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| /** | |
| * @author mrdoob / http://mrdoob.com/ | |
| * @author alteredq / http://alteredqualia.com/ | |
| * | |
| * ShaderToon currently contains: | |
| * | |
| * toon1 | |
| * toon2 | |
| * hatching | |
| * dotted | |
| */ | |
| THREE.ShaderToon = { | |
| 'toon1' : { | |
| uniforms: { | |
| "uDirLightPos": { value: new THREE.Vector3() }, | |
| "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) }, | |
| "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) }, | |
| "uBaseColor": { 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": { value: new THREE.Vector3() }, | |
| "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) }, | |
| "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) }, | |
| "uBaseColor": { value: new THREE.Color( 0xeeeeee ) }, | |
| "uLineColor1": { value: new THREE.Color( 0x808080 ) }, | |
| "uLineColor2": { value: new THREE.Color( 0x000000 ) }, | |
| "uLineColor3": { value: new THREE.Color( 0x000000 ) }, | |
| "uLineColor4": { 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": { value: new THREE.Vector3() }, | |
| "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) }, | |
| "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) }, | |
| "uBaseColor": { value: new THREE.Color( 0xffffff ) }, | |
| "uLineColor1": { value: new THREE.Color( 0x000000 ) }, | |
| "uLineColor2": { value: new THREE.Color( 0x000000 ) }, | |
| "uLineColor3": { value: new THREE.Color( 0x000000 ) }, | |
| "uLineColor4": { 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": { value: new THREE.Vector3() }, | |
| "uDirLightColor": { value: new THREE.Color( 0xeeeeee ) }, | |
| "uAmbientLightColor": { value: new THREE.Color( 0x050505 ) }, | |
| "uBaseColor": { value: new THREE.Color( 0xffffff ) }, | |
| "uLineColor1": { 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" ) | |
| } | |
| }; | |