From b4f89f4b784cd834dee5b28399500d40e6f4b21b Mon Sep 17 00:00:00 2001 From: alteredq Date: Wed, 19 Oct 2011 02:11:44 +0200 Subject: [PATCH] Experimenting with Phong computed fully in fragment shader. Added new point lights test. New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material. This version is able to light single untesselated quad correctly. Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms. Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ). --- build/Three.js | 39 +-- build/custom/ThreeCanvas.js | 6 +- build/custom/ThreeSVG.js | 6 +- build/custom/ThreeWebGL.js | 37 +-- examples/webgl_lights_pointlights2.html | 404 ++++++++++++++++++++++++ src/materials/MeshPhongMaterial.js | 1 + src/renderers/WebGLRenderer.js | 4 +- src/renderers/WebGLShaders.js | 63 +++- 8 files changed, 501 insertions(+), 59 deletions(-) create mode 100644 examples/webgl_lights_pointlights2.html diff --git a/build/Three.js b/build/Three.js index 5ea89a4f..de3aae7e 100644 --- a/build/Three.js +++ b/build/Three.js @@ -109,9 +109,9 @@ THREE.MeshBasicMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.col THREE.MeshLambertMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==void 0?new THREE.Color(b.color):new THREE.Color(16777215);this.ambient=b.ambient!==void 0?new THREE.Color(b.ambient):new THREE.Color(328965);this.map=b.map!==void 0?b.map:null;this.lightMap=b.lightMap!==void 0?b.lightMap:null;this.envMap=b.envMap!==void 0?b.envMap:null;this.combine=b.combine!==void 0?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==void 0?b.reflectivity:1;this.refractionRatio= b.refractionRatio!==void 0?b.refractionRatio:0.98;this.fog=b.fog!==void 0?b.fog:!0;this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1;this.wireframeLinecap=b.wireframeLinecap!==void 0?b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==void 0?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==void 0?b.vertexColors:!1;this.skinning= b.skinning!==void 0?b.skinning:!1;this.morphTargets=b.morphTargets!==void 0?b.morphTargets:!1};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial; -THREE.MeshPhongMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==void 0?new THREE.Color(b.color):new THREE.Color(16777215);this.ambient=b.ambient!==void 0?new THREE.Color(b.ambient):new THREE.Color(328965);this.specular=b.specular!==void 0?new THREE.Color(b.specular):new THREE.Color(1118481);this.shininess=b.shininess!==void 0?b.shininess:30;this.metal=b.metal!==void 0?b.metal:!1;this.map=b.map!==void 0?b.map:null;this.lightMap=b.lightMap!==void 0?b.lightMap:null;this.envMap= -b.envMap!==void 0?b.envMap:null;this.combine=b.combine!==void 0?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==void 0?b.reflectivity:1;this.refractionRatio=b.refractionRatio!==void 0?b.refractionRatio:0.98;this.fog=b.fog!==void 0?b.fog:!0;this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1;this.wireframeLinecap=b.wireframeLinecap!==void 0? -b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==void 0?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==void 0?b.vertexColors:!1;this.skinning=b.skinning!==void 0?b.skinning:!1;this.morphTargets=b.morphTargets!==void 0?b.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial; +THREE.MeshPhongMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==void 0?new THREE.Color(b.color):new THREE.Color(16777215);this.ambient=b.ambient!==void 0?new THREE.Color(b.ambient):new THREE.Color(328965);this.specular=b.specular!==void 0?new THREE.Color(b.specular):new THREE.Color(1118481);this.shininess=b.shininess!==void 0?b.shininess:30;this.metal=b.metal!==void 0?b.metal:!1;this.perPixel=b.perPixel!==void 0?b.perPixel:!1;this.map=b.map!==void 0?b.map:null;this.lightMap= +b.lightMap!==void 0?b.lightMap:null;this.envMap=b.envMap!==void 0?b.envMap:null;this.combine=b.combine!==void 0?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==void 0?b.reflectivity:1;this.refractionRatio=b.refractionRatio!==void 0?b.refractionRatio:0.98;this.fog=b.fog!==void 0?b.fog:!0;this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1;this.wireframeLinecap= +b.wireframeLinecap!==void 0?b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==void 0?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==void 0?b.vertexColors:!1;this.skinning=b.skinning!==void 0?b.skinning:!1;this.morphTargets=b.morphTargets!==void 0?b.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial; THREE.MeshDepthMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.shading=b.shading!==void 0?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==void 0?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==void 0?b.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial; THREE.MeshNormalMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.shading=b.shading?b.shading:THREE.FlatShading;this.wireframe=b.wireframe?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth?b.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){}; THREE.MeshShaderMaterial=function(b){console.warn("DEPRECATED: MeshShaderMaterial() is now ShaderMaterial().");return new THREE.ShaderMaterial(b)}; @@ -198,10 +198,11 @@ D.intersects(E))){w=0;for(G=I.meshMaterials.length;w 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif", -lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n}\n#endif\nvLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;\n}", -lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif", -lights_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = pow( pointDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = pow( dirDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", +lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\nuniform sampler2D lightMap;\n#endif",lightmap_pars_vertex:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\n#endif",lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",lights_lambert_pars_vertex:"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform bool enableLighting;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif", +lights_lambert_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n}\n#endif\nvLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;\n}", +lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif", +lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;", +lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDistance = lDistance;\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );\nfloat pointSpecularWeight = pow( pointDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = pow( dirDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif", morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform float shadowDarkness;\nuniform float shadowBias;\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif", @@ -217,13 +218,13 @@ vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewM THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex, THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform 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,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_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")},lambert:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c",value:new THREE.Color(328965)}}]),vertexShader:["varying vec3 vLightWeighting;",THREE.ShaderChunk.map_pars_vertex, -THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );", -THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vLightWeighting;",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,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );", +THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_lambert_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );", +THREE.ShaderChunk.lights_lambert_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vLightWeighting;",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,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );", THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_fragment,"gl_FragColor.xyz = gl_FragColor.xyz * vLightWeighting;",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")},phong:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c", value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),vertexShader:["varying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_phong_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", -THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = -mvPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex, -"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;",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.lights_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment, -THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.lights_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")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex, +THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = -mvPosition.xyz;\nvec3 transformedNormal = normalMatrix * normal;\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex, +"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;",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.lights_phong_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment, +THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.lights_phong_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")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex, THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;",THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment, THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.morphtarget_vertex, THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}"}}; @@ -292,14 +293,14 @@ o.deleteBuffer(c.__webglSkinVertexBBuffer);o.deleteBuffer(c.__webglSkinIndicesBu THREE.Line)b=b.geometry,o.deleteBuffer(b.__webglVertexBuffer),o.deleteBuffer(b.__webglColorBuffer),Q.info.memory.geometries--;else if(b instanceof THREE.ParticleSystem)b=b.geometry,o.deleteBuffer(b.__webglVertexBuffer),o.deleteBuffer(b.__webglColorBuffer),Q.info.memory.geometries--};this.deallocateTexture=function(b){if(b.__webglInit)b.__webglInit=!1,o.deleteTexture(b.__webglTexture),Q.info.memory.textures--};this.initMaterial=function(b,c,e,f){var h,k,m,n;b instanceof THREE.MeshDepthMaterial?n="depth": b instanceof THREE.MeshNormalMaterial?n="normal":b instanceof THREE.MeshBasicMaterial?n="basic":b instanceof THREE.MeshLambertMaterial?n="lambert":b instanceof THREE.MeshPhongMaterial?n="phong":b instanceof THREE.LineBasicMaterial?n="basic":b instanceof THREE.ParticleBasicMaterial&&(n="particle_basic");if(n){var p=THREE.ShaderLib[n];b.uniforms=THREE.UniformsUtils.clone(p.uniforms);b.vertexShader=p.vertexShader;b.fragmentShader=p.fragmentShader}var t,u,v;t=v=p=0;for(u=c.length;t=0&&o.enableVertexAttribArray(x.position);x.color>=0&&o.enableVertexAttribArray(x.color);x.normal>=0&&o.enableVertexAttribArray(x.normal);x.tangent>= -0&&o.enableVertexAttribArray(x.tangent);b.skinning&&x.skinVertexA>=0&&x.skinVertexB>=0&&x.skinIndex>=0&&x.skinWeight>=0&&(o.enableVertexAttribArray(x.skinVertexA),o.enableVertexAttribArray(x.skinVertexB),o.enableVertexAttribArray(x.skinIndex),o.enableVertexAttribArray(x.skinWeight));if(b.attributes)for(k in b.attributes)x[k]!==void 0&&x[k]>=0&&o.enableVertexAttribArray(x[k]);if(b.morphTargets)for(k=b.numSupportedMorphTargets=0;k=0&&(o.enableVertexAttribArray(x[z]), +"",e.lightMap?"#define USE_LIGHTMAP":"",e.vertexColors?"#define USE_COLOR":"",e.metal?"#define METAL":"",e.perPixel?"#define PHONG_PER_PIXEL":"",e.shadowMapEnabled?"#define USE_SHADOWMAP":"",e.shadowMapSoft?"#define SHADOWMAP_SOFT":"",e.shadowMapSoft?"#define SHADOWMAP_WIDTH "+e.shadowMapWidth.toFixed(1):"",e.shadowMapSoft?"#define SHADOWMAP_HEIGHT "+e.shadowMapHeight.toFixed(1):"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");o.attachShader(y,J("fragment",m+t));o.attachShader(y, +J("vertex",f+u));o.linkProgram(y);o.getProgramParameter(y,o.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+o.getProgramParameter(y,o.VALIDATE_STATUS)+", gl error ["+o.getError()+"]");y.uniforms={};y.attributes={};var z,f=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(z in p)f.push(z);z=f;f=0;for(p=z.length;f=0&&o.enableVertexAttribArray(x.position);x.color>=0&&o.enableVertexAttribArray(x.color);x.normal>=0&&o.enableVertexAttribArray(x.normal); +x.tangent>=0&&o.enableVertexAttribArray(x.tangent);b.skinning&&x.skinVertexA>=0&&x.skinVertexB>=0&&x.skinIndex>=0&&x.skinWeight>=0&&(o.enableVertexAttribArray(x.skinVertexA),o.enableVertexAttribArray(x.skinVertexB),o.enableVertexAttribArray(x.skinIndex),o.enableVertexAttribArray(x.skinWeight));if(b.attributes)for(k in b.attributes)x[k]!==void 0&&x[k]>=0&&o.enableVertexAttribArray(x[k]);if(b.morphTargets)for(k=b.numSupportedMorphTargets=0;k=0&&(o.enableVertexAttribArray(x[z]), b.numSupportedMorphTargets++);b.uniformsList=[];for(h in b.uniforms)b.uniformsList.push([b.uniforms[h],h])};this.clearTarget=function(b,c,e,f){N(b);this.clear(c,e,f)};this.updateShadowMap=function(b,c){z(b,c)};this.render=function(b,c,u,U){var L,da,E,C,G,pa,B,ma,I=b.lights,ca=b.fog;ha=-1;this.shadowMapEnabled&&this.shadowMapAutoUpdate&&z(b,c);Q.info.render.calls=0;Q.info.render.vertices=0;Q.info.render.faces=0;if(c.matrixAutoUpdate){for(G=c;G.parent;)G=G.parent;G.update(void 0,!0)}b.update(void 0, !1,c);c.matrixWorldInverse.flattenToArray(Fa);c.projectionMatrix.flattenToArray(Ga);Ca.multiply(c.projectionMatrix,c.matrixWorldInverse);t(Ca);this.initWebGLObjects(b);N(u);(this.autoClear||U)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);G=b.__webglObjects.length;for(U=0;U 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif", -lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n}\n#endif\nvLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;\n}", -lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif", -lights_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = pow( pointDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( pointVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = pow( dirDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", +lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\nuniform sampler2D lightMap;\n#endif",lightmap_pars_vertex:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\n#endif",lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",lights_lambert_pars_vertex:"uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform bool enableLighting;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#endif", +lights_lambert_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nfloat pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;\n}\n#endif\nvLightWeighting = vLightWeighting * diffuse + ambient * ambientLightColor;\n}", +lights_phong_pars_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif",lights_phong_vertex:"#if MAX_POINT_LIGHTS > 0\n#ifndef PHONG_PER_PIXEL\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#endif", +lights_phong_pars_fragment:"uniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n#ifdef PHONG_PER_PIXEL\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n#else\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;", +lights_phong_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n#ifdef PHONG_PER_PIXEL\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\n#else\nvec3 lVector = normalize( vPointLight[ i ].xyz );\nfloat lDistance = vPointLight[ i ].w;\n#endif\nvec3 pointHalfVector = normalize( lVector + viewPosition );\nfloat pointDistance = lDistance;\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\nfloat pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );\nfloat pointSpecularWeight = pow( pointDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#else\npointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;\n#endif\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * pointDistance;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = pow( dirDotNormalHalf, shininess );\n#ifdef PHYSICALLY_BASED_SHADING\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( dirVector, dirHalfVector ), 5.0 );\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#else\ndirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;\n#endif\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\n#ifdef METAL\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\n#else\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n#endif", color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n#ifdef GAMMA_INPUT\nvColor = color * color;\n#else\nvColor = color;\n#endif\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#endif", morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\nuniform float morphTargetInfluences[ 8 ];\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\nvec3 morphed = vec3( 0.0, 0.0, 0.0 );\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\nmorphed += position;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );\n#endif", default_vertex:"#ifndef USE_MORPHTARGETS\n#ifndef USE_SKINNING\ngl_Position = projectionMatrix * mvPosition;\n#endif\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\nuniform float shadowDarkness;\nuniform float shadowBias;\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\nfloat unpackDepth( const in vec4 rgba_depth ) {\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\nfloat depth = dot( rgba_depth, bit_shift );\nreturn depth;\n}\n#endif", @@ -168,13 +169,13 @@ vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewM THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex, THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform 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,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_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")},lambert:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c",value:new THREE.Color(328965)}}]),vertexShader:["varying vec3 vLightWeighting;",THREE.ShaderChunk.map_pars_vertex, -THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );", -THREE.ShaderChunk.lights_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vLightWeighting;",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,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );", +THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_lambert_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );", +THREE.ShaderChunk.lights_lambert_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vLightWeighting;",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,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );", THREE.ShaderChunk.map_fragment,THREE.ShaderChunk.alphatest_fragment,"gl_FragColor.xyz = gl_FragColor.xyz * vLightWeighting;",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")},phong:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.common,THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{ambient:{type:"c", value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),vertexShader:["varying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.ShaderChunk.map_pars_vertex,THREE.ShaderChunk.lightmap_pars_vertex,THREE.ShaderChunk.envmap_pars_vertex,THREE.ShaderChunk.lights_phong_pars_vertex,THREE.ShaderChunk.color_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", -THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = -mvPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex, -"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;",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.lights_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment, -THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.lights_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")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex, +THREE.ShaderChunk.map_vertex,THREE.ShaderChunk.lightmap_vertex,THREE.ShaderChunk.envmap_vertex,THREE.ShaderChunk.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = -mvPosition.xyz;\nvec3 transformedNormal = normalMatrix * normal;\nvNormal = transformedNormal;",THREE.ShaderChunk.lights_phong_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.shadowmap_vertex, +"}"].join("\n"),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;",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.lights_phong_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3 ( 1.0 ), opacity );",THREE.ShaderChunk.map_fragment, +THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.lights_phong_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")},particle_basic:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.particle,THREE.UniformsLib.shadowmap]),vertexShader:["uniform float size;\nuniform float scale;",THREE.ShaderChunk.color_pars_vertex, THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {",THREE.ShaderChunk.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n#ifdef USE_SIZEATTENUATION\ngl_PointSize = size * ( scale / length( mvPosition.xyz ) );\n#else\ngl_PointSize = size;\n#endif\ngl_Position = projectionMatrix * mvPosition;",THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n"),fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.ShaderChunk.color_pars_fragment,THREE.ShaderChunk.map_particle_pars_fragment, THREE.ShaderChunk.fog_pars_fragment,THREE.ShaderChunk.shadowmap_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.ShaderChunk.map_particle_fragment,THREE.ShaderChunk.alphatest_fragment,THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.morphtarget_vertex, THREE.ShaderChunk.default_vertex,"}"].join("\n"),fragmentShader:"vec4 pack_depth( const in float depth ) {\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\nvec4 res = fract( depth * bit_shift );\nres -= res.xxyz * bit_mask;\nreturn res;\n}\nvoid main() {\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n}"}}; @@ -243,13 +244,13 @@ e.deleteBuffer(c.__webglSkinVertexBBuffer);e.deleteBuffer(c.__webglSkinIndicesBu THREE.Line)b=b.geometry,e.deleteBuffer(b.__webglVertexBuffer),e.deleteBuffer(b.__webglColorBuffer),J.info.memory.geometries--;else if(b instanceof THREE.ParticleSystem)b=b.geometry,e.deleteBuffer(b.__webglVertexBuffer),e.deleteBuffer(b.__webglColorBuffer),J.info.memory.geometries--};this.deallocateTexture=function(b){if(b.__webglInit)b.__webglInit=!1,e.deleteTexture(b.__webglTexture),J.info.memory.textures--};this.initMaterial=function(b,c,d,f){var h,i,j,k;b instanceof THREE.MeshDepthMaterial?k="depth": b instanceof THREE.MeshNormalMaterial?k="normal":b instanceof THREE.MeshBasicMaterial?k="basic":b instanceof THREE.MeshLambertMaterial?k="lambert":b instanceof THREE.MeshPhongMaterial?k="phong":b instanceof THREE.LineBasicMaterial?k="basic":b instanceof THREE.ParticleBasicMaterial&&(k="particle_basic");if(k){var p=THREE.ShaderLib[k];b.uniforms=THREE.UniformsUtils.clone(p.uniforms);b.vertexShader=p.vertexShader;b.fragmentShader=p.fragmentShader}var m,n,o;m=o=p=0;for(n=c.length;m=0&&e.enableVertexAttribArray(x.position);x.color>=0&&e.enableVertexAttribArray(x.color);x.normal>=0&&e.enableVertexAttribArray(x.normal); +"",d.lightMap?"#define USE_LIGHTMAP":"",d.vertexColors?"#define USE_COLOR":"",d.metal?"#define METAL":"",d.perPixel?"#define PHONG_PER_PIXEL":"",d.shadowMapEnabled?"#define USE_SHADOWMAP":"",d.shadowMapSoft?"#define SHADOWMAP_SOFT":"",d.shadowMapSoft?"#define SHADOWMAP_WIDTH "+d.shadowMapWidth.toFixed(1):"",d.shadowMapSoft?"#define SHADOWMAP_HEIGHT "+d.shadowMapHeight.toFixed(1):"","uniform mat4 viewMatrix;\nuniform vec3 cameraPosition;\n"].join("\n");e.attachShader(v,ia("fragment",j+m));e.attachShader(v, +ia("vertex",f+n));e.linkProgram(v);e.getProgramParameter(v,e.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+e.getProgramParameter(v,e.VALIDATE_STATUS)+", gl error ["+e.getError()+"]");v.uniforms={};v.attributes={};var w,f=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices","morphTargetInfluences"];for(w in p)f.push(w);w=f;f=0;for(p=w.length;f=0&&e.enableVertexAttribArray(x.position);x.color>=0&&e.enableVertexAttribArray(x.color);x.normal>=0&&e.enableVertexAttribArray(x.normal); x.tangent>=0&&e.enableVertexAttribArray(x.tangent);b.skinning&&x.skinVertexA>=0&&x.skinVertexB>=0&&x.skinIndex>=0&&x.skinWeight>=0&&(e.enableVertexAttribArray(x.skinVertexA),e.enableVertexAttribArray(x.skinVertexB),e.enableVertexAttribArray(x.skinIndex),e.enableVertexAttribArray(x.skinWeight));if(b.attributes)for(i in b.attributes)x[i]!==void 0&&x[i]>=0&&e.enableVertexAttribArray(x[i]);if(b.morphTargets)for(i=b.numSupportedMorphTargets=0;i=0&&(e.enableVertexAttribArray(x[w]), b.numSupportedMorphTargets++);b.uniformsList=[];for(h in b.uniforms)b.uniformsList.push([b.uniforms[h],h])};this.clearTarget=function(b,c,d,e){S(b);this.clear(c,d,e)};this.updateShadowMap=function(b,c){F(b,c)};this.render=function(b,c,o,u){var K,Ia,ra,s,p,D,B,Pa,Qa=b.lights,x=b.fog;W=-1;this.shadowMapEnabled&&this.shadowMapAutoUpdate&&F(b,c);J.info.render.calls=0;J.info.render.vertices=0;J.info.render.faces=0;if(c.matrixAutoUpdate){for(p=c;p.parent;)p=p.parent;p.update(void 0,!0)}b.update(void 0, !1,c);c.matrixWorldInverse.flattenToArray(Wa);c.projectionMatrix.flattenToArray(Va);Ea.multiply(c.projectionMatrix,c.matrixWorldInverse);m(Ea);this.initWebGLObjects(b);S(o);(this.autoClear||u)&&this.clear(this.autoClearColor,this.autoClearDepth,this.autoClearStencil);p=b.__webglObjects.length;for(u=0;u + + + three.js webgl - lights - point lights + + + + + + +
+
+ three.js - point lights WebGL demo +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/src/materials/MeshPhongMaterial.js b/src/materials/MeshPhongMaterial.js index 303c74ed..3c32db05 100644 --- a/src/materials/MeshPhongMaterial.js +++ b/src/materials/MeshPhongMaterial.js @@ -44,6 +44,7 @@ THREE.MeshPhongMaterial = function ( parameters ) { this.shininess = parameters.shininess !== undefined ? parameters.shininess : 30; this.metal = parameters.metal !== undefined ? parameters.metal : false; + this.perPixel = parameters.perPixel !== undefined ? parameters.perPixel : false; this.map = parameters.map !== undefined ? parameters.map : null; diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index 288a6001..eab4d960 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -2745,7 +2745,8 @@ THREE.WebGLRenderer = function ( parameters ) { shadowMapHeight: this.shadowMapHeight, maxShadows: maxShadows, alphaTest: material.alphaTest, - metal: material.metal + metal: material.metal, + perPixel: material.perPixel }; @@ -4934,6 +4935,7 @@ THREE.WebGLRenderer = function ( parameters ) { parameters.vertexColors ? "#define USE_COLOR" : "", parameters.metal ? "#define METAL" : "", + parameters.perPixel ? "#define PHONG_PER_PIXEL" : "", parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "", parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "", diff --git a/src/renderers/WebGLShaders.js b/src/renderers/WebGLShaders.js index 3c80a25a..549eb502 100644 --- a/src/renderers/WebGLShaders.js +++ b/src/renderers/WebGLShaders.js @@ -253,7 +253,7 @@ THREE.ShaderChunk = { // LIGHTS LAMBERT - lights_pars_vertex: [ + lights_lambert_pars_vertex: [ "uniform vec3 ambient;", "uniform vec3 diffuse;", @@ -278,7 +278,7 @@ THREE.ShaderChunk = { ].join("\n"), - lights_vertex: [ + lights_lambert_vertex: [ "if ( !enableLighting ) {", @@ -333,12 +333,14 @@ THREE.ShaderChunk = { lights_phong_pars_vertex: [ "#if MAX_POINT_LIGHTS > 0", + "#ifndef PHONG_PER_PIXEL", "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + "#endif", "#endif" ].join("\n"), @@ -347,6 +349,7 @@ THREE.ShaderChunk = { lights_phong_vertex: [ "#if MAX_POINT_LIGHTS > 0", + "#ifndef PHONG_PER_PIXEL", "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", @@ -366,10 +369,11 @@ THREE.ShaderChunk = { "}", "#endif", + "#endif" ].join("\n"), - lights_pars_fragment: [ + lights_phong_pars_fragment: [ "uniform vec3 ambientLightColor;", @@ -383,7 +387,17 @@ THREE.ShaderChunk = { "#if MAX_POINT_LIGHTS > 0", "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];", - "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#ifdef PHONG_PER_PIXEL", + + "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];", + "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];", + + "#else", + + "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];", + + "#endif", "#endif", @@ -392,7 +406,7 @@ THREE.ShaderChunk = { ].join("\n"), - lights_fragment: [ + lights_phong_fragment: [ "vec3 normal = normalize( vNormal );", "vec3 viewPosition = normalize( vViewPosition );", @@ -404,18 +418,37 @@ THREE.ShaderChunk = { "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {", - "vec3 pointVector = normalize( vPointLight[ i ].xyz );", - "vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );", - "float pointDistance = vPointLight[ i ].w;", + "#ifdef PHONG_PER_PIXEL", + + "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );", + + "vec3 lVector = lPosition.xyz + vViewPosition.xyz;", + + "float lDistance = 1.0;", + + "if ( pointLightDistance[ i ] > 0.0 )", + "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );", + + "lVector = normalize( lVector );", + + "#else", + + "vec3 lVector = normalize( vPointLight[ i ].xyz );", + "float lDistance = vPointLight[ i ].w;", + + "#endif", + + "vec3 pointHalfVector = normalize( lVector + viewPosition );", + "float pointDistance = lDistance;", "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", - "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", + "float pointDiffuseWeight = max( dot( normal, lVector ), 0.0 );", "float pointSpecularWeight = pow( pointDotNormalHalf, shininess );", "#ifdef PHYSICALLY_BASED_SHADING", - "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( pointVector, pointHalfVector ), 5.0 );", + "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( dot( lVector, pointHalfVector ), 5.0 );", "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance;", "#else", @@ -1183,7 +1216,7 @@ THREE.ShaderLib = { THREE.ShaderChunk[ "map_pars_vertex" ], THREE.ShaderChunk[ "lightmap_pars_vertex" ], THREE.ShaderChunk[ "envmap_pars_vertex" ], - THREE.ShaderChunk[ "lights_pars_vertex" ], + THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], THREE.ShaderChunk[ "color_pars_vertex" ], THREE.ShaderChunk[ "skinning_pars_vertex" ], THREE.ShaderChunk[ "morphtarget_pars_vertex" ], @@ -1200,7 +1233,7 @@ THREE.ShaderLib = { "vec3 transformedNormal = normalize( normalMatrix * normal );", - THREE.ShaderChunk[ "lights_vertex" ], + THREE.ShaderChunk[ "lights_lambert_vertex" ], THREE.ShaderChunk[ "skinning_vertex" ], THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "default_vertex" ], @@ -1296,7 +1329,7 @@ THREE.ShaderLib = { "vViewPosition = -mvPosition.xyz;", - "vec3 transformedNormal = normalize( normalMatrix * normal );", + "vec3 transformedNormal = normalMatrix * normal;", "vNormal = transformedNormal;", THREE.ShaderChunk[ "lights_phong_vertex" ], @@ -1323,7 +1356,7 @@ THREE.ShaderLib = { THREE.ShaderChunk[ "lightmap_pars_fragment" ], THREE.ShaderChunk[ "envmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], - THREE.ShaderChunk[ "lights_pars_fragment" ], + THREE.ShaderChunk[ "lights_phong_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], "void main() {", @@ -1333,7 +1366,7 @@ THREE.ShaderLib = { THREE.ShaderChunk[ "map_fragment" ], THREE.ShaderChunk[ "alphatest_fragment" ], - THREE.ShaderChunk[ "lights_fragment" ], + THREE.ShaderChunk[ "lights_phong_fragment" ], THREE.ShaderChunk[ "lightmap_fragment" ], THREE.ShaderChunk[ "color_fragment" ],