/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * ShaderToon currently contains: * * toon1 * toon2 * hatching * dotted */ THREE.ShaderToon = { 'toon1' : { uniforms: { "uDirLightPos": { type: "v3", value: new THREE.Vector3() }, "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) }, "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) }, "uBaseColor": { type: "c", value: new THREE.Color( 0xffffff ) } }, vertexShader: [ "varying vec3 vNormal;", "varying vec3 vRefract;", "void main() {", "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", "vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );", "vNormal = normalize( normalMatrix * normal );", "vec3 I = worldPosition.xyz - cameraPosition;", "vRefract = refract( normalize( I ), worldNormal, 1.02 );", "gl_Position = projectionMatrix * mvPosition;", "}" ].join("\n"), fragmentShader: [ "uniform vec3 uBaseColor;", "uniform vec3 uDirLightPos;", "uniform vec3 uDirLightColor;", "uniform vec3 uAmbientLightColor;", "varying vec3 vNormal;", "varying vec3 vRefract;", "void main() {", "float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);", "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;", "float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );", "intensity += length(lightWeighting) * 0.2;", "float cameraWeighting = dot( normalize( vNormal ), vRefract );", "intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );", "intensity = intensity * 0.2 + 0.3;", "if ( intensity < 0.50 ) {", "gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );", "} else {", "gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );", "}", "}" ].join("\n") }, 'toon2' : { uniforms: { "uDirLightPos": { type: "v3", value: new THREE.Vector3() }, "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) }, "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) }, "uBaseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) }, "uLineColor1": { type: "c", value: new THREE.Color( 0x808080 ) }, "uLineColor2": { type: "c", value: new THREE.Color( 0x000000 ) }, "uLineColor3": { type: "c", value: new THREE.Color( 0x000000 ) }, "uLineColor4": { type: "c", value: new THREE.Color( 0x000000 ) } }, vertexShader: [ "varying vec3 vNormal;", "void main() {", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "vNormal = normalize( normalMatrix * normal );", "}" ].join("\n"), fragmentShader: [ "uniform vec3 uBaseColor;", "uniform vec3 uLineColor1;", "uniform vec3 uLineColor2;", "uniform vec3 uLineColor3;", "uniform vec3 uLineColor4;", "uniform vec3 uDirLightPos;", "uniform vec3 uDirLightColor;", "uniform vec3 uAmbientLightColor;", "varying vec3 vNormal;", "void main() {", "float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);", "float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);", "gl_FragColor = vec4( uBaseColor, 1.0 );", "if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {", "gl_FragColor *= vec4( uLineColor1, 1.0 );", "}", "if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {", "gl_FragColor *= vec4( uLineColor2, 1.0 );", "}", "}" ].join("\n") }, 'hatching' : { uniforms: { "uDirLightPos": { type: "v3", value: new THREE.Vector3() }, "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) }, "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) }, "uBaseColor": { type: "c", value: new THREE.Color( 0xffffff ) }, "uLineColor1": { type: "c", value: new THREE.Color( 0x000000 ) }, "uLineColor2": { type: "c", value: new THREE.Color( 0x000000 ) }, "uLineColor3": { type: "c", value: new THREE.Color( 0x000000 ) }, "uLineColor4": { type: "c", value: new THREE.Color( 0x000000 ) } }, vertexShader: [ "varying vec3 vNormal;", "void main() {", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "vNormal = normalize( normalMatrix * normal );", "}" ].join("\n"), fragmentShader: [ "uniform vec3 uBaseColor;", "uniform vec3 uLineColor1;", "uniform vec3 uLineColor2;", "uniform vec3 uLineColor3;", "uniform vec3 uLineColor4;", "uniform vec3 uDirLightPos;", "uniform vec3 uDirLightColor;", "uniform vec3 uAmbientLightColor;", "varying vec3 vNormal;", "void main() {", "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);", "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;", "gl_FragColor = vec4( uBaseColor, 1.0 );", "if ( length(lightWeighting) < 1.00 ) {", "if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {", "gl_FragColor = vec4( uLineColor1, 1.0 );", "}", "}", "if ( length(lightWeighting) < 0.75 ) {", "if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {", "gl_FragColor = vec4( uLineColor2, 1.0 );", "}", "}", "if ( length(lightWeighting) < 0.50 ) {", "if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {", "gl_FragColor = vec4( uLineColor3, 1.0 );", "}", "}", "if ( length(lightWeighting) < 0.3465 ) {", "if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {", "gl_FragColor = vec4( uLineColor4, 1.0 );", "}", "}", "}" ].join("\n") }, 'dotted' : { uniforms: { "uDirLightPos": { type: "v3", value: new THREE.Vector3() }, "uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) }, "uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) }, "uBaseColor": { type: "c", value: new THREE.Color( 0xffffff ) }, "uLineColor1": { type: "c", value: new THREE.Color( 0x000000 ) } }, vertexShader: [ "varying vec3 vNormal;", "void main() {", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "vNormal = normalize( normalMatrix * normal );", "}" ].join("\n"), fragmentShader: [ "uniform vec3 uBaseColor;", "uniform vec3 uLineColor1;", "uniform vec3 uLineColor2;", "uniform vec3 uLineColor3;", "uniform vec3 uLineColor4;", "uniform vec3 uDirLightPos;", "uniform vec3 uDirLightColor;", "uniform vec3 uAmbientLightColor;", "varying vec3 vNormal;", "void main() {", "float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);", "vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;", "gl_FragColor = vec4( uBaseColor, 1.0 );", "if ( length(lightWeighting) < 1.00 ) {", "if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {", "gl_FragColor = vec4( uLineColor1, 1.0 );", "}", "}", "if ( length(lightWeighting) < 0.50 ) {", "if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {", "gl_FragColor = vec4( uLineColor1, 1.0 );", "}", "}", "}" ].join("\n") } };