.0 );
\n
vec3 pointSpecular = vec3( 0.0 );
\n
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec3 pointVector = normalize( vPointLight[ i ].xyz );
\n
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
\n
float pointDistance = vPointLight[ i ].w;
\n
float pointDotNormalHalf =
dot( normal, pointHalfVector );
\n
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
\n
float pointSpecularWeight = pow( pointDotNormalHalf, shininess );
\n
pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;
\n
pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;
\n
}
\n
#endif
\n
#if MAX_DIR_LIGHTS > 0
\n
vec3 dirDiffuse = vec3( 0.0 );
\n
vec3 dirSpecular = vec3( 0.0 );
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
vec3 dirVector = normalize( lDirection.xyz );
\n
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
\n
float dirDotNormalHalf = dot( normal, dirHalfVector
);
\n
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
\n
float dirSpecularWeight = pow( dirDotNormalHalf, shininess );
\n
dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;
\n
dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;
\n
}
\n
#endif
\n
vec3 totalDiffuse = vec3( 0.0 );
\n
vec3 totalSpecular = vec3( 0.0 );
\n
#if MAX_DIR_LIGHTS > 0
\n
totalDiffuse += dirDiffuse;
\n
totalSpecular += dirSpecular;
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
totalDiffuse += pointDiffuse;
\n
totalSpecular += pointSpecular;
\n
#endif
\n
gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;
"
,
lights_pars_fragment
:
"
uniform vec3 ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
\n
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
\n
varying vec3 vViewPosition;
\n
varying vec3 vNormal;
"
,
lights_fragment
:
"
vec3 normal = normalize( vNormal );
\n
vec3 viewPosition = normalize( vViewPosition );
\n
#if MAX_POINT_LIGHTS > 0
\n
vec3 pointDiffuse = vec3( 0.0 );
\n
vec3 pointSpecular = vec3( 0.0 );
\n
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec3 pointVector = normalize( vPointLight[ i ].xyz );
\n
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
\n
float pointDistance = vPointLight[ i ].w;
\n
float pointDotNormalHalf =
max( dot( normal, pointHalfVector ), 0.0 );
\n
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
\n
float pointSpecularWeight = pow( pointDotNormalHalf, shininess );
\n
pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;
\n
pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;
\n
}
\n
#endif
\n
#if MAX_DIR_LIGHTS > 0
\n
vec3 dirDiffuse = vec3( 0.0 );
\n
vec3 dirSpecular = vec3( 0.0 );
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
vec3 dirVector = normalize( lDirection.xyz );
\n
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
\n
float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0
);
\n
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
\n
float dirSpecularWeight = pow( dirDotNormalHalf, shininess );
\n
dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;
\n
dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;
\n
}
\n
#endif
\n
vec3 totalDiffuse = vec3( 0.0 );
\n
vec3 totalSpecular = vec3( 0.0 );
\n
#if MAX_DIR_LIGHTS > 0
\n
totalDiffuse += dirDiffuse;
\n
totalSpecular += dirSpecular;
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
totalDiffuse += pointDiffuse;
\n
totalSpecular += pointSpecular;
\n
#endif
\n
gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;
"
,
color_pars_fragment
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_fragment
:
"
#ifdef USE_COLOR
\n
gl_FragColor = gl_FragColor * vec4( vColor, opacity );
\n
#endif
"
,
color_pars_vertex
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_vertex
:
"
#ifdef USE_COLOR
\n
vColor = color;
\n
#endif
"
,
skinning_pars_vertex
:
"
#ifdef USE_SKINNING
\n
uniform mat4 boneGlobalMatrices[ MAX_BONES ];
\n
#endif
"
,
skinning_vertex
:
"
#ifdef USE_SKINNING
\n
gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;
\n
gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;
\n
gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;
\n
#endif
"
,
morphtarget_pars_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
uniform float morphTargetInfluences[ 8 ];
\n
#endif
"
,
morphtarget_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
vec3 morphed = vec3( 0.0, 0.0, 0.0 );
\n
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
\n
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
\n
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
\n
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
\n
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
\n
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
\n
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
\n
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
\n
morphed += position;
\n
gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );
\n
#endif
"
,
default_vertex
:
"
#ifndef USE_MORPHTARGETS
\n
#ifndef USE_SKINNING
\n
gl_Position = projectionMatrix * mvPosition;
\n
#endif
\n
#endif
"
,
shadowmap_pars_fragment
:
"
#ifdef USE_SHADOWMAP
\n
uniform sampler2D shadowMap[ MAX_SHADOWS ];
\n
uniform float shadowDarkness;
\n
uniform float shadowBias;
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
float unpackDepth( const in vec4 rgba_depth ) {
\n
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
\n
float depth = dot( rgba_depth, bit_shift );
\n
return depth;
\n
}
\n
#endif
"
,
...
...
@@ -362,7 +362,7 @@ if(THREE.WebGLRenderer)THREE.ShaderUtils={lib:{fresnel:{uniforms:{mRefractionRat
vertexShader
:
"
uniform float mRefractionRatio;
\n
uniform float mFresnelBias;
\n
uniform float mFresnelScale;
\n
uniform float mFresnelPower;
\n
varying vec3 vReflect;
\n
varying vec3 vRefract[3];
\n
varying float vReflectionFactor;
\n
void main() {
\n
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
\n
vec4 mPosition = objectMatrix * vec4( position, 1.0 );
\n
vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );
\n
vec3 I = mPosition.xyz - cameraPosition;
\n
vReflect = reflect( I, nWorld );
\n
vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );
\n
vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );
\n
vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );
\n
vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );
\n
gl_Position = projectionMatrix * mvPosition;
\n
}
"
},
normal
:{
uniforms
:
THREE
.
UniformsUtils
.
merge
([
THREE
.
UniformsLib
.
fog
,
THREE
.
UniformsLib
.
lights
,
THREE
.
UniformsLib
.
shadowmap
,{
enableAO
:{
type
:
"
i
"
,
value
:
0
},
enableDiffuse
:{
type
:
"
i
"
,
value
:
0
},
enableSpecular
:{
type
:
"
i
"
,
value
:
0
},
enableReflection
:{
type
:
"
i
"
,
value
:
0
},
tDiffuse
:{
type
:
"
t
"
,
value
:
0
,
texture
:
null
},
tCube
:{
type
:
"
t
"
,
value
:
1
,
texture
:
null
},
tNormal
:{
type
:
"
t
"
,
value
:
2
,
texture
:
null
},
tSpecular
:{
type
:
"
t
"
,
value
:
3
,
texture
:
null
},
tAO
:{
type
:
"
t
"
,
value
:
4
,
texture
:
null
},
tDisplacement
:{
type
:
"
t
"
,
value
:
5
,
texture
:
null
},
uNormalScale
:{
type
:
"
f
"
,
value
:
1
},
uDisplacementBias
:{
type
:
"
f
"
,
value
:
0
},
uDisplacementScale
:{
type
:
"
f
"
,
value
:
1
},
uDiffuseColor
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
15658734
)},
uSpecularColor
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
1118481
)},
uAmbientColor
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
328965
)},
uShininess
:{
type
:
"
f
"
,
value
:
30
},
uOpacity
:{
type
:
"
f
"
,
value
:
1
},
uReflectivity
:{
type
:
"
f
"
,
value
:
0.5
},
uOffset
:{
type
:
"
v2
"
,
value
:
new
THREE
.
Vector2
(
0
,
0
)},
uRepeat
:{
type
:
"
v2
"
,
value
:
new
THREE
.
Vector2
(
1
,
1
)}}]),
fragmentShader
:[
"
uniform vec3 uAmbientColor;
\n
uniform vec3 uDiffuseColor;
\n
uniform vec3 uSpecularColor;
\n
uniform float uShininess;
\n
uniform float uOpacity;
\n
uniform bool enableDiffuse;
\n
uniform bool enableSpecular;
\n
uniform bool enableAO;
\n
uniform bool enableReflection;
\n
uniform sampler2D tDiffuse;
\n
uniform sampler2D tNormal;
\n
uniform sampler2D tSpecular;
\n
uniform sampler2D tAO;
\n
uniform samplerCube tCube;
\n
uniform float uNormalScale;
\n
uniform float uReflectivity;
\n
varying vec3 vTangent;
\n
varying vec3 vBinormal;
\n
varying vec3 vNormal;
\n
varying vec2 vUv;
\n
uniform vec3 ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
\n
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
\n
varying vec3 vViewPosition;
"
,
THREE
.
ShaderChunk
.
shadowmap_pars_fragment
,
THREE
.
ShaderChunk
.
fog_pars_fragment
,
"
void main() {
\n
gl_FragColor = vec4( vec3( 1.0 ), uOpacity );
\n
vec3 specularTex = vec3( 1.0 );
\n
vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;
\n
normalTex.xy *= uNormalScale;
\n
normalTex = normalize( normalTex );
\n
if( enableDiffuse )
\n
gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );
\n
if( enableAO )
\n
gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;
\n
if( enableSpecular )
\n
specularTex = texture2D( tSpecular, vUv ).xyz;
\n
mat3 tsb = mat3( vTangent, vBinormal, vNormal );
\n
vec3 finalNormal = tsb * normalTex;
\n
vec3 normal = normalize( finalNormal );
\n
vec3 viewPosition = normalize( vViewPosition );
\n
#if MAX_POINT_LIGHTS > 0
\n
vec3 pointDiffuse = vec3( 0.0 );
\n
vec3 pointSpecular = vec3( 0.0 );
\n
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec3 pointVector = normalize( vPointLight[ i ].xyz );
\n
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
\n
float pointDistance = vPointLight[ i ].w;
\n
float pointDotNormalHalf =
dot( normal, pointHalfVector );
\n
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
\n
float pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );
\n
pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;
\n
pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;
\n
}
\n
#endif
\n
#if MAX_DIR_LIGHTS > 0
\n
vec3 dirDiffuse = vec3( 0.0 );
\n
vec3 dirSpecular = vec3( 0.0 );
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
vec3 dirVector = normalize( lDirection.xyz );
\n
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
\n
float dirDotNormalHalf = dot( normal, dirHalfVector
);
\n
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
\n
float dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );
\n
dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;
\n
dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;
\n
}
\n
#endif
\n
vec3 totalDiffuse = vec3( 0.0 );
\n
vec3 totalSpecular = vec3( 0.0 );
\n
#if MAX_DIR_LIGHTS > 0
\n
totalDiffuse += dirDiffuse;
\n
totalSpecular += dirSpecular;
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
totalDiffuse += pointDiffuse;
\n
totalSpecular += pointSpecular;
\n
#endif
\n
gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;
\n
if ( enableReflection ) {
\n
vec3 wPos = cameraPosition - vViewPosition;
\n
vec3 vReflect = reflect( normalize( wPos ), normal );
\n
vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );
\n
gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, uReflectivity );
\n
}
"
,
THREE
.
ShaderChunk
.
shadowmap_pars_fragment
,
THREE
.
ShaderChunk
.
fog_pars_fragment
,
"
void main() {
\n
gl_FragColor = vec4( vec3( 1.0 ), uOpacity );
\n
vec3 specularTex = vec3( 1.0 );
\n
vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;
\n
normalTex.xy *= uNormalScale;
\n
normalTex = normalize( normalTex );
\n
if( enableDiffuse )
\n
gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );
\n
if( enableAO )
\n
gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;
\n
if( enableSpecular )
\n
specularTex = texture2D( tSpecular, vUv ).xyz;
\n
mat3 tsb = mat3( vTangent, vBinormal, vNormal );
\n
vec3 finalNormal = tsb * normalTex;
\n
vec3 normal = normalize( finalNormal );
\n
vec3 viewPosition = normalize( vViewPosition );
\n
#if MAX_POINT_LIGHTS > 0
\n
vec3 pointDiffuse = vec3( 0.0 );
\n
vec3 pointSpecular = vec3( 0.0 );
\n
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec3 pointVector = normalize( vPointLight[ i ].xyz );
\n
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
\n
float pointDistance = vPointLight[ i ].w;
\n
float pointDotNormalHalf =
max( dot( normal, pointHalfVector ), 0.0 );
\n
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
\n
float pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );
\n
pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;
\n
pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;
\n
}
\n
#endif
\n
#if MAX_DIR_LIGHTS > 0
\n
vec3 dirDiffuse = vec3( 0.0 );
\n
vec3 dirSpecular = vec3( 0.0 );
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
vec3 dirVector = normalize( lDirection.xyz );
\n
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
\n
float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0
);
\n
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
\n
float dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );
\n
dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;
\n
dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;
\n
}
\n
#endif
\n
vec3 totalDiffuse = vec3( 0.0 );
\n
vec3 totalSpecular = vec3( 0.0 );
\n
#if MAX_DIR_LIGHTS > 0
\n
totalDiffuse += dirDiffuse;
\n
totalSpecular += dirSpecular;
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
totalDiffuse += pointDiffuse;
\n
totalSpecular += pointSpecular;
\n
#endif
\n
gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;
\n
if ( enableReflection ) {
\n
vec3 wPos = cameraPosition - vViewPosition;
\n
vec3 vReflect = reflect( normalize( wPos ), normal );
\n
vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );
\n
gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, uReflectivity );
\n
}
"
,
THREE
.
ShaderChunk
.
shadowmap_fragment
,
THREE
.
ShaderChunk
.
fog_fragment
,
"
}
"
].
join
(
"
\n
"
),
vertexShader
:[
"
attribute vec4 tangent;
\n
uniform vec2 uOffset;
\n
uniform vec2 uRepeat;
\n
#ifdef VERTEX_TEXTURES
\n
uniform sampler2D tDisplacement;
\n
uniform float uDisplacementScale;
\n
uniform float uDisplacementBias;
\n
#endif
\n
varying vec3 vTangent;
\n
varying vec3 vBinormal;
\n
varying vec3 vNormal;
\n
varying vec2 vUv;
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
\n
uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
\n
varying vec3 vViewPosition;
"
,
THREE
.
ShaderChunk
.
shadowmap_pars_vertex
,
"
void main() {
\n
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
\n
vViewPosition = -mvPosition.xyz;
\n
vNormal = normalize( normalMatrix * normal );
\n
vTangent = normalize( normalMatrix * tangent.xyz );
\n
vBinormal = cross( vNormal, vTangent ) * tangent.w;
\n
vBinormal = normalize( vBinormal );
\n
vUv = uv * uRepeat + uOffset;
\n
#if MAX_POINT_LIGHTS > 0
\n
for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {
\n
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
\n
vec3 lVector = lPosition.xyz - mvPosition.xyz;
\n
float lDistance = 1.0;
\n
if ( pointLightDistance[ i ] > 0.0 )
\n
lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
\n
lVector = normalize( lVector );
\n
vPointLight[ i ] = vec4( lVector, lDistance );
\n
}
\n
#endif
\n
#ifdef VERTEX_TEXTURES
\n
vec3 dv = texture2D( tDisplacement, uv ).xyz;
\n
float df = uDisplacementScale * dv.x + uDisplacementBias;
\n
vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;
\n
gl_Position = projectionMatrix * displacedPosition;
\n
#else
\n
gl_Position = projectionMatrix * mvPosition;
\n
#endif
"
,
THREE
.
ShaderChunk
.
shadowmap_vertex
,
"
}
"
].
join
(
"
\n
"
)},
cube
:{
uniforms
:{
tCube
:{
type
:
"
t
"
,
value
:
1
,
texture
:
null
}},
vertexShader
:
"
varying vec3 vViewPosition;
\n
void main() {
\n
vec4 mPosition = objectMatrix * vec4( position, 1.0 );
\n
vViewPosition = cameraPosition - mPosition.xyz;
\n
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
\n
}
"
,
fragmentShader
:
"
uniform samplerCube tCube;
\n
varying vec3 vViewPosition;
\n
void main() {
\n
vec3 wPos = cameraPosition - vViewPosition;
\n
gl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );
\n
}
"
}}};
...
...
build/custom/ThreeExtras.js
浏览文件 @
fbbfb3b6
...
...
@@ -18,7 +18,7 @@ if(THREE.WebGLRenderer)THREE.ShaderUtils={lib:{fresnel:{uniforms:{mRefractionRat
vertexShader
:
"
uniform float mRefractionRatio;
\n
uniform float mFresnelBias;
\n
uniform float mFresnelScale;
\n
uniform float mFresnelPower;
\n
varying vec3 vReflect;
\n
varying vec3 vRefract[3];
\n
varying float vReflectionFactor;
\n
void main() {
\n
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
\n
vec4 mPosition = objectMatrix * vec4( position, 1.0 );
\n
vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );
\n
vec3 I = mPosition.xyz - cameraPosition;
\n
vReflect = reflect( I, nWorld );
\n
vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );
\n
vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );
\n
vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );
\n
vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );
\n
gl_Position = projectionMatrix * mvPosition;
\n
}
"
},
normal
:{
uniforms
:
THREE
.
UniformsUtils
.
merge
([
THREE
.
UniformsLib
.
fog
,
THREE
.
UniformsLib
.
lights
,
THREE
.
UniformsLib
.
shadowmap
,{
enableAO
:{
type
:
"
i
"
,
value
:
0
},
enableDiffuse
:{
type
:
"
i
"
,
value
:
0
},
enableSpecular
:{
type
:
"
i
"
,
value
:
0
},
enableReflection
:{
type
:
"
i
"
,
value
:
0
},
tDiffuse
:{
type
:
"
t
"
,
value
:
0
,
texture
:
null
},
tCube
:{
type
:
"
t
"
,
value
:
1
,
texture
:
null
},
tNormal
:{
type
:
"
t
"
,
value
:
2
,
texture
:
null
},
tSpecular
:{
type
:
"
t
"
,
value
:
3
,
texture
:
null
},
tAO
:{
type
:
"
t
"
,
value
:
4
,
texture
:
null
},
tDisplacement
:{
type
:
"
t
"
,
value
:
5
,
texture
:
null
},
uNormalScale
:{
type
:
"
f
"
,
value
:
1
},
uDisplacementBias
:{
type
:
"
f
"
,
value
:
0
},
uDisplacementScale
:{
type
:
"
f
"
,
value
:
1
},
uDiffuseColor
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
15658734
)},
uSpecularColor
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
1118481
)},
uAmbientColor
:{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
328965
)},
uShininess
:{
type
:
"
f
"
,
value
:
30
},
uOpacity
:{
type
:
"
f
"
,
value
:
1
},
uReflectivity
:{
type
:
"
f
"
,
value
:
0.5
},
uOffset
:{
type
:
"
v2
"
,
value
:
new
THREE
.
Vector2
(
0
,
0
)},
uRepeat
:{
type
:
"
v2
"
,
value
:
new
THREE
.
Vector2
(
1
,
1
)}}]),
fragmentShader
:[
"
uniform vec3 uAmbientColor;
\n
uniform vec3 uDiffuseColor;
\n
uniform vec3 uSpecularColor;
\n
uniform float uShininess;
\n
uniform float uOpacity;
\n
uniform bool enableDiffuse;
\n
uniform bool enableSpecular;
\n
uniform bool enableAO;
\n
uniform bool enableReflection;
\n
uniform sampler2D tDiffuse;
\n
uniform sampler2D tNormal;
\n
uniform sampler2D tSpecular;
\n
uniform sampler2D tAO;
\n
uniform samplerCube tCube;
\n
uniform float uNormalScale;
\n
uniform float uReflectivity;
\n
varying vec3 vTangent;
\n
varying vec3 vBinormal;
\n
varying vec3 vNormal;
\n
varying vec2 vUv;
\n
uniform vec3 ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
\n
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
\n
varying vec3 vViewPosition;
"
,
THREE
.
ShaderChunk
.
shadowmap_pars_fragment
,
THREE
.
ShaderChunk
.
fog_pars_fragment
,
"
void main() {
\n
gl_FragColor = vec4( vec3( 1.0 ), uOpacity );
\n
vec3 specularTex = vec3( 1.0 );
\n
vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;
\n
normalTex.xy *= uNormalScale;
\n
normalTex = normalize( normalTex );
\n
if( enableDiffuse )
\n
gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );
\n
if( enableAO )
\n
gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;
\n
if( enableSpecular )
\n
specularTex = texture2D( tSpecular, vUv ).xyz;
\n
mat3 tsb = mat3( vTangent, vBinormal, vNormal );
\n
vec3 finalNormal = tsb * normalTex;
\n
vec3 normal = normalize( finalNormal );
\n
vec3 viewPosition = normalize( vViewPosition );
\n
#if MAX_POINT_LIGHTS > 0
\n
vec3 pointDiffuse = vec3( 0.0 );
\n
vec3 pointSpecular = vec3( 0.0 );
\n
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec3 pointVector = normalize( vPointLight[ i ].xyz );
\n
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
\n
float pointDistance = vPointLight[ i ].w;
\n
float pointDotNormalHalf =
dot( normal, pointHalfVector );
\n
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
\n
float pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );
\n
pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;
\n
pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;
\n
}
\n
#endif
\n
#if MAX_DIR_LIGHTS > 0
\n
vec3 dirDiffuse = vec3( 0.0 );
\n
vec3 dirSpecular = vec3( 0.0 );
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
vec3 dirVector = normalize( lDirection.xyz );
\n
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
\n
float dirDotNormalHalf = dot( normal, dirHalfVector
);
\n
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
\n
float dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );
\n
dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;
\n
dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;
\n
}
\n
#endif
\n
vec3 totalDiffuse = vec3( 0.0 );
\n
vec3 totalSpecular = vec3( 0.0 );
\n
#if MAX_DIR_LIGHTS > 0
\n
totalDiffuse += dirDiffuse;
\n
totalSpecular += dirSpecular;
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
totalDiffuse += pointDiffuse;
\n
totalSpecular += pointSpecular;
\n
#endif
\n
gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;
\n
if ( enableReflection ) {
\n
vec3 wPos = cameraPosition - vViewPosition;
\n
vec3 vReflect = reflect( normalize( wPos ), normal );
\n
vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );
\n
gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, uReflectivity );
\n
}
"
,
THREE
.
ShaderChunk
.
shadowmap_pars_fragment
,
THREE
.
ShaderChunk
.
fog_pars_fragment
,
"
void main() {
\n
gl_FragColor = vec4( vec3( 1.0 ), uOpacity );
\n
vec3 specularTex = vec3( 1.0 );
\n
vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;
\n
normalTex.xy *= uNormalScale;
\n
normalTex = normalize( normalTex );
\n
if( enableDiffuse )
\n
gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );
\n
if( enableAO )
\n
gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;
\n
if( enableSpecular )
\n
specularTex = texture2D( tSpecular, vUv ).xyz;
\n
mat3 tsb = mat3( vTangent, vBinormal, vNormal );
\n
vec3 finalNormal = tsb * normalTex;
\n
vec3 normal = normalize( finalNormal );
\n
vec3 viewPosition = normalize( vViewPosition );
\n
#if MAX_POINT_LIGHTS > 0
\n
vec3 pointDiffuse = vec3( 0.0 );
\n
vec3 pointSpecular = vec3( 0.0 );
\n
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec3 pointVector = normalize( vPointLight[ i ].xyz );
\n
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
\n
float pointDistance = vPointLight[ i ].w;
\n
float pointDotNormalHalf =
max( dot( normal, pointHalfVector ), 0.0 );
\n
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
\n
float pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );
\n
pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;
\n
pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;
\n
}
\n
#endif
\n
#if MAX_DIR_LIGHTS > 0
\n
vec3 dirDiffuse = vec3( 0.0 );
\n
vec3 dirSpecular = vec3( 0.0 );
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
vec3 dirVector = normalize( lDirection.xyz );
\n
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
\n
float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0
);
\n
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
\n
float dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );
\n
dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;
\n
dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;
\n
}
\n
#endif
\n
vec3 totalDiffuse = vec3( 0.0 );
\n
vec3 totalSpecular = vec3( 0.0 );
\n
#if MAX_DIR_LIGHTS > 0
\n
totalDiffuse += dirDiffuse;
\n
totalSpecular += dirSpecular;
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
totalDiffuse += pointDiffuse;
\n
totalSpecular += pointSpecular;
\n
#endif
\n
gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;
\n
if ( enableReflection ) {
\n
vec3 wPos = cameraPosition - vViewPosition;
\n
vec3 vReflect = reflect( normalize( wPos ), normal );
\n
vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );
\n
gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, uReflectivity );
\n
}
"
,
THREE
.
ShaderChunk
.
shadowmap_fragment
,
THREE
.
ShaderChunk
.
fog_fragment
,
"
}
"
].
join
(
"
\n
"
),
vertexShader
:[
"
attribute vec4 tangent;
\n
uniform vec2 uOffset;
\n
uniform vec2 uRepeat;
\n
#ifdef VERTEX_TEXTURES
\n
uniform sampler2D tDisplacement;
\n
uniform float uDisplacementScale;
\n
uniform float uDisplacementBias;
\n
#endif
\n
varying vec3 vTangent;
\n
varying vec3 vBinormal;
\n
varying vec3 vNormal;
\n
varying vec2 vUv;
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
\n
uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
\n
varying vec3 vViewPosition;
"
,
THREE
.
ShaderChunk
.
shadowmap_pars_vertex
,
"
void main() {
\n
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
\n
vViewPosition = -mvPosition.xyz;
\n
vNormal = normalize( normalMatrix * normal );
\n
vTangent = normalize( normalMatrix * tangent.xyz );
\n
vBinormal = cross( vNormal, vTangent ) * tangent.w;
\n
vBinormal = normalize( vBinormal );
\n
vUv = uv * uRepeat + uOffset;
\n
#if MAX_POINT_LIGHTS > 0
\n
for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {
\n
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
\n
vec3 lVector = lPosition.xyz - mvPosition.xyz;
\n
float lDistance = 1.0;
\n
if ( pointLightDistance[ i ] > 0.0 )
\n
lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
\n
lVector = normalize( lVector );
\n
vPointLight[ i ] = vec4( lVector, lDistance );
\n
}
\n
#endif
\n
#ifdef VERTEX_TEXTURES
\n
vec3 dv = texture2D( tDisplacement, uv ).xyz;
\n
float df = uDisplacementScale * dv.x + uDisplacementBias;
\n
vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;
\n
gl_Position = projectionMatrix * displacedPosition;
\n
#else
\n
gl_Position = projectionMatrix * mvPosition;
\n
#endif
"
,
THREE
.
ShaderChunk
.
shadowmap_vertex
,
"
}
"
].
join
(
"
\n
"
)},
cube
:{
uniforms
:{
tCube
:{
type
:
"
t
"
,
value
:
1
,
texture
:
null
}},
vertexShader
:
"
varying vec3 vViewPosition;
\n
void main() {
\n
vec4 mPosition = objectMatrix * vec4( position, 1.0 );
\n
vViewPosition = cameraPosition - mPosition.xyz;
\n
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
\n
}
"
,
fragmentShader
:
"
uniform samplerCube tCube;
\n
varying vec3 vViewPosition;
\n
void main() {
\n
vec3 wPos = cameraPosition - vViewPosition;
\n
gl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );
\n
}
"
}}};
...
...
build/custom/ThreeWebGL.js
浏览文件 @
fbbfb3b6
...
...
@@ -152,7 +152,7 @@ map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D(
lightmap_pars_vertex
:
"
#ifdef USE_LIGHTMAP
\n
varying vec2 vUv2;
\n
#endif
"
,
lightmap_fragment
:
"
#ifdef USE_LIGHTMAP
\n
gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );
\n
#endif
"
,
lightmap_vertex
:
"
#ifdef USE_LIGHTMAP
\n
vUv2 = uv2;
\n
#endif
"
,
lights_pars_vertex
:
"
uniform bool enableLighting;
\n
uniform vec3 ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
\n
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
\n
uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
\n
uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
\n
#endif
"
,
lights_vertex
:
"
if ( !enableLighting ) {
\n
vLightWeighting = vec3( 1.0 );
\n
} else {
\n
vLightWeighting = ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );
\n
vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;
\n
}
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
\n
vec3 lVector = lPosition.xyz - mvPosition.xyz;
\n
float lDistance = 1.0;
\n
if ( pointLightDistance[ i ] > 0.0 )
\n
lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
\n
lVector = normalize( lVector );
\n
float pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );
\n
vLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;
\n
}
\n
#endif
\n
}
"
,
lights_phong_pars_vertex
:
"
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
\n
uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
"
,
lights_phong_vertex
:
"
#if MAX_POINT_LIGHTS > 0
\n
for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
\n
vec3 lVector = lPosition.xyz - mvPosition.xyz;
\n
float lDistance = 1.0;
\n
if ( pointLightDistance[ i ] > 0.0 )
\n
lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );
\n
lVector = normalize( lVector );
\n
vPointLight[ i ] = vec4( lVector, lDistance );
\n
}
\n
#endif
"
,
lights_pars_fragment
:
"
uniform vec3 ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
\n
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
\n
varying vec3 vViewPosition;
\n
varying vec3 vNormal;
"
,
lights_fragment
:
"
vec3 normal = normalize( vNormal );
\n
vec3 viewPosition = normalize( vViewPosition );
\n
#if MAX_POINT_LIGHTS > 0
\n
vec3 pointDiffuse = vec3( 0.0 );
\n
vec3 pointSpecular = vec3( 0.0 );
\n
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec3 pointVector = normalize( vPointLight[ i ].xyz );
\n
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
\n
float pointDistance = vPointLight[ i ].w;
\n
float pointDotNormalHalf =
dot( normal, pointHalfVector );
\n
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
\n
float pointSpecularWeight = pow( pointDotNormalHalf, shininess );
\n
pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;
\n
pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;
\n
}
\n
#endif
\n
#if MAX_DIR_LIGHTS > 0
\n
vec3 dirDiffuse = vec3( 0.0 );
\n
vec3 dirSpecular = vec3( 0.0 );
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
vec3 dirVector = normalize( lDirection.xyz );
\n
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
\n
float dirDotNormalHalf = dot( normal, dirHalfVector
);
\n
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
\n
float dirSpecularWeight = pow( dirDotNormalHalf, shininess );
\n
dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;
\n
dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;
\n
}
\n
#endif
\n
vec3 totalDiffuse = vec3( 0.0 );
\n
vec3 totalSpecular = vec3( 0.0 );
\n
#if MAX_DIR_LIGHTS > 0
\n
totalDiffuse += dirDiffuse;
\n
totalSpecular += dirSpecular;
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
totalDiffuse += pointDiffuse;
\n
totalSpecular += pointSpecular;
\n
#endif
\n
gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;
"
,
lights_pars_fragment
:
"
uniform vec3 ambientLightColor;
\n
#if MAX_DIR_LIGHTS > 0
\n
uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
\n
uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
\n
varying vec4 vPointLight[ MAX_POINT_LIGHTS ];
\n
#endif
\n
varying vec3 vViewPosition;
\n
varying vec3 vNormal;
"
,
lights_fragment
:
"
vec3 normal = normalize( vNormal );
\n
vec3 viewPosition = normalize( vViewPosition );
\n
#if MAX_POINT_LIGHTS > 0
\n
vec3 pointDiffuse = vec3( 0.0 );
\n
vec3 pointSpecular = vec3( 0.0 );
\n
for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
\n
vec3 pointVector = normalize( vPointLight[ i ].xyz );
\n
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
\n
float pointDistance = vPointLight[ i ].w;
\n
float pointDotNormalHalf =
max( dot( normal, pointHalfVector ), 0.0 );
\n
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
\n
float pointSpecularWeight = pow( pointDotNormalHalf, shininess );
\n
pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;
\n
pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;
\n
}
\n
#endif
\n
#if MAX_DIR_LIGHTS > 0
\n
vec3 dirDiffuse = vec3( 0.0 );
\n
vec3 dirSpecular = vec3( 0.0 );
\n
for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
\n
vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );
\n
vec3 dirVector = normalize( lDirection.xyz );
\n
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
\n
float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0
);
\n
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
\n
float dirSpecularWeight = pow( dirDotNormalHalf, shininess );
\n
dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;
\n
dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;
\n
}
\n
#endif
\n
vec3 totalDiffuse = vec3( 0.0 );
\n
vec3 totalSpecular = vec3( 0.0 );
\n
#if MAX_DIR_LIGHTS > 0
\n
totalDiffuse += dirDiffuse;
\n
totalSpecular += dirSpecular;
\n
#endif
\n
#if MAX_POINT_LIGHTS > 0
\n
totalDiffuse += pointDiffuse;
\n
totalSpecular += pointSpecular;
\n
#endif
\n
gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;
"
,
color_pars_fragment
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_fragment
:
"
#ifdef USE_COLOR
\n
gl_FragColor = gl_FragColor * vec4( vColor, opacity );
\n
#endif
"
,
color_pars_vertex
:
"
#ifdef USE_COLOR
\n
varying vec3 vColor;
\n
#endif
"
,
color_vertex
:
"
#ifdef USE_COLOR
\n
vColor = color;
\n
#endif
"
,
skinning_pars_vertex
:
"
#ifdef USE_SKINNING
\n
uniform mat4 boneGlobalMatrices[ MAX_BONES ];
\n
#endif
"
,
skinning_vertex
:
"
#ifdef USE_SKINNING
\n
gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;
\n
gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;
\n
gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;
\n
#endif
"
,
morphtarget_pars_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
uniform float morphTargetInfluences[ 8 ];
\n
#endif
"
,
morphtarget_vertex
:
"
#ifdef USE_MORPHTARGETS
\n
vec3 morphed = vec3( 0.0, 0.0, 0.0 );
\n
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
\n
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
\n
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
\n
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
\n
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
\n
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
\n
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
\n
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
\n
morphed += position;
\n
gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );
\n
#endif
"
,
default_vertex
:
"
#ifndef USE_MORPHTARGETS
\n
#ifndef USE_SKINNING
\n
gl_Position = projectionMatrix * mvPosition;
\n
#endif
\n
#endif
"
,
shadowmap_pars_fragment
:
"
#ifdef USE_SHADOWMAP
\n
uniform sampler2D shadowMap[ MAX_SHADOWS ];
\n
uniform float shadowDarkness;
\n
uniform float shadowBias;
\n
varying vec4 vShadowCoord[ MAX_SHADOWS ];
\n
float unpackDepth( const in vec4 rgba_depth ) {
\n
const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );
\n
float depth = dot( rgba_depth, bit_shift );
\n
return depth;
\n
}
\n
#endif
"
,
...
...
src/extras/ShaderUtils.js
浏览文件 @
fbbfb3b6
...
...
@@ -223,7 +223,7 @@ THREE.ShaderUtils = {
"
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
"
,
"
float pointDistance = vPointLight[ i ].w;
"
,
"
float pointDotNormalHalf =
dot( normal, pointHalfVector
);
"
,
"
float pointDotNormalHalf =
max( dot( normal, pointHalfVector ), 0.0
);
"
,
"
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
"
,
"
float pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );
"
,
...
...
@@ -249,7 +249,7 @@ THREE.ShaderUtils = {
"
vec3 dirVector = normalize( lDirection.xyz );
"
,
"
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
"
,
"
float dirDotNormalHalf =
dot( normal, dirHalfVector
);
"
,
"
float dirDotNormalHalf =
max( dot( normal, dirHalfVector ), 0.0
);
"
,
"
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
"
,
"
float dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );
"
,
...
...
src/renderers/WebGLShaders.js
浏览文件 @
fbbfb3b6
...
...
@@ -385,7 +385,7 @@ THREE.ShaderChunk = {
"
vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );
"
,
"
float pointDistance = vPointLight[ i ].w;
"
,
"
float pointDotNormalHalf =
dot( normal, pointHalfVector
);
"
,
"
float pointDotNormalHalf =
max( dot( normal, pointHalfVector ), 0.0
);
"
,
"
float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );
"
,
"
float pointSpecularWeight = pow( pointDotNormalHalf, shininess );
"
,
...
...
@@ -409,8 +409,7 @@ THREE.ShaderChunk = {
"
vec3 dirVector = normalize( lDirection.xyz );
"
,
"
vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );
"
,
"
float dirDotNormalHalf = dot( normal, dirHalfVector );
"
,
"
float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );
"
,
"
float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );
"
,
"
float dirSpecularWeight = pow( dirDotNormalHalf, shininess );
"
,
...
...
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