import { ShaderChunk } from './ShaderChunk'; import { UniformsUtils } from './UniformsUtils'; import { Vector3 } from '../../math/Vector3'; import { UniformsLib } from './UniformsLib'; import { Color } from '../../math/Color'; /** * @author alteredq / http://alteredqualia.com/ * @author mrdoob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ */ var ShaderLib = { basic: { uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.fog ] ), vertexShader: ShaderChunk.meshbasic_vert, fragmentShader: ShaderChunk.meshbasic_frag }, lambert: { uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color( 0x000000 ) } } ] ), vertexShader: ShaderChunk.meshlambert_vert, fragmentShader: ShaderChunk.meshlambert_frag }, phong: { uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.gradientmap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color( 0x000000 ) }, specular: { value: new Color( 0x111111 ) }, shininess: { value: 30 } } ] ), vertexShader: ShaderChunk.meshphong_vert, fragmentShader: ShaderChunk.meshphong_frag }, standard: { uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, UniformsLib.roughnessmap, UniformsLib.metalnessmap, UniformsLib.glossinessmap, UniformsLib.specular2map, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color( 0x000000 ) }, roughness: { value: 0.5 }, metalness: { value: 0 }, glossiness: { value: 0.5 }, specular2: { value: new Color( 0x000000 ) }, envMapIntensity: { value: 1 } // temporary } ] ), vertexShader: ShaderChunk.meshphysical_vert, fragmentShader: ShaderChunk.meshphysical_frag }, points: { uniforms: UniformsUtils.merge( [ UniformsLib.points, UniformsLib.fog ] ), vertexShader: ShaderChunk.points_vert, fragmentShader: ShaderChunk.points_frag }, dashed: { uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.fog, { scale: { value: 1 }, dashSize: { value: 1 }, totalSize: { value: 2 } } ] ), vertexShader: ShaderChunk.linedashed_vert, fragmentShader: ShaderChunk.linedashed_frag }, depth: { uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.displacementmap ] ), vertexShader: ShaderChunk.depth_vert, fragmentShader: ShaderChunk.depth_frag }, normal: { uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.bumpmap, UniformsLib.normalmap, UniformsLib.displacementmap, { opacity: { value: 1.0 } } ] ), vertexShader: ShaderChunk.normal_vert, fragmentShader: ShaderChunk.normal_frag }, /* ------------------------------------------------------------------------- // Cube map shader ------------------------------------------------------------------------- */ cube: { uniforms: { tCube: { value: null }, tFlip: { value: - 1 }, opacity: { value: 1.0 } }, vertexShader: ShaderChunk.cube_vert, fragmentShader: ShaderChunk.cube_frag }, /* ------------------------------------------------------------------------- // Cube map shader ------------------------------------------------------------------------- */ equirect: { uniforms: { tEquirect: { value: null }, tFlip: { value: - 1 } }, vertexShader: ShaderChunk.equirect_vert, fragmentShader: ShaderChunk.equirect_frag }, distanceRGBA: { uniforms: { lightPos: { value: new Vector3() } }, vertexShader: ShaderChunk.distanceRGBA_vert, fragmentShader: ShaderChunk.distanceRGBA_frag } }; ShaderLib.physical = { uniforms: UniformsUtils.merge( [ ShaderLib.standard.uniforms, { clearCoat: { value: 0 }, clearCoatRoughness: { value: 0 } } ] ), vertexShader: ShaderChunk.meshphysical_vert, fragmentShader: ShaderChunk.meshphysical_frag }; export { ShaderLib };