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Файл: Space race/bkcore/threejs/Shaders.js
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<?php
/**
 * @author Thibaut Despoulain / http://bkcore.com
 * @author alteredq / http://alteredqualia.com/
 * @author mr.doob / http://mrdoob.com/
 */
var bkcore bkcore || {};
bkcore.threejs bkcore.threejs || {};

bkcore.threejs.Shaders 
{
    
'additive' : {
        
uniforms: {
            
tDiffuse: { type"t"value0texturenull },
            
tAdd: { type"t"value1texturenull },
            
fCoeff: { type"f"value1.0 }
        },

        
vertexShader: [
            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"
        
].join("n"),

        
fragmentShader: [
            
"uniform sampler2D tDiffuse;",
            
"uniform sampler2D tAdd;",
            
"uniform float fCoeff;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 texel = texture2D( tDiffuse, vUv );",
                
"vec4 add = texture2D( tAdd, vUv );",
                
"gl_FragColor = texel + add * fCoeff * add.a;",

            
"}"
        
].join("n")
    },

    
/* ------------------------------------------------------------------------------------------------
    //    Hexagonal Vignette shader
    //  by BKcore.com
     ------------------------------------------------------------------------------------------------ */

    
'hexvignette': {

        
uniforms: {

            
tDiffuse: { type"t"value0texturenull },
            
tHex: {type"t"value1texturenull},
            
size: {type"f"value512.0},
            
rx: {type"f"value1024.0},
            
ry: {type"f"value768.0},
            
color: {type"c"value: new THREE.Color(0x458ab1)}

        },

        
vertexShader: [

            
"varying vec2 vUv;",

            
"void main() {",

                
"vUv = uv;",
                
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

            
"}"

        
].join("n"),

        
fragmentShader: [

            
"uniform float size;",
            
"uniform float rx;",
            
"uniform float ry;",

            
"uniform vec3 color;",

            
"uniform sampler2D tDiffuse;",
            
"uniform sampler2D tHex;",

            
"varying vec2 vUv;",

            
"void main() {",

                
"vec4 vcolor = vec4(color,1.0);",

                
"vec2 hexuv;",
                
"hexuv.x = mod(vUv.x * rx, size) / size;",
                
"hexuv.y = mod(vUv.y * ry, size) / size;",
                
"vec4 hex = texture2D( tHex, hexuv );",

                
"float tolerance = 0.2;",
                   
"float vignette_size = 0.6;",
                
"vec2 powers = pow(abs(vec2(vUv.x - 0.5,vUv.y - 0.5)),vec2(2.0));",
                
"float radiusSqrd = vignette_size*vignette_size;",
                
"float gradient = smoothstep(radiusSqrd-tolerance, radiusSqrd+tolerance, powers.x+powers.y);",

                
"vec2 uv = ( vUv - vec2( 0.5 ) );",

                
"vec2 sample = uv * gradient * 0.5 * (1.0-hex.r);",

                
"vec4 texel = texture2D( tDiffuse, vUv-sample );",
                
"gl_FragColor = (((1.0-hex.r)*vcolor) * 0.5 * gradient) + vec4( mix( texel.rgb, vcolor.xyz*0.7, dot( uv, uv ) ), texel.a );",

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
    //    Normal map shader (perpixel)
    //        - Blinn-Phong
    //        - normal + diffuse + specular + AO + displacement + reflection + shadow maps
    //        - PER-PIXEL point and directional lights (use with "lights: true" material option)
    //        - modified by BKcore
     ------------------------------------------------------------------------- */

    
'normal' : {

        
uniformsTHREE.UniformsUtils.merge( [

            
THREE.UniformsLib"fog" ],
            
THREE.UniformsLib"lights" ],
            
THREE.UniformsLib"shadowmap" ],

            {

            
"enableAO"          : { type"i"value},
            
"enableDiffuse"      : { type"i"value},
            
"enableSpecular"  : { type"i"value},
            
"enableReflection": { type"i"value},

            
"tDiffuse"       : { type"t"value0texturenull },
            
"tCube"           : { type"t"value1texturenull },
            
"tNormal"       : { type"t"value2texturenull },
            
"tSpecular"       : { type"t"value3texturenull },
            
"tAO"           : { type"t"value4texturenull },
            
"tDisplacement": { type"t"value5texturenull },

            
"uNormalScale": { type"f"value1.0 },

            
"uDisplacementBias": { type"f"value0.0 },
            
"uDisplacementScale": { type"f"value1.0 },

            
"uDiffuseColor": { type"c"value: new THREE.Color0xffffff ) },
            
"uSpecularColor": { type"c"value: new THREE.Color0x111111 ) },
            
"uAmbientColor": { type"c"value: new THREE.Color0xffffff ) },
            
"uShininess": { type"f"value30 },
            
"uOpacity": { type"f"value},

            
"uReflectivity": { type"f"value0.5 },

            
"uOffset" : { type"v2"value: new THREE.Vector20) },
            
"uRepeat" : { type"v2"value: new THREE.Vector21) },

            
"wrapRGB"  : { type"v3"value: new THREE.Vector311) }

            }

        ] ),

        
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 bool enableReflection;",

            
"uniform sampler2D tDiffuse;",
            
"uniform sampler2D tNormal;",
            
"uniform sampler2D tSpecular;",
            
"uniform sampler2D tAO;",

            
"uniform samplerCube tCube;",

            
"uniform float uNormalScale;",
            
"uniform float uReflectivity;",

            
"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 ];",
                
"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
                
"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
            
"#endif",

            
"#ifdef WRAP_AROUND",
                
"uniform vec3 wrapRGB;",
            
"#endif",

            
"varying vec3 vViewPosition;",

            
THREE.ShaderChunk"shadowmap_pars_fragment" ],
            
THREE.ShaderChunk"fog_pars_fragment" ],

            
"void main() {",

                
"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",

                
"vec3 specularTex = vec3( 1.0 );",

                
"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
                
"normalTex.xy *= uNormalScale;",
                
"normalTex = normalize( normalTex );",

                
"if( enableDiffuse ) {",

                    
"#ifdef GAMMA_INPUT",

                        
"vec4 texelColor = texture2D( tDiffuse, vUv );",
                        
"texelColor.xyz *= texelColor.xyz;",

                        
"gl_FragColor = gl_FragColor * texelColor;",

                    
"#else",

                        
"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",

                    
"#endif",

                
"}",

                
"if( enableAO ) {",

                    
"#ifdef GAMMA_INPUT",

                        
"vec4 aoColor = texture2D( tAO, vUv );",
                        
"aoColor.xyz *= aoColor.xyz;",

                        
"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",

                    
"#else",

                        
"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",

                    
"#endif",

                
"}",

                
"if( enableSpecular )",
                    
"specularTex = texture2D( tSpecular, vUv ).xyz;",

                
"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
                
"vec3 finalNormal = tsb * normalTex;",

                
"vec3 normal = normalize( finalNormal );",
                
"vec3 viewPosition = normalize( vViewPosition );",

                
"#ifdef DOUBLE_SIDED",

                    
"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",

                
"#endif",

                
// point lights

                
"#if MAX_POINT_LIGHTS > 0",

                    
"vec3 pointDiffuse = vec3( 0.0 );",
                    
"vec3 pointSpecular = vec3( 0.0 );",

                    
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

                        
"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
                        
"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",

                        
"float pointDistance = 1.0;",
                        
"if ( pointLightDistance[ i ] > 0.0 )",
                            
"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",

                        
"pointVector = normalize( pointVector );",

                        
// diffuse

                        
"#ifdef WRAP_AROUND",

                            
"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
                            
"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",

                            
"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

                        
"#else",

                            
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",

                        
"#endif",

                        
"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",

                        
// specular

                        
"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
                        
"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
                        
"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",

                        
"#ifdef PHYSICALLY_BASED_SHADING",

                            
// 2.0 => 2.0001 is hack to work around ANGLE bug

                            
"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

                            
"vec3 schlick = specularTex + vec3( 1.0 - specularTex ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
                            
"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",

                        
"#else",

                            
"pointSpecular += pointDistance * pointLightColor[ i ] * specularTex * pointSpecularWeight * pointDiffuseWeight;",

                        
"#endif",

                    
"}",

                
"#endif",

                
// directional lights

                
"#if MAX_DIR_LIGHTS > 0",

                    
"vec3 dirDiffuse = vec3( 0.0 );",
                    
"vec3 dirSpecular = vec3( 0.0 );",

                    
"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",

                        
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
                        
"vec3 dirVector = normalize( lDirection.xyz );",

                        
// diffuse

                        
"#ifdef WRAP_AROUND",

                            
"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
                            
"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",

                            
"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",

                        
"#else",

                            
"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

                        
"#endif",

                        
"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",

                        
// specular

                        
"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
                        
"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
                        
"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",

                        
"#ifdef PHYSICALLY_BASED_SHADING",

                            
// 2.0 => 2.0001 is hack to work around ANGLE bug

                            
"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

                            
"vec3 schlick = specularTex + vec3( 1.0 - specularTex ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
                            
"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

                        
"#else",

                            
"dirSpecular += directionalLightColor[ i ] * specularTex * dirSpecularWeight * dirDiffuseWeight;",

                        
"#endif",

                    
"}",

                
"#endif",

                
// all lights contribution summation

                
"vec3 totalDiffuse = vec3( 0.0 );",
                
"vec3 totalSpecular = vec3( 0.0 );",

                
"#if MAX_DIR_LIGHTS > 0",

                    
"totalDiffuse += dirDiffuse;",
                    
"totalSpecular += dirSpecular;",

                
"#endif",

                
"#if MAX_POINT_LIGHTS > 0",

                    
"totalDiffuse += pointDiffuse;",
                    
"totalSpecular += pointSpecular;",

                
"#endif",

                
"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;",

                
"if ( enableReflection ) {",

                    
"#ifdef DOUBLE_SIDED",

                        
"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
                        
                    
"#else",

                        
"float flipNormal = 1.0;",

                    
"#endif",

                    
"vec3 wPos = cameraPosition - vViewPosition;",
                    
"vec3 vReflect = reflect( normalize( wPos ), normal );",

                    
"vec4 cubeColor = textureCube( tCube, flipNormal*vec3( -vReflect.x, vReflect.yz ) );",

                    
"#ifdef GAMMA_INPUT",

                        
"cubeColor.xyz *= cubeColor.xyz;",

                    
"#endif",

                    
"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",

                
"}",

                
THREE.ShaderChunk"shadowmap_fragment" ],
                
THREE.ShaderChunk"linear_to_gamma_fragment" ],
                
THREE.ShaderChunk"fog_fragment" ],

            
"}"

        
].join("n"),

        
vertexShader: [

            
"attribute vec4 tangent;",

            
"uniform vec2 uOffset;",
            
"uniform vec2 uRepeat;",

            
"#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;",

            
"varying vec3 vViewPosition;",

            
THREE.ShaderChunk"shadowmap_pars_vertex" ],

            
"void main() {",

                
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

                
"vViewPosition = -mvPosition.xyz;",

                
// normal, tangent and binormal vectors

                
"vNormal = normalMatrix * normal;",
                
"vTangent = normalMatrix * tangent.xyz;",
                
"vBinormal = cross( vNormal, vTangent ) * tangent.w;",

                
"vUv = uv * uRepeat + uOffset;",

                
// displacement mapping

                
"#ifdef VERTEX_TEXTURES",

                    
"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
                    
"float df = uDisplacementScale * dv.x + uDisplacementBias;",
                    
"vec4 displacedPosition = vec4( normalize( vNormal.xyz ) * df, 0.0 ) + mvPosition;",
                    
"gl_Position = projectionMatrix * displacedPosition;",

                
"#else",

                    
"gl_Position = projectionMatrix * mvPosition;",

                
"#endif",

                
THREE.ShaderChunk"shadowmap_vertex" ],

            
"}"

        
].join("n")

    },

    
/* -------------------------------------------------------------------------
        //    Normal map shader
        //        - Blinn-Phong
        //        - normal + diffuse + specular + AO + displacement + reflection + shadow maps
        //        - PER-VERTEX point and directional lights (use with "lights: true" material option)
         ------------------------------------------------------------------------- */

        
'normalV' : {

            
uniformsTHREE.UniformsUtils.merge( [

                
THREE.UniformsLib"fog" ],
                
THREE.UniformsLib"lights" ],
                
THREE.UniformsLib"shadowmap" ],

                {

                
"enableAO"          : { type"i"value},
                
"enableDiffuse"      : { type"i"value},
                
"enableSpecular"  : { type"i"value},
                
"enableReflection": { type"i"value},

                
"tDiffuse"       : { type"t"value0texturenull },
                
"tCube"           : { type"t"value1texturenull },
                
"tNormal"       : { type"t"value2texturenull },
                
"tSpecular"       : { type"t"value3texturenull },
                
"tAO"           : { type"t"value4texturenull },
                
"tDisplacement": { type"t"value5texturenull },

                
"uNormalScale": { type"f"value1.0 },

                
"uDisplacementBias": { type"f"value0.0 },
                
"uDisplacementScale": { type"f"value1.0 },

                
"uDiffuseColor": { type"c"value: new THREE.Color0xffffff ) },
                
"uSpecularColor": { type"c"value: new THREE.Color0x111111 ) },
                
"uAmbientColor": { type"c"value: new THREE.Color0xffffff ) },
                
"uShininess": { type"f"value30 },
                
"uOpacity": { type"f"value},

                
"uReflectivity": { type"f"value0.5 },

                
"uOffset" : { type"v2"value: new THREE.Vector20) },
                
"uRepeat" : { type"v2"value: new THREE.Vector21) },

                
"wrapRGB"  : { type"v3"value: new THREE.Vector311) }

                }

            ] ),

            
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 bool enableReflection;",

                
"uniform sampler2D tDiffuse;",
                
"uniform sampler2D tNormal;",
                
"uniform sampler2D tSpecular;",
                
"uniform sampler2D tAO;",

                
"uniform samplerCube tCube;",

                
"uniform float uNormalScale;",
                
"uniform float uReflectivity;",

                
"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",

                
"#ifdef WRAP_AROUND",
                    
"uniform vec3 wrapRGB;",
                
"#endif",

                
"varying vec3 vViewPosition;",

                
THREE.ShaderChunk"shadowmap_pars_fragment" ],
                
THREE.ShaderChunk"fog_pars_fragment" ],

                
"void main() {",

                    
"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",

                    
"vec3 specularTex = vec3( 1.0 );",

                    
"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
                    
"normalTex.xy *= uNormalScale;",
                    
"normalTex = normalize( normalTex );",

                    
"if( enableDiffuse ) {",

                        
"#ifdef GAMMA_INPUT",

                            
"vec4 texelColor = texture2D( tDiffuse, vUv );",
                            
"texelColor.xyz *= texelColor.xyz;",

                            
"gl_FragColor = gl_FragColor * texelColor;",

                        
"#else",

                            
"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",

                        
"#endif",

                    
"}",

                    
"if( enableAO ) {",

                        
"#ifdef GAMMA_INPUT",

                            
"vec4 aoColor = texture2D( tAO, vUv );",
                            
"aoColor.xyz *= aoColor.xyz;",

                            
"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",

                        
"#else",

                            
"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",

                        
"#endif",

                    
"}",

                    
"if( enableSpecular )",
                        
"specularTex = texture2D( tSpecular, vUv ).xyz;",

                    
"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
                    
"vec3 finalNormal = tsb * normalTex;",

                    
"vec3 normal = normalize( finalNormal );",
                    
"vec3 viewPosition = normalize( vViewPosition );",

                    
// point lights

                    
"#if MAX_POINT_LIGHTS > 0",

                        
"vec3 pointDiffuse = vec3( 0.0 );",
                        
"vec3 pointSpecular = vec3( 0.0 );",

                        
"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

                            
"vec3 pointVector = normalize( vPointLight[ i ].xyz );",
                            
"float pointDistance = vPointLight[ i ].w;",

                            
// diffuse

                            
"#ifdef WRAP_AROUND",

                                
"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
                                
"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",

                                
"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

                            
"#else",

                                
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",

                            
"#endif",

                            
"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",

                            
// specular

                            
"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
                            
"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
                            
"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",

                            
"#ifdef PHYSICALLY_BASED_SHADING",

                                
// 2.0 => 2.0001 is hack to work around ANGLE bug

                                
"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

                                
"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
                                
"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",

                            
"#else",

                                
"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",

                            
"#endif",

                        
"}",

                    
"#endif",

                    
// directional lights

                    
"#if MAX_DIR_LIGHTS > 0",

                        
"vec3 dirDiffuse = vec3( 0.0 );",
                        
"vec3 dirSpecular = vec3( 0.0 );",

                        
"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",

                            
"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
                            
"vec3 dirVector = normalize( lDirection.xyz );",

                            
// diffuse

                            
"#ifdef WRAP_AROUND",

                                
"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
                                
"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",

                                
"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",

                            
"#else",

                                
"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

                            
"#endif",

                            
"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",

                            
// specular

                            
"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
                            
"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
                            
"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",

                            
"#ifdef PHYSICALLY_BASED_SHADING",

                                
// 2.0 => 2.0001 is hack to work around ANGLE bug

                                
"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

                                
"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
                                
"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

                            
"#else",

                                
"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",

                            
"#endif",

                        
"}",

                    
"#endif",

                    
// all lights contribution summation

                    
"vec3 totalDiffuse = vec3( 0.0 );",
                    
"vec3 totalSpecular = vec3( 0.0 );",

                    
"#if MAX_DIR_LIGHTS > 0",

                        
"totalDiffuse += dirDiffuse;",
                        
"totalSpecular += dirSpecular;",

                    
"#endif",

                    
"#if MAX_POINT_LIGHTS > 0",

                        
"totalDiffuse += pointDiffuse;",
                        
"totalSpecular += pointSpecular;",

                    
"#endif",

                    
"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;",

                    
"if ( enableReflection ) {",

                        
"vec3 wPos = cameraPosition - vViewPosition;",
                        
"vec3 vReflect = reflect( normalize( wPos ), normal );",

                        
"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",

                        
"#ifdef GAMMA_INPUT",

                            
"cubeColor.xyz *= cubeColor.xyz;",

                        
"#endif",

                        
"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",

                    
"}",

                    
THREE.ShaderChunk"shadowmap_fragment" ],
                    
THREE.ShaderChunk"linear_to_gamma_fragment" ],
                    
THREE.ShaderChunk"fog_fragment" ],

                
"}"

            
].join("n"),

            
vertexShader: [

                
"attribute vec4 tangent;",

                
"uniform vec2 uOffset;",
                
"uniform vec2 uRepeat;",

                
"#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;",

                
THREE.ShaderChunk"shadowmap_pars_vertex" ],

                
"void main() {",

                    
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

                    
"vViewPosition = -mvPosition.xyz;",

                    
// normal, tangent and binormal vectors

                    
"vNormal = normalMatrix * normal;",
                    
"vTangent = normalMatrix * tangent.xyz;",
                    
"vBinormal = cross( vNormal, vTangent ) * tangent.w;",

                    
"vUv = uv * uRepeat + uOffset;",

                    
// 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( normalize( vNormal.xyz ) * df, 0.0 ) + mvPosition;",
                        
"gl_Position = projectionMatrix * displacedPosition;",

                    
"#else",

                        
"gl_Position = projectionMatrix * mvPosition;",

                    
"#endif",

                    
THREE.ShaderChunk"shadowmap_vertex" ],

                
"}"

            
].join("n")

        },

    
/* -------------------------------------------------------------------------
    //    Cube map shader
     ------------------------------------------------------------------------- */

    
'cube': {

        
uniforms: { "tCube": { type"t"value1texturenull },
                    
"tFlip": { type"f"value: -} },

        
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;",
            
"uniform float tFlip;",

            
"varying vec3 vViewPosition;",

            
"void main() {",

                
"vec3 wPos = cameraPosition - vViewPosition;",
                
"gl_FragColor = textureCube( tCube, vec3( tFlip * wPos.x, wPos.yz ) );",

            
"}"

        
].join("n")

    }

};
?>
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