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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /ToonShader.js
| import { | |
| Color, | |
| Vector3 | |
| } from 'three'; | |
| /** | |
| * Currently contains: | |
| * | |
| * toon1 | |
| * toon2 | |
| * hatching | |
| * dotted | |
| */ | |
| const ToonShader1 = { | |
| uniforms: { | |
| 'uDirLightPos': { value: new Vector3() }, | |
| 'uDirLightColor': { value: new Color( 0xeeeeee ) }, | |
| 'uAmbientLightColor': { value: new Color( 0x050505 ) }, | |
| 'uBaseColor': { value: new Color( 0xffffff ) } | |
| }, | |
| vertexShader: /* glsl */` | |
| 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; | |
| }`, | |
| fragmentShader: /* glsl */` | |
| 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 ); | |
| } | |
| #include <colorspace_fragment> | |
| }` | |
| }; | |
| const ToonShader2 = { | |
| uniforms: { | |
| 'uDirLightPos': { value: new Vector3() }, | |
| 'uDirLightColor': { value: new Color( 0xeeeeee ) }, | |
| 'uAmbientLightColor': { value: new Color( 0x050505 ) }, | |
| 'uBaseColor': { value: new Color( 0xeeeeee ) }, | |
| 'uLineColor1': { value: new Color( 0x808080 ) }, | |
| 'uLineColor2': { value: new Color( 0x000000 ) }, | |
| 'uLineColor3': { value: new Color( 0x000000 ) }, | |
| 'uLineColor4': { value: new Color( 0x000000 ) } | |
| }, | |
| vertexShader: /* glsl */` | |
| varying vec3 vNormal; | |
| void main() { | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| vNormal = normalize( normalMatrix * normal ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| 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 ); | |
| } | |
| #include <colorspace_fragment> | |
| }` | |
| }; | |
| const ToonShaderHatching = { | |
| uniforms: { | |
| 'uDirLightPos': { value: new Vector3() }, | |
| 'uDirLightColor': { value: new Color( 0xeeeeee ) }, | |
| 'uAmbientLightColor': { value: new Color( 0x050505 ) }, | |
| 'uBaseColor': { value: new Color( 0xffffff ) }, | |
| 'uLineColor1': { value: new Color( 0x000000 ) }, | |
| 'uLineColor2': { value: new Color( 0x000000 ) }, | |
| 'uLineColor3': { value: new Color( 0x000000 ) }, | |
| 'uLineColor4': { value: new Color( 0x000000 ) } | |
| }, | |
| vertexShader: /* glsl */` | |
| varying vec3 vNormal; | |
| void main() { | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| vNormal = normalize( normalMatrix * normal ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| 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 ); | |
| } | |
| } | |
| #include <colorspace_fragment> | |
| }` | |
| }; | |
| const ToonShaderDotted = { | |
| uniforms: { | |
| 'uDirLightPos': { value: new Vector3() }, | |
| 'uDirLightColor': { value: new Color( 0xeeeeee ) }, | |
| 'uAmbientLightColor': { value: new Color( 0x050505 ) }, | |
| 'uBaseColor': { value: new Color( 0xffffff ) }, | |
| 'uLineColor1': { value: new Color( 0x000000 ) } | |
| }, | |
| vertexShader: /* glsl */` | |
| varying vec3 vNormal; | |
| void main() { | |
| gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
| vNormal = normalize( normalMatrix * normal ); | |
| }`, | |
| fragmentShader: /* glsl */` | |
| 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 ); | |
| } | |
| } | |
| #include <colorspace_fragment> | |
| }` | |
| }; | |
| export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted }; | |
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