/* * @author alteredq / http://alteredqualia.com/ * * Normal map shader * - Blinn-Phong * - normal + diffuse + specular + AO + displacement + reflection + shadow maps * - point and directional lights (use with "lights: true" material option) */ THREE.NormalDisplacementShader = { 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 }, "enableDisplacement": { type: "i", value: 0 }, "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture "tDiffuse" : { type: "t", value: null }, "tCube" : { type: "t", value: null }, "tNormal" : { type: "t", value: null }, "tSpecular" : { type: "t", value: null }, "tAO" : { type: "t", value: null }, "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) }, "uDisplacementBias": { type: "f", value: 0.0 }, "uDisplacementScale": { type: "f", value: 1.0 }, "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) }, "specular": { type: "c", value: new THREE.Color( 0x111111 ) }, "shininess": { type: "f", value: 30 }, "opacity": { type: "f", value: 1 }, "refractionRatio": { type: "f", value: 0.98 }, "reflectivity": { 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 diffuse;", "uniform vec3 specular;", "uniform float shininess;", "uniform float opacity;", "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 vec2 uNormalScale;", "uniform float refractionRatio;", "uniform float reflectivity;", "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_HEMI_LIGHTS > 0", " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];", " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];", " uniform vec3 hemisphereLightDirection[ MAX_HEMI_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", "#if MAX_SPOT_LIGHTS > 0", " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];", " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];", " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];", " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];", " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];", " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];", "#endif", "#ifdef WRAP_AROUND", " uniform vec3 wrapRGB;", "#endif", "varying vec3 vWorldPosition;", "varying vec3 vViewPosition;", THREE.ShaderChunk[ "common" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], "void main() {", THREE.ShaderChunk[ "logdepthbuf_fragment" ], " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does " vec4 diffuseColor = vec4( diffuse, opacity );", " 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;", " diffuseColor *= texelColor;", " #else", " diffuseColor *= texture2D( tDiffuse, vUv );", " #endif", " }", " if( enableAO ) {", " #ifdef GAMMA_INPUT", " vec4 aoColor = texture2D( tAO, vUv );", " aoColor.xyz *= aoColor.xyz;", " diffuseColor.rgb *= aoColor.xyz;", " #else", " diffuseColor.rgb *= texture2D( tAO, vUv ).xyz;", " #endif", " }", THREE.ShaderChunk[ "alphatest_fragment" ], " if( enableSpecular )", " specularTex = texture2D( tSpecular, vUv ).xyz;", " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );", " vec3 finalNormal = tsb * normalTex;", " #ifdef FLIP_SIDED", " finalNormal = -finalNormal;", " #endif", " vec3 normal = normalize( finalNormal );", " vec3 viewPosition = normalize( vViewPosition );", " vec3 totalDiffuseLight = vec3( 0.0 );", " vec3 totalSpecularLight = vec3( 0.0 );", // 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 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", " totalDiffuseLight += pointDistance * pointLightColor[ i ] * pointDiffuseWeight;", // specular " vec3 pointHalfVector = normalize( pointVector + viewPosition );", " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );", " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );", " float specularNormalization = ( shininess + 2.0 ) / 8.0;", " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );", " totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;", " }", " #endif", // spot lights " #if MAX_SPOT_LIGHTS > 0", " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {", " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );", " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;", " float spotDistance = 1.0;", " if ( spotLightDistance[ i ] > 0.0 )", " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );", " spotVector = normalize( spotVector );", " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );", " if ( spotEffect > spotLightAngleCos[ i ] ) {", " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );", // diffuse " #ifdef WRAP_AROUND", " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );", " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );", " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );", " #else", " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );", " #endif", " totalDiffuseLight += spotDistance * spotLightColor[ i ] * spotDiffuseWeight * spotEffect;", // specular " vec3 spotHalfVector = normalize( spotVector + viewPosition );", " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );", " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );", " float specularNormalization = ( shininess + 2.0 ) / 8.0;", " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );", " totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;", " }", " }", " #endif", // directional lights " #if MAX_DIR_LIGHTS > 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", " totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;", // specular " vec3 dirHalfVector = normalize( dirVector + viewPosition );", " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );", " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );", " float specularNormalization = ( shininess + 2.0 ) / 8.0;", " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );", " totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;", " }", " #endif", // hemisphere lights " #if MAX_HEMI_LIGHTS > 0", " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {", " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );", " vec3 lVector = normalize( lDirection.xyz );", // diffuse " float dotProduct = dot( normal, lVector );", " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", " totalDiffuseLight += hemiColor;", // specular (sky light) " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );", " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;", " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );", // specular (ground light) " vec3 lVectorGround = -lVector;", " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );", " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;", " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );", " float dotProductGround = dot( normal, lVectorGround );", " float specularNormalization = ( shininess + 2.0 ) / 8.0;", " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );", " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );", " totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );", " }", " #endif", " #ifdef METAL", " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor + totalSpecularLight );", " #else", " outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight;", " #endif", " if ( enableReflection ) {", " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );", " #ifdef ENVMAP_MODE_REFLECTION", " vec3 vReflect = reflect( cameraToVertex, normal );", " #else", " vec3 vReflect = refract( cameraToVertex, normal, refractionRatio );", " #endif", " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );", " #ifdef GAMMA_INPUT", " cubeColor.xyz *= cubeColor.xyz;", " #endif", " outgoingLight = mix( outgoingLight, cubeColor.xyz, specularTex.r * reflectivity );", " }", THREE.ShaderChunk[ "shadowmap_fragment" ], THREE.ShaderChunk[ "linear_to_gamma_fragment" ], THREE.ShaderChunk[ "fog_fragment" ], " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects "}" ].join("\n"), vertexShader: [ "attribute vec4 tangent;", "uniform vec2 uOffset;", "uniform vec2 uRepeat;", "uniform bool enableDisplacement;", "#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 vWorldPosition;", "varying vec3 vViewPosition;", THREE.ShaderChunk[ "skinning_pars_vertex" ], THREE.ShaderChunk[ "shadowmap_pars_vertex" ], THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], "void main() {", THREE.ShaderChunk[ "skinbase_vertex" ], THREE.ShaderChunk[ "skinnormal_vertex" ], // normal, tangent and binormal vectors " #ifdef USE_SKINNING", " vNormal = normalize( normalMatrix * skinnedNormal.xyz );", " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );", " vTangent = normalize( normalMatrix * skinnedTangent.xyz );", " #else", " vNormal = normalize( normalMatrix * normal );", " vTangent = normalize( normalMatrix * tangent.xyz );", " #endif", " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );", " vUv = uv * uRepeat + uOffset;", // displacement mapping " vec3 displacedPosition;", " #ifdef VERTEX_TEXTURES", " if ( enableDisplacement ) {", " vec3 dv = texture2D( tDisplacement, uv ).xyz;", " float df = uDisplacementScale * dv.x + uDisplacementBias;", " displacedPosition = position + normalize( normal ) * df;", " } else {", " #ifdef USE_SKINNING", " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );", " vec4 skinned = vec4( 0.0 );", " skinned += boneMatX * skinVertex * skinWeight.x;", " skinned += boneMatY * skinVertex * skinWeight.y;", " skinned += boneMatZ * skinVertex * skinWeight.z;", " skinned += boneMatW * skinVertex * skinWeight.w;", " skinned = bindMatrixInverse * skinned;", " displacedPosition = skinned.xyz;", " #else", " displacedPosition = position;", " #endif", " }", " #else", " #ifdef USE_SKINNING", " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );", " vec4 skinned = vec4( 0.0 );", " skinned += boneMatX * skinVertex * skinWeight.x;", " skinned += boneMatY * skinVertex * skinWeight.y;", " skinned += boneMatZ * skinVertex * skinWeight.z;", " skinned += boneMatW * skinVertex * skinWeight.w;", " skinned = bindMatrixInverse * skinned;", " displacedPosition = skinned.xyz;", " #else", " displacedPosition = position;", " #endif", " #endif", // " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );", " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );", " gl_Position = projectionMatrix * mvPosition;", THREE.ShaderChunk[ "logdepthbuf_vertex" ], // " vWorldPosition = worldPosition.xyz;", " vViewPosition = -mvPosition.xyz;", // shadows " #ifdef USE_SHADOWMAP", " for( int i = 0; i < MAX_SHADOWS; i ++ ) {", " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;", " }", " #endif", "}" ].join("\n") };