mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-10 05:26:11 +10:00
509 lines
13 KiB
JavaScript
509 lines
13 KiB
JavaScript
/**
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* @author alteredq / http://alteredqualia.com/
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*
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*/
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THREE.ShaderSkin = {
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/* ------------------------------------------------------------------------------------------
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// Skin shader
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// - Blinn-Phong diffuse term (using normal + diffuse maps)
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// - subsurface scattering approximation by four blur layers
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// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
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//
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// - point and directional lights (use with "lights: true" material option)
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//
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// - based on Nvidia Advanced Skin Rendering GDC 2007 presentation
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// and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
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//
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// http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf
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// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
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// ------------------------------------------------------------------------------------------ */
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'skin' : {
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uniforms: THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "fog" ],
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THREE.UniformsLib[ "lights" ],
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{
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"passID": { type: "i", value: 0 },
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"tDiffuse" : { type: "t", value: 0, texture: null },
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"tNormal" : { type: "t", value: 1, texture: null },
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"tBlur1" : { type: "t", value: 2, texture: null },
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"tBlur2" : { type: "t", value: 3, texture: null },
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"tBlur3" : { type: "t", value: 4, texture: null },
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"tBlur4" : { type: "t", value: 5, texture: null },
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"tBeckmann" : { type: "t", value: 6, texture: null },
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"uNormalScale": { type: "f", value: 1.0 },
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"uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
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"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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"uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
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"uOpacity": { type: "f", value: 1 },
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"uRoughness": { type: "f", value: 0.15 },
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"uSpecularBrightness": { type: "f", value: 0.75 }
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}
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] ),
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fragmentShader: [
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"uniform vec3 uAmbientColor;",
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"uniform vec3 uDiffuseColor;",
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"uniform vec3 uSpecularColor;",
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"uniform float uOpacity;",
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"uniform float uRoughness;",
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"uniform float uSpecularBrightness;",
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"uniform int passID;",
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tNormal;",
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"uniform sampler2D tBlur1;",
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"uniform sampler2D tBlur2;",
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"uniform sampler2D tBlur3;",
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"uniform sampler2D tBlur4;",
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"uniform sampler2D tBeckmann;",
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"uniform float uNormalScale;",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"uniform vec3 ambientLightColor;",
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"#if MAX_DIR_LIGHTS > 0",
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"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
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"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
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"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
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"#endif",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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"float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
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"float base = 1.0 - dot( V, H );",
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"float exponential = pow( base, 5.0 );",
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"return exponential + F0 * ( 1.0 - exponential );",
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"}",
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// Kelemen/Szirmay-Kalos specular BRDF
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"float KS_Skin_Specular( vec3 N,", // Bumped surface normal
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"vec3 L,", // Points to light
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"vec3 V,", // Points to eye
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"float m,", // Roughness
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"float rho_s", // Specular brightness
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") {",
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"float result = 0.0;",
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"float ndotl = dot( N, L );",
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"if( ndotl > 0.0 ) {",
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"vec3 h = L + V;", // Unnormalized half-way vector
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"vec3 H = normalize( h );",
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"float ndoth = dot( N, H );",
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"float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
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"float F = fresnelReflectance( H, V, 0.028 );",
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"float frSpec = max( PH * F / dot( h, h ), 0.0 );",
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"result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
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"}",
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"return result;",
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"}",
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"void main() {",
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"gl_FragColor = vec4( 1.0 );",
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"vec4 mColor = vec4( uDiffuseColor, uOpacity );",
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"vec4 mSpecular = vec4( uSpecularColor, uOpacity );",
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"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
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"normalTex.xy *= uNormalScale;",
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"normalTex = normalize( normalTex );",
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"vec4 colDiffuse = texture2D( tDiffuse, vUv );",
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"colDiffuse *= colDiffuse;",
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"gl_FragColor = gl_FragColor * pow( colDiffuse, vec4( 0.5 ) );",
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"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
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"vec3 finalNormal = tsb * normalTex;",
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"vec3 normal = normalize( finalNormal );",
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"vec3 viewPosition = normalize( vViewPosition );",
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// point lights
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"vec3 specularTotal = vec3( 0.0 );",
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"#if MAX_POINT_LIGHTS > 0",
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"vec4 pointTotal = vec4( vec3( 0.0 ), 1.0 );",
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"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
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"vec3 pointVector = normalize( vPointLight[ i ].xyz );",
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"float pointDistance = vPointLight[ i ].w;",
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"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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"pointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight );",
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"if ( passID == 1 )",
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"specularTotal += pointDistance * mSpecular.xyz * pointLightColor[ i ] * KS_Skin_Specular( normal, pointVector, viewPosition, uRoughness, uSpecularBrightness );",
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"}",
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"#endif",
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// directional lights
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"#if MAX_DIR_LIGHTS > 0",
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"vec4 dirTotal = vec4( vec3( 0.0 ), 1.0 );",
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"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
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"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
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"vec3 dirVector = normalize( lDirection.xyz );",
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"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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"dirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight );",
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"if ( passID == 1 )",
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"specularTotal += mSpecular.xyz * directionalLightColor[ i ] * KS_Skin_Specular( normal, dirVector, viewPosition, uRoughness, uSpecularBrightness );",
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"}",
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"#endif",
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// all lights contribution summation
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"vec4 totalLight = vec4( vec3( 0.0 ), uOpacity );",
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"#if MAX_DIR_LIGHTS > 0",
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"totalLight += dirTotal;",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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"totalLight += pointTotal;",
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"#endif",
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"gl_FragColor = gl_FragColor * totalLight;",
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"if ( passID == 0 ) {",
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"gl_FragColor = vec4( sqrt( gl_FragColor.xyz ), gl_FragColor.w );",
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"} else if ( passID == 1 ) {",
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//"#define VERSION1",
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"#ifdef VERSION1",
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"vec3 nonblurColor = sqrt( gl_FragColor.xyz );",
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"#else",
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"vec3 nonblurColor = gl_FragColor.xyz;",
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"#endif",
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"vec3 blur1Color = texture2D( tBlur1, vUv ).xyz;",
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"vec3 blur2Color = texture2D( tBlur2, vUv ).xyz;",
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"vec3 blur3Color = texture2D( tBlur3, vUv ).xyz;",
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"vec3 blur4Color = texture2D( tBlur4, vUv ).xyz;",
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//"gl_FragColor = vec4( blur1Color, gl_FragColor.w );",
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//"gl_FragColor = vec4( vec3( 0.22, 0.5, 0.7 ) * nonblurColor + vec3( 0.2, 0.5, 0.3 ) * blur1Color + vec3( 0.58, 0.0, 0.0 ) * blur2Color, gl_FragColor.w );",
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//"gl_FragColor = vec4( vec3( 0.25, 0.6, 0.8 ) * nonblurColor + vec3( 0.15, 0.25, 0.2 ) * blur1Color + vec3( 0.15, 0.15, 0.0 ) * blur2Color + vec3( 0.45, 0.0, 0.0 ) * blur3Color, gl_FragColor.w );",
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"gl_FragColor = vec4( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ",
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"vec3( 0.101, 0.355, 0.365 ) * blur1Color + ",
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"vec3( 0.119, 0.208, 0.0 ) * blur2Color + ",
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"vec3( 0.114, 0.0, 0.0 ) * blur3Color + ",
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"vec3( 0.444, 0.0, 0.0 ) * blur4Color",
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", gl_FragColor.w );",
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"gl_FragColor.xyz *= pow( colDiffuse.xyz, vec3( 0.5 ) );",
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"gl_FragColor.xyz += ambientLightColor * uAmbientColor * colDiffuse.xyz + specularTotal;",
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"#ifndef VERSION1",
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"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
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"#endif",
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"}",
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THREE.ShaderChunk[ "fog_fragment" ],
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"}"
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].join("\n"),
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vertexShader: [
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"attribute vec4 tangent;",
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"#ifdef VERTEX_TEXTURES",
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"uniform sampler2D tDisplacement;",
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"uniform float uDisplacementScale;",
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"uniform float uDisplacementBias;",
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"#endif",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"#if MAX_POINT_LIGHTS > 0",
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"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
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"#endif",
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"varying vec3 vViewPosition;",
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"void main() {",
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"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"vViewPosition = -mvPosition.xyz;",
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"vNormal = normalize( normalMatrix * normal );",
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// tangent and binormal vectors
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"vTangent = normalize( normalMatrix * tangent.xyz );",
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"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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"vBinormal = normalize( vBinormal );",
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"vUv = uv;",
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// point lights
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"#if MAX_POINT_LIGHTS > 0",
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"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
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"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
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"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
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"float lDistance = 1.0;",
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"if ( pointLightDistance[ i ] > 0.0 )",
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"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
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"lVector = normalize( lVector );",
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"vPointLight[ i ] = vec4( lVector, lDistance );",
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"}",
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"#endif",
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// displacement mapping
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"#ifdef VERTEX_TEXTURES",
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"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
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"float df = uDisplacementScale * dv.x + uDisplacementBias;",
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"vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
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"gl_Position = projectionMatrix * displacedPosition;",
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"#else",
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"gl_Position = projectionMatrix * mvPosition;",
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"#endif",
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"}"
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].join("\n"),
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vertexShaderUV: [
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"attribute vec4 tangent;",
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"#ifdef VERTEX_TEXTURES",
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"uniform sampler2D tDisplacement;",
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"uniform float uDisplacementScale;",
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"uniform float uDisplacementBias;",
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"#endif",
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"varying vec3 vTangent;",
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"varying vec3 vBinormal;",
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"varying vec3 vNormal;",
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"varying vec2 vUv;",
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"#if MAX_POINT_LIGHTS > 0",
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"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
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"#endif",
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"varying vec3 vViewPosition;",
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"void main() {",
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"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
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"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
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"vViewPosition = -mvPosition.xyz;",
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"vNormal = normalize( normalMatrix * normal );",
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// tangent and binormal vectors
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"vTangent = normalize( normalMatrix * tangent.xyz );",
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"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
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"vBinormal = normalize( vBinormal );",
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"vUv = uv;",
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// point lights
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"#if MAX_POINT_LIGHTS > 0",
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"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
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"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
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"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
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"float lDistance = 1.0;",
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"if ( pointLightDistance[ i ] > 0.0 )",
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"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
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"lVector = normalize( lVector );",
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"vPointLight[ i ] = vec4( lVector, lDistance );",
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"}",
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"#endif",
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"gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );",
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"}"
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].join("\n")
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},
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/* ------------------------------------------------------------------------------------------
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// Beckmann distribution function
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// - to be used in specular term of skin shader
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// - render a screen-aligned quad to precompute a 512 x 512 texture
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//
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// - from http://developer.nvidia.com/node/171
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------------------------------------------------------------------------------------------ */
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"beckmann" : {
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uniforms: {},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = vec2( uv.x, 1.0 - uv.y );",
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"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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"}"
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].join("\n"),
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fragmentShader: [
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"varying vec2 vUv;",
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"float PHBeckmann( float ndoth, float m ) {",
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"float alpha = acos( ndoth );",
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"float ta = tan( alpha );",
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"float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );",
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"return val;",
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"}",
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"float KSTextureCompute( vec2 tex ) {",
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// Scale the value to fit within [0,1] – invert upon lookup.
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"return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );",
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"}",
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"void main() {",
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"float x = KSTextureCompute( vUv );",
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"gl_FragColor = vec4( x, x, x, 1.0 );",
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"}"
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].join("\n")
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}
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}; |