| |
| |
| |
| |
|
|
|
|
| THREE.ShaderSkin = { |
|
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
|
|
| 'skinSimple' : { |
|
|
| uniforms: THREE.UniformsUtils.merge( [ |
|
|
| THREE.UniformsLib[ "fog" ], |
| THREE.UniformsLib[ "lights" ], |
|
|
| { |
|
|
| "enableBump": { value: 0 }, |
| "enableSpecular": { value: 0 }, |
|
|
| "tDiffuse": { value: null }, |
| "tBeckmann": { value: null }, |
|
|
| "diffuse": { value: new THREE.Color( 0xeeeeee ) }, |
| "specular": { value: new THREE.Color( 0x111111 ) }, |
| "opacity": { value: 1 }, |
|
|
| "uRoughness": { value: 0.15 }, |
| "uSpecularBrightness": { value: 0.75 }, |
|
|
| "bumpMap": { value: null }, |
| "bumpScale": { value: 1 }, |
|
|
| "specularMap": { value: null }, |
|
|
| "offsetRepeat": { value: new THREE.Vector4( 0, 0, 1, 1 ) }, |
|
|
| "uWrapRGB": { value: new THREE.Vector3( 0.75, 0.375, 0.1875 ) } |
|
|
| } |
|
|
| ] ), |
|
|
| fragmentShader: [ |
|
|
| "#define USE_BUMPMAP", |
|
|
| "uniform bool enableBump;", |
| "uniform bool enableSpecular;", |
|
|
| "uniform vec3 diffuse;", |
| "uniform vec3 specular;", |
| "uniform float opacity;", |
|
|
| "uniform float uRoughness;", |
| "uniform float uSpecularBrightness;", |
|
|
| "uniform vec3 uWrapRGB;", |
|
|
| "uniform sampler2D tDiffuse;", |
| "uniform sampler2D tBeckmann;", |
|
|
| "uniform sampler2D specularMap;", |
|
|
| "varying vec3 vNormal;", |
| "varying vec2 vUv;", |
|
|
| "varying vec3 vViewPosition;", |
|
|
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "bsdfs" ], |
| THREE.ShaderChunk[ "packing" ], |
| THREE.ShaderChunk[ "lights_pars_begin" ], |
| THREE.ShaderChunk[ "fog_pars_fragment" ], |
| THREE.ShaderChunk[ "bumpmap_pars_fragment" ], |
|
|
| |
|
|
| "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {", |
|
|
| "float base = 1.0 - dot( V, H );", |
| "float exponential = pow( base, 5.0 );", |
|
|
| "return exponential + F0 * ( 1.0 - exponential );", |
|
|
| "}", |
|
|
| |
|
|
| "float KS_Skin_Specular( vec3 N,", |
| "vec3 L,", |
| "vec3 V,", |
| "float m,", |
| "float rho_s", |
| ") {", |
|
|
| "float result = 0.0;", |
| "float ndotl = dot( N, L );", |
|
|
| "if( ndotl > 0.0 ) {", |
|
|
| "vec3 h = L + V;", |
| "vec3 H = normalize( h );", |
|
|
| "float ndoth = dot( N, H );", |
|
|
| "float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );", |
|
|
| "float F = fresnelReflectance( H, V, 0.028 );", |
| "float frSpec = max( PH * F / dot( h, h ), 0.0 );", |
|
|
| "result = ndotl * rho_s * frSpec;", |
|
|
| "}", |
|
|
| "return result;", |
|
|
| "}", |
|
|
| "void main() {", |
|
|
| "vec3 outgoingLight = vec3( 0.0 );", |
| "vec4 diffuseColor = vec4( diffuse, opacity );", |
|
|
| "vec4 colDiffuse = texture2D( tDiffuse, vUv );", |
| "colDiffuse.rgb *= colDiffuse.rgb;", |
|
|
| "diffuseColor = diffuseColor * colDiffuse;", |
|
|
| "vec3 normal = normalize( vNormal );", |
| "vec3 viewerDirection = normalize( vViewPosition );", |
|
|
| "float specularStrength;", |
|
|
| "if ( enableSpecular ) {", |
|
|
| "vec4 texelSpecular = texture2D( specularMap, vUv );", |
| "specularStrength = texelSpecular.r;", |
|
|
| "} else {", |
|
|
| "specularStrength = 1.0;", |
|
|
| "}", |
|
|
| "#ifdef USE_BUMPMAP", |
|
|
| "if ( enableBump ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", |
|
|
| "#endif", |
|
|
| |
|
|
| "vec3 totalSpecularLight = vec3( 0.0 );", |
| "vec3 totalDiffuseLight = vec3( 0.0 );", |
|
|
| "#if NUM_POINT_LIGHTS > 0", |
|
|
| "for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {", |
|
|
| "vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;", |
|
|
| "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );", |
|
|
| "lVector = normalize( lVector );", |
|
|
| "float pointDiffuseWeightFull = max( dot( normal, lVector ), 0.0 );", |
| "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, lVector ) + 0.5, 0.0 );", |
| "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), uWrapRGB );", |
|
|
| "float pointSpecularWeight = KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );", |
|
|
| "totalDiffuseLight += pointLight[ i ].color * ( pointDiffuseWeight * attenuation );", |
| "totalSpecularLight += pointLight[ i ].color * specular * ( pointSpecularWeight * specularStrength * attenuation );", |
|
|
| "}", |
|
|
| "#endif", |
|
|
| |
|
|
| "#if NUM_DIR_LIGHTS > 0", |
|
|
| "for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {", |
|
|
| "vec3 dirVector = directionalLights[ i ].direction;", |
|
|
| "float dirDiffuseWeightFull = max( dot( normal, dirVector ), 0.0 );", |
| "float dirDiffuseWeightHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", |
| "vec3 dirDiffuseWeight = mix( vec3 ( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), uWrapRGB );", |
|
|
| "float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );", |
|
|
| "totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;", |
| "totalSpecularLight += directionalLights[ i ].color * ( dirSpecularWeight * specularStrength );", |
|
|
| "}", |
|
|
| "#endif", |
|
|
| |
|
|
| "#if NUM_HEMI_LIGHTS > 0", |
|
|
| "for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {", |
|
|
| "vec3 lVector = hemisphereLightDirection[ i ];", |
|
|
| "float dotProduct = dot( normal, lVector );", |
| "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", |
|
|
| "totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", |
|
|
| |
|
|
| "float hemiSpecularWeight = 0.0;", |
| "hemiSpecularWeight += KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );", |
|
|
| |
|
|
| "vec3 lVectorGround = -lVector;", |
| "hemiSpecularWeight += KS_Skin_Specular( normal, lVectorGround, viewerDirection, uRoughness, uSpecularBrightness );", |
|
|
| "vec3 hemiSpecularColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", |
|
|
| "totalSpecularLight += hemiSpecularColor * specular * ( hemiSpecularWeight * specularStrength );", |
|
|
| "}", |
|
|
| "#endif", |
|
|
| "outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor * diffuse ) + totalSpecularLight;", |
|
|
| "gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );", |
|
|
| THREE.ShaderChunk[ "fog_fragment" ], |
|
|
| "}" |
|
|
| ].join( "\n" ), |
|
|
| vertexShader: [ |
|
|
| "uniform vec4 offsetRepeat;", |
|
|
| "varying vec3 vNormal;", |
| "varying vec2 vUv;", |
|
|
| "varying vec3 vViewPosition;", |
|
|
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "lights_pars_begin" ], |
| THREE.ShaderChunk[ "fog_pars_vertex" ], |
|
|
| "void main() {", |
|
|
| "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", |
| "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", |
|
|
| "vViewPosition = -mvPosition.xyz;", |
|
|
| "vNormal = normalize( normalMatrix * normal );", |
|
|
| "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", |
|
|
| "gl_Position = projectionMatrix * mvPosition;", |
|
|
| THREE.ShaderChunk[ "fog_vertex" ], |
|
|
| "}" |
|
|
| ].join( "\n" ) |
|
|
| }, |
|
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
|
|
| 'skin' : { |
|
|
| uniforms: THREE.UniformsUtils.merge( [ |
|
|
| THREE.UniformsLib[ "fog" ], |
| THREE.UniformsLib[ "lights" ], |
|
|
| { |
|
|
| "passID": { value: 0 }, |
|
|
| "tDiffuse" : { value: null }, |
| "tNormal" : { value: null }, |
|
|
| "tBlur1" : { value: null }, |
| "tBlur2" : { value: null }, |
| "tBlur3" : { value: null }, |
| "tBlur4" : { value: null }, |
|
|
| "tBeckmann" : { value: null }, |
|
|
| "uNormalScale": { value: 1.0 }, |
|
|
| "diffuse": { value: new THREE.Color( 0xeeeeee ) }, |
| "specular": { value: new THREE.Color( 0x111111 ) }, |
| "opacity": { value: 1 }, |
|
|
| "uRoughness": { value: 0.15 }, |
| "uSpecularBrightness": { value: 0.75 } |
|
|
| } |
|
|
| ] ), |
|
|
| fragmentShader: [ |
|
|
| "uniform vec3 diffuse;", |
| "uniform vec3 specular;", |
| "uniform float opacity;", |
|
|
| "uniform float uRoughness;", |
| "uniform float uSpecularBrightness;", |
|
|
| "uniform int passID;", |
|
|
| "uniform sampler2D tDiffuse;", |
| "uniform sampler2D tNormal;", |
|
|
| "uniform sampler2D tBlur1;", |
| "uniform sampler2D tBlur2;", |
| "uniform sampler2D tBlur3;", |
| "uniform sampler2D tBlur4;", |
|
|
| "uniform sampler2D tBeckmann;", |
|
|
| "uniform float uNormalScale;", |
|
|
| "varying vec3 vNormal;", |
| "varying vec2 vUv;", |
|
|
| "varying vec3 vViewPosition;", |
|
|
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "lights_pars_begin" ], |
| THREE.ShaderChunk[ "fog_pars_fragment" ], |
|
|
| "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {", |
|
|
| "float base = 1.0 - dot( V, H );", |
| "float exponential = pow( base, 5.0 );", |
|
|
| "return exponential + F0 * ( 1.0 - exponential );", |
|
|
| "}", |
|
|
| |
|
|
| "float KS_Skin_Specular( vec3 N,", |
| "vec3 L,", |
| "vec3 V,", |
| "float m,", |
| "float rho_s", |
| ") {", |
|
|
| "float result = 0.0;", |
| "float ndotl = dot( N, L );", |
|
|
| "if( ndotl > 0.0 ) {", |
|
|
| "vec3 h = L + V;", |
| "vec3 H = normalize( h );", |
|
|
| "float ndoth = dot( N, H );", |
|
|
| "float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );", |
| "float F = fresnelReflectance( H, V, 0.028 );", |
| "float frSpec = max( PH * F / dot( h, h ), 0.0 );", |
|
|
| "result = ndotl * rho_s * frSpec;", |
|
|
| "}", |
|
|
| "return result;", |
|
|
| "}", |
|
|
| "void main() {", |
|
|
| "vec3 outgoingLight = vec3( 0.0 );", |
| "vec4 diffuseColor = vec4( diffuse, opacity );", |
|
|
| "vec4 mSpecular = vec4( specular, opacity );", |
|
|
| "vec4 colDiffuse = texture2D( tDiffuse, vUv );", |
| "colDiffuse *= colDiffuse;", |
|
|
| "diffuseColor *= colDiffuse;", |
|
|
| |
|
|
| "vec4 posAndU = vec4( -vViewPosition, vUv.x );", |
| "vec4 posAndU_dx = dFdx( posAndU ), posAndU_dy = dFdy( posAndU );", |
| "vec3 tangent = posAndU_dx.w * posAndU_dx.xyz + posAndU_dy.w * posAndU_dy.xyz;", |
| "vec3 normal = normalize( vNormal );", |
| "vec3 binormal = normalize( cross( tangent, normal ) );", |
| "tangent = cross( normal, binormal );", |
| "mat3 tsb = mat3( tangent, binormal, normal );", |
|
|
| "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", |
| "normalTex.xy *= uNormalScale;", |
| "normalTex = normalize( normalTex );", |
|
|
| "vec3 finalNormal = tsb * normalTex;", |
| "normal = normalize( finalNormal );", |
|
|
| "vec3 viewerDirection = normalize( vViewPosition );", |
|
|
| |
|
|
| "vec3 totalDiffuseLight = vec3( 0.0 );", |
| "vec3 totalSpecularLight = vec3( 0.0 );", |
|
|
| "#if NUM_POINT_LIGHTS > 0", |
|
|
| "for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {", |
|
|
| "vec3 pointVector = normalize( pointLights[ i ].direction );", |
| "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );", |
|
|
| "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", |
|
|
| "totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );", |
|
|
| "if ( passID == 1 ) {", |
|
|
| "float pointSpecularWeight = KS_Skin_Specular( normal, pointVector, viewerDirection, uRoughness, uSpecularBrightness );", |
|
|
| "totalSpecularLight += pointLightColor[ i ] * mSpecular.xyz * ( pointSpecularWeight * attenuation );", |
|
|
| "}", |
|
|
| "}", |
|
|
| "#endif", |
|
|
| |
|
|
| "#if NUM_DIR_LIGHTS > 0", |
|
|
| "for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {", |
|
|
| "vec3 dirVector = directionalLights[ i ].direction;", |
|
|
| "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", |
|
|
|
|
| "totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;", |
|
|
| "if ( passID == 1 ) {", |
|
|
| "float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );", |
|
|
| "totalSpecularLight += directionalLights[ i ].color * mSpecular.xyz * dirSpecularWeight;", |
|
|
| "}", |
|
|
| "}", |
|
|
| "#endif", |
|
|
|
|
| "outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalSpecularLight );", |
|
|
| "if ( passID == 0 ) {", |
|
|
| "outgoingLight = sqrt( outgoingLight );", |
|
|
| "} else if ( passID == 1 ) {", |
|
|
| |
|
|
| "#ifdef VERSION1", |
|
|
| "vec3 nonblurColor = sqrt(outgoingLight );", |
|
|
| "#else", |
|
|
| "vec3 nonblurColor = outgoingLight;", |
|
|
| "#endif", |
|
|
| "vec3 blur1Color = texture2D( tBlur1, vUv ).xyz;", |
| "vec3 blur2Color = texture2D( tBlur2, vUv ).xyz;", |
| "vec3 blur3Color = texture2D( tBlur3, vUv ).xyz;", |
| "vec3 blur4Color = texture2D( tBlur4, vUv ).xyz;", |
|
|
|
|
| |
|
|
| |
|
|
| |
|
|
|
|
| "outgoingLight = vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ", |
| "vec3( 0.101, 0.355, 0.365 ) * blur1Color + ", |
| "vec3( 0.119, 0.208, 0.0 ) * blur2Color + ", |
| "vec3( 0.114, 0.0, 0.0 ) * blur3Color + ", |
| "vec3( 0.444, 0.0, 0.0 ) * blur4Color );", |
|
|
| "outgoingLight *= sqrt( colDiffuse.xyz );", |
|
|
| "outgoingLight += ambientLightColor * diffuse * colDiffuse.xyz + totalSpecularLight;", |
|
|
| "#ifndef VERSION1", |
|
|
| "outgoingLight = sqrt( outgoingLight );", |
|
|
| "#endif", |
|
|
| "}", |
|
|
| "gl_FragColor = vec4( outgoingLight, diffuseColor.a );", |
|
|
| THREE.ShaderChunk[ "fog_fragment" ], |
|
|
| "}" |
|
|
| ].join( "\n" ), |
|
|
| vertexShader: [ |
|
|
| "#ifdef VERTEX_TEXTURES", |
|
|
| "uniform sampler2D tDisplacement;", |
| "uniform float uDisplacementScale;", |
| "uniform float uDisplacementBias;", |
|
|
| "#endif", |
|
|
| "varying vec3 vNormal;", |
| "varying vec2 vUv;", |
|
|
| "varying vec3 vViewPosition;", |
|
|
| THREE.ShaderChunk[ "common" ], |
| THREE.ShaderChunk[ "fog_pars_vertex" ], |
|
|
| "void main() {", |
|
|
| "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", |
|
|
| "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", |
|
|
| "vViewPosition = -mvPosition.xyz;", |
|
|
| "vNormal = normalize( normalMatrix * normal );", |
|
|
| "vUv = uv;", |
|
|
| |
|
|
| "#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", |
|
|
| THREE.ShaderChunk[ "fog_vertex" ], |
|
|
| "}", |
|
|
|
|
| ].join( "\n" ), |
|
|
| vertexShaderUV: [ |
|
|
| "varying vec3 vNormal;", |
| "varying vec2 vUv;", |
|
|
| "varying vec3 vViewPosition;", |
|
|
| THREE.ShaderChunk[ "common" ], |
|
|
| "void main() {", |
|
|
| "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", |
|
|
| "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", |
|
|
| "vViewPosition = -mvPosition.xyz;", |
|
|
| "vNormal = normalize( normalMatrix * normal );", |
|
|
| "vUv = uv;", |
|
|
| "gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );", |
|
|
| "}" |
|
|
| ].join( "\n" ) |
|
|
| }, |
|
|
| |
| |
| |
| |
| |
| |
| |
|
|
| "beckmann" : { |
|
|
| uniforms: {}, |
|
|
| vertexShader: [ |
|
|
| "varying vec2 vUv;", |
|
|
| "void main() {", |
|
|
| "vUv = uv;", |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", |
|
|
| "}" |
|
|
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
|
|
| "varying vec2 vUv;", |
|
|
| "float PHBeckmann( float ndoth, float m ) {", |
|
|
| "float alpha = acos( ndoth );", |
| "float ta = tan( alpha );", |
|
|
| "float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );", |
| "return val;", |
|
|
| "}", |
|
|
| "float KSTextureCompute( vec2 tex ) {", |
|
|
| |
|
|
| "return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );", |
|
|
| "}", |
|
|
| "void main() {", |
|
|
| "float x = KSTextureCompute( vUv );", |
|
|
| "gl_FragColor = vec4( x, x, x, 1.0 );", |
|
|
| "}" |
|
|
| ].join( "\n" ) |
|
|
| } |
|
|
| }; |
|
|