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950 lines
25 KiB
JavaScript
950 lines
25 KiB
JavaScript
/**
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* @author Thibaut Despoulain / http://bkcore.com
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* @author alteredq / http://alteredqualia.com/
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* @author mr.doob / http://mrdoob.com/
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*/
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var bkcore = bkcore || {};
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bkcore.threejs = bkcore.threejs || {};
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bkcore.threejs.Shaders =
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{
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'additive' : {
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uniforms: {
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tDiffuse: { type: "t", value: 0, texture: null },
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tAdd: { type: "t", value: 1, texture: null },
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fCoeff: { type: "f", value: 1.0 }
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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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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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tAdd;",
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"uniform float fCoeff;",
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"varying vec2 vUv;",
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"void main() {",
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"vec4 texel = texture2D( tDiffuse, vUv );",
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"vec4 add = texture2D( tAdd, vUv );",
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"gl_FragColor = texel + add * fCoeff * add.a;",
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"}"
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].join("\n")
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},
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/* ------------------------------------------------------------------------------------------------
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// Hexagonal Vignette shader
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// by BKcore.com
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------------------------------------------------------------------------------------------------ */
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'hexvignette': {
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uniforms: {
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tDiffuse: { type: "t", value: 0, texture: null },
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tHex: {type: "t", value: 1, texture: null},
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size: {type: "f", value: 512.0},
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rx: {type: "f", value: 1024.0},
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ry: {type: "f", value: 768.0},
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color: {type: "c", value: new THREE.Color(0x458ab1)}
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},
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vertexShader: [
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"varying vec2 vUv;",
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"void main() {",
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"vUv = uv;",
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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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"uniform float size;",
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"uniform float rx;",
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"uniform float ry;",
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"uniform vec3 color;",
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tHex;",
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"varying vec2 vUv;",
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"void main() {",
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"vec4 vcolor = vec4(color,1.0);",
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"vec2 hexuv;",
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"hexuv.x = mod(vUv.x * rx, size) / size;",
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"hexuv.y = mod(vUv.y * ry, size) / size;",
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"vec4 hex = texture2D( tHex, hexuv );",
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"float tolerance = 0.2;",
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"float vignette_size = 0.6;",
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"vec2 powers = pow(abs(vec2(vUv.x - 0.5,vUv.y - 0.5)),vec2(2.0));",
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"float radiusSqrd = vignette_size*vignette_size;",
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"float gradient = smoothstep(radiusSqrd-tolerance, radiusSqrd+tolerance, powers.x+powers.y);",
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"vec2 uv = ( vUv - vec2( 0.5 ) );",
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"vec2 sample = uv * gradient * 0.5 * (1.0-hex.r);",
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"vec4 texel = texture2D( tDiffuse, vUv-sample );",
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"gl_FragColor = (((1.0-hex.r)*vcolor) * 0.5 * gradient) + vec4( mix( texel.rgb, vcolor.xyz*0.7, dot( uv, uv ) ), texel.a );",
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"}"
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].join("\n")
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},
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/* -------------------------------------------------------------------------
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// Normal map shader (perpixel)
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// - Blinn-Phong
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// - normal + diffuse + specular + AO + displacement + reflection + shadow maps
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// - PER-PIXEL point and directional lights (use with "lights: true" material option)
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// - modified by BKcore
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------------------------------------------------------------------------- */
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'normal' : {
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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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THREE.UniformsLib[ "shadowmap" ],
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{
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"enableAO" : { type: "i", value: 0 },
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"enableDiffuse" : { type: "i", value: 0 },
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"enableSpecular" : { type: "i", value: 0 },
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"enableReflection": { type: "i", value: 0 },
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"tDiffuse" : { type: "t", value: 0, texture: null },
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"tCube" : { type: "t", value: 1, texture: null },
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"tNormal" : { type: "t", value: 2, texture: null },
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"tSpecular" : { type: "t", value: 3, texture: null },
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"tAO" : { type: "t", value: 4, texture: null },
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"tDisplacement": { type: "t", value: 5, texture: null },
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"uNormalScale": { type: "f", value: 1.0 },
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"uDisplacementBias": { type: "f", value: 0.0 },
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"uDisplacementScale": { type: "f", value: 1.0 },
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"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
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"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
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"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
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"uShininess": { type: "f", value: 30 },
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"uOpacity": { type: "f", value: 1 },
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"uReflectivity": { type: "f", value: 0.5 },
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"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
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"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
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"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
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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 uShininess;",
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"uniform float uOpacity;",
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"uniform bool enableDiffuse;",
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"uniform bool enableSpecular;",
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"uniform bool enableAO;",
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"uniform bool enableReflection;",
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"uniform sampler2D tDiffuse;",
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"uniform sampler2D tNormal;",
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"uniform sampler2D tSpecular;",
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"uniform sampler2D tAO;",
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"uniform samplerCube tCube;",
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"uniform float uNormalScale;",
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"uniform float uReflectivity;",
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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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"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
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"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
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"#endif",
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"#ifdef WRAP_AROUND",
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"uniform vec3 wrapRGB;",
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"#endif",
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"varying vec3 vViewPosition;",
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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"void main() {",
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"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
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"vec3 specularTex = vec3( 1.0 );",
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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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"if( enableDiffuse ) {",
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"#ifdef GAMMA_INPUT",
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"vec4 texelColor = texture2D( tDiffuse, vUv );",
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"texelColor.xyz *= texelColor.xyz;",
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"gl_FragColor = gl_FragColor * texelColor;",
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"#else",
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"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
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"#endif",
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"}",
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"if( enableAO ) {",
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"#ifdef GAMMA_INPUT",
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"vec4 aoColor = texture2D( tAO, vUv );",
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"aoColor.xyz *= aoColor.xyz;",
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"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
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"#else",
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"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
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"#endif",
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"}",
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"if( enableSpecular )",
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"specularTex = texture2D( tSpecular, vUv ).xyz;",
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"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( 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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"#ifdef DOUBLE_SIDED",
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"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
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"#endif",
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// point lights
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"#if MAX_POINT_LIGHTS > 0",
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"vec3 pointDiffuse = vec3( 0.0 );",
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"vec3 pointSpecular = vec3( 0.0 );",
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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 pointVector = lPosition.xyz + vViewPosition.xyz;",
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"float pointDistance = 1.0;",
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"if ( pointLightDistance[ i ] > 0.0 )",
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"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
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"pointVector = normalize( pointVector );",
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// diffuse
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"#ifdef WRAP_AROUND",
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"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
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"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
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"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
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"#else",
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"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
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"#endif",
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"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
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// specular
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"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
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"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
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"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
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"#ifdef PHYSICALLY_BASED_SHADING",
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// 2.0 => 2.0001 is hack to work around ANGLE bug
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"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
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"vec3 schlick = specularTex + vec3( 1.0 - specularTex ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
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"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
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"#else",
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"pointSpecular += pointDistance * pointLightColor[ i ] * specularTex * pointSpecularWeight * pointDiffuseWeight;",
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"#endif",
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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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"vec3 dirDiffuse = vec3( 0.0 );",
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"vec3 dirSpecular = vec3( 0.0 );",
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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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// diffuse
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"#ifdef WRAP_AROUND",
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"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
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"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
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"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
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"#else",
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"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
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"#endif",
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"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
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// specular
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"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
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"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
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"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
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"#ifdef PHYSICALLY_BASED_SHADING",
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// 2.0 => 2.0001 is hack to work around ANGLE bug
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"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
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"vec3 schlick = specularTex + vec3( 1.0 - specularTex ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
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"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
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"#else",
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"dirSpecular += directionalLightColor[ i ] * specularTex * dirSpecularWeight * dirDiffuseWeight;",
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"#endif",
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"}",
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"#endif",
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// all lights contribution summation
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"vec3 totalDiffuse = vec3( 0.0 );",
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"vec3 totalSpecular = vec3( 0.0 );",
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"#if MAX_DIR_LIGHTS > 0",
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"totalDiffuse += dirDiffuse;",
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"totalSpecular += dirSpecular;",
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"#endif",
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"#if MAX_POINT_LIGHTS > 0",
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"totalDiffuse += pointDiffuse;",
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"totalSpecular += pointSpecular;",
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"#endif",
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"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor) + totalSpecular;",
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"if ( enableReflection ) {",
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"#ifdef DOUBLE_SIDED",
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"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
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"#else",
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"float flipNormal = 1.0;",
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"#endif",
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"vec3 wPos = cameraPosition - vViewPosition;",
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"vec3 vReflect = reflect( normalize( wPos ), normal );",
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"vec4 cubeColor = textureCube( tCube, flipNormal*vec3( -vReflect.x, vReflect.yz ) );",
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"#ifdef GAMMA_INPUT",
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"cubeColor.xyz *= cubeColor.xyz;",
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"#endif",
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"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
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"}",
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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' : {
|
|
|
|
uniforms: THREE.UniformsUtils.merge( [
|
|
|
|
THREE.UniformsLib[ "fog" ],
|
|
THREE.UniformsLib[ "lights" ],
|
|
THREE.UniformsLib[ "shadowmap" ],
|
|
|
|
{
|
|
|
|
"enableAO" : { type: "i", value: 0 },
|
|
"enableDiffuse" : { type: "i", value: 0 },
|
|
"enableSpecular" : { type: "i", value: 0 },
|
|
"enableReflection": { type: "i", value: 0 },
|
|
|
|
"tDiffuse" : { type: "t", value: 0, texture: null },
|
|
"tCube" : { type: "t", value: 1, texture: null },
|
|
"tNormal" : { type: "t", value: 2, texture: null },
|
|
"tSpecular" : { type: "t", value: 3, texture: null },
|
|
"tAO" : { type: "t", value: 4, texture: null },
|
|
"tDisplacement": { type: "t", value: 5, texture: null },
|
|
|
|
"uNormalScale": { type: "f", value: 1.0 },
|
|
|
|
"uDisplacementBias": { type: "f", value: 0.0 },
|
|
"uDisplacementScale": { type: "f", value: 1.0 },
|
|
|
|
"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
|
|
"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
"uShininess": { type: "f", value: 30 },
|
|
"uOpacity": { type: "f", value: 1 },
|
|
|
|
"uReflectivity": { type: "f", value: 0.5 },
|
|
|
|
"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
|
|
"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
|
|
|
"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 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 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", value: 1, texture: null },
|
|
"tFlip": { type: "f", value: -1 } },
|
|
|
|
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")
|
|
|
|
}
|
|
|
|
}; |