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three.js/src/extras/ShaderUtils.js
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/**
* @author alteredq / http://alteredqualia.com/
* @author mr.doob / http://mrdoob.com/
*
* ShaderUtils currently contains
* fresnel
* normal
* cube
* convolution
* film
* screen
* basic
*/
if ( THREE.WebGLRenderer ) {
THREE.ShaderUtils = {
lib: {
/* -------------------------------------------------------------------------
// Fresnel shader
// - based on Nvidia Cg tutorial
------------------------------------------------------------------------- */
'fresnel': {
uniforms: {
"mRefractionRatio": { type: "f", value: 1.02 },
"mFresnelBias": { type: "f", value: 0.1 },
"mFresnelPower": { type: "f", value: 2.0 },
"mFresnelScale": { type: "f", value: 1.0 },
"tCube": { type: "t", value: 1, texture: null }
},
fragmentShader: [
"uniform samplerCube tCube;",
"varying vec3 vReflect;",
"varying vec3 vRefract[3];",
"varying float vReflectionFactor;",
"void main() {",
"vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
"vec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );",
"refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
"refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
"refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
"refractedColor.a = 1.0;",
"gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
"}"
].join("\n"),
vertexShader: [
"uniform float mRefractionRatio;",
"uniform float mFresnelBias;",
"uniform float mFresnelScale;",
"uniform float mFresnelPower;",
"varying vec3 vReflect;",
"varying vec3 vRefract[3];",
"varying float vReflectionFactor;",
"void main() {",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
"vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );",
"vec3 I = mPosition.xyz - cameraPosition;",
"vReflect = reflect( I, nWorld );",
"vRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );",
"vRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );",
"vRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );",
"vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Normal map shader
// - Blinn-Phong
// - normal + diffuse + specular + AO + displacement maps
// - point and directional lights (use with "lights: true" material option)
------------------------------------------------------------------------- */
'normal' : {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "fog" ],
THREE.UniformsLib[ "lights" ],
{
"enableAO" : { type: "i", value: 0 },
"enableDiffuse" : { type: "i", value: 0 },
"enableSpecular": { type: "i", value: 0 },
"tDiffuse" : { type: "t", value: 0, texture: null },
"tNormal" : { type: "t", value: 2, texture: null },
"tSpecular" : { type: "t", value: 3, texture: null },
"tAO" : { type: "t", value: 4, texture: null },
"uNormalScale": { type: "f", value: 1.0 },
"tDisplacement": { type: "t", value: 5, texture: null },
"uDisplacementBias": { type: "f", value: 0.0 },
"uDisplacementScale": { type: "f", value: 1.0 },
"uDiffuseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
"uAmbientColor": { type: "c", value: new THREE.Color( 0x050505 ) },
"uShininess": { type: "f", value: 30 },
"uOpacity": { type: "f", value: 1 }
}
] ),
fragmentShader: [
"uniform vec3 uAmbientColor;",
"uniform vec3 uDiffuseColor;",
"uniform vec3 uSpecularColor;",
"uniform float uShininess;",
"uniform float uOpacity;",
"uniform bool enableDiffuse;",
"uniform bool enableSpecular;",
"uniform bool enableAO;",
"uniform sampler2D tDiffuse;",
"uniform sampler2D tNormal;",
"uniform sampler2D tSpecular;",
"uniform sampler2D tAO;",
"uniform float uNormalScale;",
"varying vec3 vTangent;",
"varying vec3 vBinormal;",
"varying vec3 vNormal;",
"varying vec2 vUv;",
"uniform vec3 ambientLightColor;",
"#if MAX_DIR_LIGHTS > 0",
"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
"#endif",
"#if MAX_POINT_LIGHTS > 0",
"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#endif",
"varying vec3 vViewPosition;",
THREE.ShaderChunk[ "fog_pars_fragment" ],
"void main() {",
"gl_FragColor = vec4( 1.0 );",
"vec4 mColor = vec4( uDiffuseColor, uOpacity );",
"vec4 mSpecular = vec4( uSpecularColor, uOpacity );",
"vec3 specularTex = vec3( 1.0 );",
"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
"normalTex.xy *= uNormalScale;",
"normalTex = normalize( normalTex );",
"if( enableDiffuse )",
"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
"if( enableAO )",
"gl_FragColor = gl_FragColor * texture2D( tAO, vUv );",
"if( enableSpecular )",
"specularTex = texture2D( tSpecular, vUv ).xyz;",
"mat3 tsb = mat3( vTangent, vBinormal, vNormal );",
"vec3 finalNormal = tsb * normalTex;",
"vec3 normal = normalize( finalNormal );",
"vec3 viewPosition = normalize( vViewPosition );",
// point lights
"#if MAX_POINT_LIGHTS > 0",
"vec4 pointTotal = vec4( vec3( 0.0 ), 1.0 );",
"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;",
"float pointDotNormalHalf = dot( normal, pointHalfVector );",
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
"float pointSpecularWeight = 0.0;",
"if ( pointDotNormalHalf >= 0.0 )",
"pointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );",
"pointTotal += pointDistance * vec4( pointLightColor[ i ], 1.0 ) * ( mColor * pointDiffuseWeight + mSpecular * pointSpecularWeight * pointDiffuseWeight );",
"}",
"#endif",
// directional lights
"#if MAX_DIR_LIGHTS > 0",
"vec4 dirTotal = vec4( vec3( 0.0 ), 1.0 );",
"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
"vec3 dirVector = normalize( lDirection.xyz );",
"vec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );",
"float dirDotNormalHalf = dot( normal, dirHalfVector );",
"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
"float dirSpecularWeight = 0.0;",
"if ( dirDotNormalHalf >= 0.0 )",
"dirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );",
"dirTotal += vec4( directionalLightColor[ i ], 1.0 ) * ( mColor * dirDiffuseWeight + mSpecular * dirSpecularWeight * dirDiffuseWeight );",
"}",
"#endif",
// all lights contribution summation
"vec4 totalLight = vec4( ambientLightColor * uAmbientColor, uOpacity );",
"#if MAX_DIR_LIGHTS > 0",
"totalLight += dirTotal;",
"#endif",
"#if MAX_POINT_LIGHTS > 0",
"totalLight += pointTotal;",
"#endif",
"gl_FragColor = gl_FragColor * totalLight;",
THREE.ShaderChunk[ "fog_fragment" ],
"}"
].join("\n"),
vertexShader: [
"attribute vec4 tangent;",
"#ifdef VERTEX_TEXTURES",
"uniform sampler2D tDisplacement;",
"uniform float uDisplacementScale;",
"uniform float uDisplacementBias;",
"#endif",
"varying vec3 vTangent;",
"varying vec3 vBinormal;",
"varying vec3 vNormal;",
"varying vec2 vUv;",
"#if MAX_POINT_LIGHTS > 0",
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#endif",
"varying vec3 vViewPosition;",
"void main() {",
"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition - mPosition.xyz;",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vNormal = normalize( normalMatrix * normal );",
// tangent and binormal vectors
"vTangent = normalize( normalMatrix * tangent.xyz );",
"vBinormal = cross( vNormal, vTangent ) * tangent.w;",
"vBinormal = normalize( vBinormal );",
"vUv = uv;",
// point lights
"#if MAX_POINT_LIGHTS > 0",
"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {",
"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
"vec3 lVector = lPosition.xyz - mvPosition.xyz;",
"float lDistance = 1.0;",
"if ( pointLightDistance[ i ] > 0.0 )",
"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
"lVector = normalize( lVector );",
"vPointLight[ i ] = vec4( lVector, lDistance );",
"}",
"#endif",
// displacement mapping
"#ifdef VERTEX_TEXTURES",
"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
"float df = uDisplacementScale * dv.x + uDisplacementBias;",
"vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
"gl_Position = projectionMatrix * displacedPosition;",
"#else",
"gl_Position = projectionMatrix * mvPosition;",
"#endif",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Cube map shader
------------------------------------------------------------------------- */
'cube': {
uniforms: { "tCube": { type: "t", value: 1, texture: null } },
vertexShader: [
"varying vec3 vViewPosition;",
"void main() {",
"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
"vViewPosition = cameraPosition - mPosition.xyz;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform samplerCube tCube;",
"varying vec3 vViewPosition;",
"void main() {",
"vec3 wPos = cameraPosition - vViewPosition;",
"gl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );",
"}"
].join("\n")
},
/* ------------------------------------------------------------------------
// Convolution shader
// - ported from o3d sample to WebGL / GLSL
// http://o3d.googlecode.com/svn/trunk/samples/convolution.html
------------------------------------------------------------------------ */
'convolution': {
uniforms: {
"tDiffuse" : { type: "t", value: 0, texture: null },
"uImageIncrement" : { type: "v2", value: new THREE.Vector2( 0.001953125, 0.0 ) },
"cKernel" : { type: "fv1", value: [] }
},
vertexShader: [
"varying vec2 vUv;",
"uniform vec2 uImageIncrement;",
//"#define KERNEL_SIZE 25.0",
"void main(void) {",
"vUv = uv - ((KERNEL_SIZE - 1.0) / 2.0) * uImageIncrement;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tDiffuse;",
"uniform vec2 uImageIncrement;",
//"#define KERNEL_SIZE 25",
"uniform float cKernel[KERNEL_SIZE];",
"void main(void) {",
"vec2 imageCoord = vUv;",
"vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );",
"for( int i=0; i<KERNEL_SIZE; ++i ) {",
"sum += texture2D( tDiffuse, imageCoord ) * cKernel[i];",
"imageCoord += uImageIncrement;",
"}",
"gl_FragColor = sum;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Film grain & scanlines shader
// - ported from HLSL to WebGL / GLSL
// http://www.truevision3d.com/forums/showcase/staticnoise_colorblackwhite_scanline_shaders-t18698.0.html
// Screen Space Static Postprocessor
//
// Produces an analogue noise overlay similar to a film grain / TV static
//
// Original implementation and noise algorithm
// Pat 'Hawthorne' Shearon
//
// Optimized scanlines + noise version with intensity scaling
// Georg 'Leviathan' Steinrohder
// This version is provided under a Creative Commons Attribution 3.0 License
// http://creativecommons.org/licenses/by/3.0/
------------------------------------------------------------------------- */
'film': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
time: { type: "f", value: 0.0 },
nIntensity: { type: "f", value: 0.5 },
sIntensity: { type: "f", value: 0.05 },
sCount: { type: "f", value: 4096 },
grayscale: { type: "i", value: 1 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tDiffuse;",
// control parameter
"uniform float time;",
"uniform bool grayscale;",
// noise effect intensity value (0 = no effect, 1 = full effect)
"uniform float nIntensity;",
// scanlines effect intensity value (0 = no effect, 1 = full effect)
"uniform float sIntensity;",
// scanlines effect count value (0 = no effect, 4096 = full effect)
"uniform float sCount;",
"void main() {",
// sample the source
"vec4 cTextureScreen = texture2D( tDiffuse, vUv );",
// make some noise
"float x = vUv.x * vUv.y * time * 1000.0;",
"x = mod( x, 13.0 ) * mod( x, 123.0 );",
"float dx = mod( x, 0.01 );",
// add noise
"vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );",
// get us a sine and cosine
"vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );",
// add scanlines
"cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;",
// interpolate between source and result by intensity
"cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );",
// convert to grayscale if desired
"if( grayscale ) {",
"cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );",
"}",
"gl_FragColor = vec4( cResult, cTextureScreen.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Sepia tone shader
// - based on glfx.js sepia shader
// https://github.com/evanw/glfx.js
------------------------------------------------------------------------- */
'sepia': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
amount: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tDiffuse;",
"uniform float amount;",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"vec3 c = color.rgb;",
"color.r = dot( c, vec3( 1.0 - 0.607 * amount, 0.769 * amount, 0.189 * amount ) );",
"color.g = dot( c, vec3( 0.349 * amount, 1.0 - 0.314 * amount, 0.168 * amount ) );",
"color.b = dot( c, vec3( 0.272 * amount, 0.534 * amount, 1.0 - 0.869 * amount ) );",
"gl_FragColor = vec4( min( vec3( 1.0 ), color.rgb ), color.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Dot screen shader
// - based on glfx.js sepia shader
// https://github.com/evanw/glfx.js
------------------------------------------------------------------------- */
'dotscreen': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
tSize: { type: "v2", value: new THREE.Vector2( 256, 256 ) },
center: { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
angle: { type: "f", value: 1.57 },
scale: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform vec2 center;",
"uniform float angle;",
"uniform float scale;",
"uniform vec2 tSize;",
"varying vec2 vUv;",
"uniform sampler2D tDiffuse;",
"float pattern() {",
"float s = sin( angle ), c = cos( angle );",
"vec2 tex = vUv * tSize - center;",
"vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;",
"return ( sin( point.x ) * sin( point.y ) ) * 4.0;",
"}",
"void main() {",
"vec4 color = texture2D( tDiffuse, vUv );",
"float average = ( color.r + color.g + color.b ) / 3.0;",
"gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Full-screen textured quad shader
------------------------------------------------------------------------- */
'screen': {
uniforms: {
tDiffuse: { type: "t", value: 0, texture: null },
opacity: { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"varying vec2 vUv;",
"uniform sampler2D tDiffuse;",
"uniform float opacity;",
"void main() {",
"vec4 texel = texture2D( tDiffuse, vUv );",
"gl_FragColor = opacity * texel;",
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Simple test shader
------------------------------------------------------------------------- */
'basic': {
uniforms: {},
vertexShader: [
"void main() {",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"void main() {",
"gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );",
"}"
].join("\n")
}
},
buildKernel: function( sigma ) {
// We lop off the sqrt(2 * pi) * sigma term, since we're going to normalize anyway.
function gauss( x, sigma ) {
return Math.exp( - ( x * x ) / ( 2.0 * sigma * sigma ) );
}
var i, values, sum, halfWidth, kMaxKernelSize = 25, kernelSize = 2 * Math.ceil( sigma * 3.0 ) + 1;
if ( kernelSize > kMaxKernelSize ) kernelSize = kMaxKernelSize;
halfWidth = ( kernelSize - 1 ) * 0.5
values = new Array( kernelSize );
sum = 0.0;
for ( i = 0; i < kernelSize; ++i ) {
values[ i ] = gauss( i - halfWidth, sigma );
sum += values[ i ];
}
// normalize the kernel
for ( i = 0; i < kernelSize; ++i ) values[ i ] /= sum;
return values;
}
};
};