Files
three.js/src/renderers/WebGLShaders.js
T

1285 lines
26 KiB
JavaScript

/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
*/
THREE.ShaderChunk = {
// FOG
fog_pars_fragment: [
"#ifdef USE_FOG",
"uniform vec3 fogColor;",
"#ifdef FOG_EXP2",
"uniform float fogDensity;",
"#else",
"uniform float fogNear;",
"uniform float fogFar;",
"#endif",
"#endif"
].join("\n"),
fog_fragment: [
"#ifdef USE_FOG",
"float depth = gl_FragCoord.z / gl_FragCoord.w;",
"#ifdef FOG_EXP2",
"const float LOG2 = 1.442695;",
"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
"#else",
"float fogFactor = smoothstep( fogNear, fogFar, depth );",
"#endif",
"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
"#endif"
].join("\n"),
// ENVIRONMENT MAP
envmap_pars_fragment: [
"#ifdef USE_ENVMAP",
"varying vec3 vReflect;",
"uniform float reflectivity;",
"uniform samplerCube envMap;",
"uniform int combine;",
"#endif"
].join("\n"),
envmap_fragment: [
"#ifdef USE_ENVMAP",
"vec4 cubeColor = textureCube( envMap, vec3( -vReflect.x, vReflect.yz ) );",
"if ( combine == 1 ) {",
//"gl_FragColor = mix( gl_FragColor, cubeColor, reflectivity );",
"gl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );",
"} else {",
"gl_FragColor = gl_FragColor * cubeColor;",
"}",
"#endif"
].join("\n"),
envmap_pars_vertex: [
"#ifdef USE_ENVMAP",
"varying vec3 vReflect;",
"uniform float refractionRatio;",
"uniform bool useRefract;",
"#endif"
].join("\n"),
envmap_vertex : [
"#ifdef USE_ENVMAP",
"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
"vec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
"if ( useRefract ) {",
"vReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );",
"} else {",
"vReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );",
"}",
"#endif"
].join("\n"),
// COLOR MAP (particles)
map_particle_pars_fragment: [
"#ifdef USE_MAP",
"uniform sampler2D map;",
"#endif"
].join("\n"),
map_particle_fragment: [
"#ifdef USE_MAP",
"gl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );",
"#endif"
].join("\n"),
// COLOR MAP (triangles)
map_pars_fragment: [
"#ifdef USE_MAP",
"varying vec2 vUv;",
"uniform sampler2D map;",
"#endif"
].join("\n"),
map_pars_vertex: [
"#ifdef USE_MAP",
"varying vec2 vUv;",
"uniform vec4 offsetRepeat;",
"#endif"
].join("\n"),
map_fragment: [
"#ifdef USE_MAP",
"gl_FragColor = gl_FragColor * texture2D( map, vUv );",
"#endif"
].join("\n"),
map_vertex: [
"#ifdef USE_MAP",
"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
"#endif"
].join("\n"),
// LIGHT MAP
lightmap_pars_fragment: [
"#ifdef USE_LIGHTMAP",
"varying vec2 vUv2;",
"uniform sampler2D lightMap;",
"#endif"
].join("\n"),
lightmap_pars_vertex: [
"#ifdef USE_LIGHTMAP",
"varying vec2 vUv2;",
"#endif"
].join("\n"),
lightmap_fragment: [
"#ifdef USE_LIGHTMAP",
"gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
"#endif"
].join("\n"),
lightmap_vertex: [
"#ifdef USE_LIGHTMAP",
"vUv2 = uv2;",
"#endif"
].join("\n"),
lights_pars_vertex: [
"uniform bool enableLighting;",
"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 ];",
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
"#ifdef PHONG",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#endif",
"#endif"
].join("\n"),
// LIGHTS
lights_vertex: [
"if ( !enableLighting ) {",
"vLightWeighting = vec3( 1.0 );",
"} else {",
"vLightWeighting = ambientLightColor;",
"#if MAX_DIR_LIGHTS > 0",
"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
"float directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );",
"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;",
"}",
"#endif",
"#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 );",
"float pointLightWeighting = max( dot( transformedNormal, lVector ), 0.0 );",
"vLightWeighting += pointLightColor[ i ] * pointLightWeighting * lDistance;",
"#ifdef PHONG",
"vPointLight[ i ] = vec4( lVector, lDistance );",
"#endif",
"}",
"#endif",
"}"
].join("\n"),
lights_pars_fragment: [
"#if MAX_DIR_LIGHTS > 0",
"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
"#endif",
"#if MAX_POINT_LIGHTS > 0",
"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
"#endif",
"varying vec3 vViewPosition;",
"varying vec3 vNormal;"
].join("\n"),
lights_fragment: [
"vec3 normal = normalize( vNormal );",
"vec3 viewPosition = normalize( vViewPosition );",
"vec4 mColor = vec4( diffuse, opacity );",
"vec4 mSpecular = vec4( specular, opacity );",
"#if MAX_POINT_LIGHTS > 0",
"vec4 pointDiffuse = vec4( 0.0 );",
"vec4 pointSpecular = vec4( 0.0 );",
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
"vec3 pointVector = normalize( vPointLight[ i ].xyz );",
"vec3 pointHalfVector = normalize( vPointLight[ i ].xyz + vViewPosition );",
"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 = pow( pointDotNormalHalf, shininess );",
"pointDiffuse += mColor * pointDiffuseWeight * pointDistance;",
"pointSpecular += mSpecular * pointSpecularWeight * pointDistance;",
"}",
"#endif",
"#if MAX_DIR_LIGHTS > 0",
"vec4 dirDiffuse = vec4( 0.0 );",
"vec4 dirSpecular = vec4( 0.0 );" ,
"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 + vViewPosition );",
"float dirDotNormalHalf = dot( normal, dirHalfVector );",
"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
"float dirSpecularWeight = 0.0;",
"if ( dirDotNormalHalf >= 0.0 )",
"dirSpecularWeight = pow( dirDotNormalHalf, shininess );",
"dirDiffuse += mColor * dirDiffuseWeight;",
"dirSpecular += mSpecular * dirSpecularWeight;",
"}",
"#endif",
"vec4 totalLight = vec4( ambient, opacity );",
"#if MAX_DIR_LIGHTS > 0",
"totalLight += dirDiffuse + dirSpecular;",
"#endif",
"#if MAX_POINT_LIGHTS > 0",
"totalLight += pointDiffuse + pointSpecular;",
"#endif",
"gl_FragColor = gl_FragColor * totalLight;"
].join("\n"),
// VERTEX COLORS
color_pars_fragment: [
"#ifdef USE_COLOR",
"varying vec3 vColor;",
"#endif"
].join("\n"),
color_fragment: [
"#ifdef USE_COLOR",
"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
"#endif"
].join("\n"),
color_pars_vertex: [
"#ifdef USE_COLOR",
"varying vec3 vColor;",
"#endif"
].join("\n"),
color_vertex: [
"#ifdef USE_COLOR",
"vColor = color;",
"#endif"
].join("\n"),
// skinning
skinning_pars_vertex: [
"#ifdef USE_SKINNING",
"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
"#endif"
].join("\n"),
skinning_vertex: [
"#ifdef USE_SKINNING",
"gl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;",
"gl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;",
// this doesn't work, no idea why
//"gl_Position = projectionMatrix * cameraInverseMatrix * objectMatrix * gl_Position;",
"gl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;",
"#endif"
].join("\n"),
// morphing
morphtarget_pars_vertex: [
"#ifdef USE_MORPHTARGETS",
"uniform float morphTargetInfluences[ 8 ];",
"#endif"
].join("\n"),
morphtarget_vertex: [
"#ifdef USE_MORPHTARGETS",
"vec3 morphed = vec3( 0.0, 0.0, 0.0 );",
"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
"morphed += position;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( morphed, 1.0 );",
"#endif"
].join("\n"),
default_vertex : [
"#ifndef USE_MORPHTARGETS",
"#ifndef USE_SKINNING",
"gl_Position = projectionMatrix * mvPosition;",
"#endif",
"#endif"
].join("\n")
};
THREE.UniformsUtils = {
merge: function ( uniforms ) {
var u, p, tmp, merged = {};
for ( u = 0; u < uniforms.length; u++ ) {
tmp = this.clone( uniforms[ u ] );
for ( p in tmp ) {
merged[ p ] = tmp[ p ];
}
}
return merged;
},
clone: function ( uniforms_src ) {
var u, p, parameter, parameter_src, uniforms_dst = {};
for ( u in uniforms_src ) {
uniforms_dst[ u ] = {};
for ( p in uniforms_src[ u ] ) {
parameter_src = uniforms_src[ u ][ p ];
if ( parameter_src instanceof THREE.Color ||
parameter_src instanceof THREE.Vector3 ||
parameter_src instanceof THREE.Texture ) {
uniforms_dst[ u ][ p ] = parameter_src.clone();
} else {
uniforms_dst[ u ][ p ] = parameter_src;
}
}
}
return uniforms_dst;
}
};
THREE.UniformsLib = {
common: {
"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
"opacity" : { type: "f", value: 1.0 },
"map" : { type: "t", value: 0, texture: null },
"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
"lightMap" : { type: "t", value: 2, texture: null },
"envMap" : { type: "t", value: 1, texture: null },
"useRefract" : { type: "i", value: 0 },
"reflectivity" : { type: "f", value: 1.0 },
"refractionRatio" : { type: "f", value: 0.98 },
"combine" : { type: "i", value: 0 },
"fogDensity" : { type: "f", value: 0.00025 },
"fogNear" : { type: "f", value: 1 },
"fogFar" : { type: "f", value: 2000 },
"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) },
"morphTargetInfluences" : { type: "f", value: 0 }
},
lights: {
"enableLighting" : { type: "i", value: 1 },
"ambientLightColor" : { type: "fv", value: [] },
"directionalLightDirection" : { type: "fv", value: [] },
"directionalLightColor" : { type: "fv", value: [] },
"pointLightColor" : { type: "fv", value: [] },
"pointLightPosition" : { type: "fv", value: [] },
"pointLightDistance" : { type: "fv1", value: [] }
},
particle: {
"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
"opacity" : { type: "f", value: 1.0 },
"size" : { type: "f", value: 1.0 },
"scale" : { type: "f", value: 1.0 },
"map" : { type: "t", value: 0, texture: null },
"fogDensity" : { type: "f", value: 0.00025 },
"fogNear" : { type: "f", value: 1 },
"fogFar" : { type: "f", value: 2000 },
"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
}
};
THREE.ShaderLib = {
'lensFlareVertexTexture': {
vertexShader: [
"uniform vec3 screenPosition;",
"uniform vec2 scale;",
"uniform float rotation;",
"uniform int renderType;",
"uniform sampler2D occlusionMap;",
"attribute vec2 position;",
"attribute vec2 UV;",
"varying vec2 vUV;",
"varying float vVisibility;",
"void main() {",
"vUV = UV;",
"vec2 pos = position;",
"if( renderType == 2 ) {",
"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
"texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
"texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
"texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
"texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
"texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
"texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
"texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
"texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
"vVisibility = ( visibility.r / 9.0 ) *",
"( 1.0 - visibility.g / 9.0 ) *",
"( visibility.b / 9.0 ) *",
"( 1.0 - visibility.a / 9.0 );",
"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
"}",
"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"#ifdef GL_ES",
"precision highp float;",
"#endif",
"uniform sampler2D map;",
"uniform float opacity;",
"uniform int renderType;",
"varying vec2 vUV;",
"varying float vVisibility;",
"void main() {",
// pink square
"if( renderType == 0 ) {",
"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
// restore
"} else if( renderType == 1 ) {",
"gl_FragColor = texture2D( map, vUV );",
// flare
"} else {",
"vec4 color = texture2D( map, vUV );",
"color.a *= opacity * vVisibility;",
"gl_FragColor = color;",
"}",
"}"
].join( "\n" )
},
'lensFlare': {
vertexShader: [
"uniform vec3 screenPosition;",
"uniform vec2 scale;",
"uniform float rotation;",
"uniform int renderType;",
"attribute vec2 position;",
"attribute vec2 UV;",
"varying vec2 vUV;",
"void main() {",
"vUV = UV;",
"vec2 pos = position;",
"if( renderType == 2 ) {",
"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
"}",
"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"#ifdef GL_ES",
"precision highp float;",
"#endif",
"uniform sampler2D map;",
"uniform sampler2D occlusionMap;",
"uniform float opacity;",
"uniform int renderType;",
"varying vec2 vUV;",
"void main() {",
// pink square
"if( renderType == 0 ) {",
"gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
// restore
"} else if( renderType == 1 ) {",
"gl_FragColor = texture2D( map, vUV );",
// flare
"} else {",
"float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
"texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
"texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
"texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
"visibility = ( 1.0 - visibility / 4.0 );",
"vec4 color = texture2D( map, vUV );",
"color.a *= opacity * visibility;",
"gl_FragColor = color;",
"}",
"}"
].join( "\n" )
},
'sprite': {
vertexShader: [
"uniform int useScreenCoordinates;",
"uniform int affectedByDistance;",
"uniform vec3 screenPosition;",
"uniform mat4 modelViewMatrix;",
"uniform mat4 projectionMatrix;",
"uniform float rotation;",
"uniform vec2 scale;",
"uniform vec2 alignment;",
"uniform vec2 uvOffset;",
"uniform vec2 uvScale;",
"attribute vec2 position;",
"attribute vec2 uv;",
"varying vec2 vUV;",
"void main() {",
//"vUV = uvOffset + vec2( uv.x, 1.0 - uv.y ) * uvScale;",
"vUV = uvOffset + uv * uvScale;",
"vec2 alignedPosition = position + alignment;",
"vec2 rotatedPosition;",
"rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
"rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
"vec4 finalPosition;",
"if( useScreenCoordinates != 0 ) {",
"finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
"} else {",
"finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
"finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",
"}",
"gl_Position = finalPosition;",
"}"
].join( "\n" ),
fragmentShader: [
"#ifdef GL_ES",
"precision highp float;",
"#endif",
"uniform sampler2D map;",
"uniform float opacity;",
"varying vec2 vUV;",
"void main() {",
"vec4 color = texture2D( map, vUV );",
"color.a *= opacity;",
"gl_FragColor = color;",
"}"
].join( "\n" )
},
'shadowPost': {
vertexShader: [
"uniform mat4 projectionMatrix;",
"attribute vec3 position;",
"void main() {",
"gl_Position = projectionMatrix * vec4( position, 1.0 );",
"}"
].join( "\n" ),
fragmentShader: [
"#ifdef GL_ES",
"precision highp float;",
"#endif",
"uniform float darkness;",
"void main() {",
"gl_FragColor = vec4( 0, 0, 0, darkness );",
"}"
].join( "\n" )
},
'shadowVolumeDynamic': {
uniforms: { "directionalLightDirection": { type: "fv", value: [] }},
vertexShader: [
"uniform vec3 directionalLightDirection;",
"void main() {",
"vec4 pos = objectMatrix * vec4( position, 1.0 );",
"vec3 norm = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;",
"vec4 extruded = vec4( directionalLightDirection * 5000.0 * step( 0.0, dot( directionalLightDirection, norm ) ), 0.0 );",
"gl_Position = projectionMatrix * viewMatrix * ( pos + extruded );",
"}"
].join( "\n" ),
fragmentShader: [
"void main() {",
"gl_FragColor = vec4( 1.0 );",
"}"
].join( "\n" )
},
'depth': {
uniforms: { "mNear": { type: "f", value: 1.0 },
"mFar" : { type: "f", value: 2000.0 },
"opacity" : { type: "f", value: 1.0 }
},
fragmentShader: [
"uniform float mNear;",
"uniform float mFar;",
"uniform float opacity;",
"void main() {",
"float depth = gl_FragCoord.z / gl_FragCoord.w;",
"float color = 1.0 - smoothstep( mNear, mFar, depth );",
"gl_FragColor = vec4( vec3( color ), opacity );",
"}"
].join("\n"),
vertexShader: [
"void main() {",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n")
},
'normal': {
uniforms: { "opacity" : { type: "f", value: 1.0 } },
fragmentShader: [
"uniform float opacity;",
"varying vec3 vNormal;",
"void main() {",
"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
"}"
].join("\n"),
vertexShader: [
"varying vec3 vNormal;",
"void main() {",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vNormal = normalize( normalMatrix * normal );",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n")
},
'basic': {
uniforms: THREE.UniformsLib[ "common" ],
fragmentShader: [
"uniform vec3 diffuse;",
"uniform 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" ],
"void main() {",
"gl_FragColor = vec4( diffuse, opacity );",
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
"}"
].join("\n"),
vertexShader: [
THREE.ShaderChunk[ "map_pars_vertex" ],
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" ],
"void main() {",
"vec4 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" ],
"}"
].join("\n")
},
'lambert': {
uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "common" ], THREE.UniformsLib[ "lights" ] ] ),
fragmentShader: [
"uniform vec3 diffuse;",
"uniform float opacity;",
"varying 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" ],
"void main() {",
"gl_FragColor = vec4( diffuse, opacity );",
"gl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
"}"
].join("\n"),
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" ],
"void main() {",
"vec4 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" ],
"}"
].join("\n")
},
'phong': {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "lights" ],
{
"ambient" : { type: "c", value: new THREE.Color( 0x050505 ) },
"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
"shininess": { type: "f", value: 30 }
}
] ),
fragmentShader: [
"uniform vec3 diffuse;",
"uniform float opacity;",
"uniform vec3 ambient;",
"uniform vec3 specular;",
"uniform float shininess;",
"varying 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[ "lights_pars_fragment" ],
"void main() {",
"gl_FragColor = vec4( vLightWeighting, 1.0 );",
THREE.ShaderChunk[ "lights_fragment" ],
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
"}"
].join("\n"),
vertexShader: [
"#define PHONG",
"varying vec3 vLightWeighting;",
"varying vec3 vViewPosition;",
"varying vec3 vNormal;",
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" ],
"void main() {",
"vec4 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",
"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
"#endif",
"vViewPosition = cameraPosition - mPosition.xyz;",
"vec3 transformedNormal = normalize( normalMatrix * normal );",
"vNormal = transformedNormal;",
THREE.ShaderChunk[ "lights_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
"}"
].join("\n")
},
'particle_basic': {
uniforms: THREE.UniformsLib[ "particle" ],
fragmentShader: [
"uniform vec3 psColor;",
"uniform float opacity;",
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "map_particle_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
"void main() {",
"gl_FragColor = vec4( psColor, opacity );",
THREE.ShaderChunk[ "map_particle_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
"}"
].join("\n"),
vertexShader: [
"uniform float size;",
"uniform float scale;",
THREE.ShaderChunk[ "color_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "color_vertex" ],
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"#ifdef USE_SIZEATTENUATION",
"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
"#else",
"gl_PointSize = size;",
"#endif",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join("\n")
}
};