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/** | |
* @author alteredq / http://alteredqualia.com/ | |
* | |
*/ | |
THREE.ShaderSkin = { | |
/* ------------------------------------------------------------------------------------------ | |
// Simple skin shader | |
// - per-pixel Blinn-Phong diffuse term mixed with half-Lambert wrap-around term (per color component) | |
// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance) | |
// | |
// - diffuse map | |
// - bump map | |
// - specular map | |
// - point, directional and hemisphere lights (use with "lights: true" material option) | |
// - fog (use with "fog: true" material option) | |
// | |
// ------------------------------------------------------------------------------------------ */ | |
'skinSimple' : { | |
uniforms: THREE.UniformsUtils.merge( [ | |
THREE.UniformsLib[ "fog" ], | |
THREE.UniformsLib[ "lights" ], | |
{ | |
"enableBump": { value: 0 }, | |
"enableSpecular": { value: 0 }, | |
"tDiffuse": { value: null }, | |
"tBeckmann": { value: null }, | |
"diffuse": { value: new THREE.Color( 0xeeeeee ) }, | |
"specular": { value: new THREE.Color( 0x111111 ) }, | |
"opacity": { value: 1 }, | |
"uRoughness": { value: 0.15 }, | |
"uSpecularBrightness": { value: 0.75 }, | |
"bumpMap": { value: null }, | |
"bumpScale": { value: 1 }, | |
"specularMap": { value: null }, | |
"offsetRepeat": { value: new THREE.Vector4( 0, 0, 1, 1 ) }, | |
"uWrapRGB": { value: new THREE.Vector3( 0.75, 0.375, 0.1875 ) } | |
} | |
] ), | |
fragmentShader: [ | |
"#define USE_BUMPMAP", | |
"uniform bool enableBump;", | |
"uniform bool enableSpecular;", | |
"uniform vec3 diffuse;", | |
"uniform vec3 specular;", | |
"uniform float opacity;", | |
"uniform float uRoughness;", | |
"uniform float uSpecularBrightness;", | |
"uniform vec3 uWrapRGB;", | |
"uniform sampler2D tDiffuse;", | |
"uniform sampler2D tBeckmann;", | |
"uniform sampler2D specularMap;", | |
"varying vec3 vNormal;", | |
"varying vec2 vUv;", | |
"varying vec3 vViewPosition;", | |
THREE.ShaderChunk[ "common" ], | |
THREE.ShaderChunk[ "bsdfs" ], | |
THREE.ShaderChunk[ "packing" ], | |
THREE.ShaderChunk[ "lights_pars_begin" ], | |
THREE.ShaderChunk[ "fog_pars_fragment" ], | |
THREE.ShaderChunk[ "bumpmap_pars_fragment" ], | |
// Fresnel term | |
"float fresnelReflectance( vec3 H, vec3 V, float F0 ) {", | |
"float base = 1.0 - dot( V, H );", | |
"float exponential = pow( base, 5.0 );", | |
"return exponential + F0 * ( 1.0 - exponential );", | |
"}", | |
// Kelemen/Szirmay-Kalos specular BRDF | |
"float KS_Skin_Specular( vec3 N,", // Bumped surface normal | |
"vec3 L,", // Points to light | |
"vec3 V,", // Points to eye | |
"float m,", // Roughness | |
"float rho_s", // Specular brightness | |
") {", | |
"float result = 0.0;", | |
"float ndotl = dot( N, L );", | |
"if( ndotl > 0.0 ) {", | |
"vec3 h = L + V;", // Unnormalized half-way vector | |
"vec3 H = normalize( h );", | |
"float ndoth = dot( N, H );", | |
"float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );", | |
"float F = fresnelReflectance( H, V, 0.028 );", | |
"float frSpec = max( PH * F / dot( h, h ), 0.0 );", | |
"result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s | |
"}", | |
"return result;", | |
"}", | |
"void main() {", | |
"vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does | |
"vec4 diffuseColor = vec4( diffuse, opacity );", | |
"vec4 colDiffuse = texture2D( tDiffuse, vUv );", | |
"colDiffuse.rgb *= colDiffuse.rgb;", | |
"diffuseColor = diffuseColor * colDiffuse;", | |
"vec3 normal = normalize( vNormal );", | |
"vec3 viewerDirection = normalize( vViewPosition );", | |
"float specularStrength;", | |
"if ( enableSpecular ) {", | |
"vec4 texelSpecular = texture2D( specularMap, vUv );", | |
"specularStrength = texelSpecular.r;", | |
"} else {", | |
"specularStrength = 1.0;", | |
"}", | |
"#ifdef USE_BUMPMAP", | |
"if ( enableBump ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );", | |
"#endif", | |
// point lights | |
"vec3 totalSpecularLight = vec3( 0.0 );", | |
"vec3 totalDiffuseLight = vec3( 0.0 );", | |
"#if NUM_POINT_LIGHTS > 0", | |
"for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {", | |
"vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;", | |
"float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );", | |
"lVector = normalize( lVector );", | |
"float pointDiffuseWeightFull = max( dot( normal, lVector ), 0.0 );", | |
"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, lVector ) + 0.5, 0.0 );", | |
"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), uWrapRGB );", | |
"float pointSpecularWeight = KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );", | |
"totalDiffuseLight += pointLight[ i ].color * ( pointDiffuseWeight * attenuation );", | |
"totalSpecularLight += pointLight[ i ].color * specular * ( pointSpecularWeight * specularStrength * attenuation );", | |
"}", | |
"#endif", | |
// directional lights | |
"#if NUM_DIR_LIGHTS > 0", | |
"for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {", | |
"vec3 dirVector = directionalLights[ i ].direction;", | |
"float dirDiffuseWeightFull = max( dot( normal, dirVector ), 0.0 );", | |
"float dirDiffuseWeightHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );", | |
"vec3 dirDiffuseWeight = mix( vec3 ( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), uWrapRGB );", | |
"float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );", | |
"totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;", | |
"totalSpecularLight += directionalLights[ i ].color * ( dirSpecularWeight * specularStrength );", | |
"}", | |
"#endif", | |
// hemisphere lights | |
"#if NUM_HEMI_LIGHTS > 0", | |
"for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {", | |
"vec3 lVector = hemisphereLightDirection[ i ];", | |
"float dotProduct = dot( normal, lVector );", | |
"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;", | |
"totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", | |
// specular (sky light) | |
"float hemiSpecularWeight = 0.0;", | |
"hemiSpecularWeight += KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );", | |
// specular (ground light) | |
"vec3 lVectorGround = -lVector;", | |
"hemiSpecularWeight += KS_Skin_Specular( normal, lVectorGround, viewerDirection, uRoughness, uSpecularBrightness );", | |
"vec3 hemiSpecularColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );", | |
"totalSpecularLight += hemiSpecularColor * specular * ( hemiSpecularWeight * specularStrength );", | |
"}", | |
"#endif", | |
"outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor * diffuse ) + totalSpecularLight;", | |
"gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects | |
THREE.ShaderChunk[ "fog_fragment" ], | |
"}" | |
].join( "\n" ), | |
vertexShader: [ | |
"uniform vec4 offsetRepeat;", | |
"varying vec3 vNormal;", | |
"varying vec2 vUv;", | |
"varying vec3 vViewPosition;", | |
THREE.ShaderChunk[ "common" ], | |
THREE.ShaderChunk[ "lights_pars_begin" ], | |
THREE.ShaderChunk[ "fog_pars_vertex" ], | |
"void main() {", | |
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", | |
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", | |
"vViewPosition = -mvPosition.xyz;", | |
"vNormal = normalize( normalMatrix * normal );", | |
"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;", | |
"gl_Position = projectionMatrix * mvPosition;", | |
THREE.ShaderChunk[ "fog_vertex" ], | |
"}" | |
].join( "\n" ) | |
}, | |
/* ------------------------------------------------------------------------------------------ | |
// Skin shader | |
// - Blinn-Phong diffuse term (using normal + diffuse maps) | |
// - subsurface scattering approximation by four blur layers | |
// - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance) | |
// | |
// - point and directional lights (use with "lights: true" material option) | |
// | |
// - based on Nvidia Advanced Skin Rendering GDC 2007 presentation | |
// and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering | |
// | |
// http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf | |
// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html | |
// ------------------------------------------------------------------------------------------ */ | |
'skin' : { | |
uniforms: THREE.UniformsUtils.merge( [ | |
THREE.UniformsLib[ "fog" ], | |
THREE.UniformsLib[ "lights" ], | |
{ | |
"passID": { value: 0 }, | |
"tDiffuse" : { value: null }, | |
"tNormal" : { value: null }, | |
"tBlur1" : { value: null }, | |
"tBlur2" : { value: null }, | |
"tBlur3" : { value: null }, | |
"tBlur4" : { value: null }, | |
"tBeckmann" : { value: null }, | |
"uNormalScale": { value: 1.0 }, | |
"diffuse": { value: new THREE.Color( 0xeeeeee ) }, | |
"specular": { value: new THREE.Color( 0x111111 ) }, | |
"opacity": { value: 1 }, | |
"uRoughness": { value: 0.15 }, | |
"uSpecularBrightness": { value: 0.75 } | |
} | |
] ), | |
fragmentShader: [ | |
"uniform vec3 diffuse;", | |
"uniform vec3 specular;", | |
"uniform float opacity;", | |
"uniform float uRoughness;", | |
"uniform float uSpecularBrightness;", | |
"uniform int passID;", | |
"uniform sampler2D tDiffuse;", | |
"uniform sampler2D tNormal;", | |
"uniform sampler2D tBlur1;", | |
"uniform sampler2D tBlur2;", | |
"uniform sampler2D tBlur3;", | |
"uniform sampler2D tBlur4;", | |
"uniform sampler2D tBeckmann;", | |
"uniform float uNormalScale;", | |
"varying vec3 vNormal;", | |
"varying vec2 vUv;", | |
"varying vec3 vViewPosition;", | |
THREE.ShaderChunk[ "common" ], | |
THREE.ShaderChunk[ "lights_pars_begin" ], | |
THREE.ShaderChunk[ "fog_pars_fragment" ], | |
"float fresnelReflectance( vec3 H, vec3 V, float F0 ) {", | |
"float base = 1.0 - dot( V, H );", | |
"float exponential = pow( base, 5.0 );", | |
"return exponential + F0 * ( 1.0 - exponential );", | |
"}", | |
// Kelemen/Szirmay-Kalos specular BRDF | |
"float KS_Skin_Specular( vec3 N,", // Bumped surface normal | |
"vec3 L,", // Points to light | |
"vec3 V,", // Points to eye | |
"float m,", // Roughness | |
"float rho_s", // Specular brightness | |
") {", | |
"float result = 0.0;", | |
"float ndotl = dot( N, L );", | |
"if( ndotl > 0.0 ) {", | |
"vec3 h = L + V;", // Unnormalized half-way vector | |
"vec3 H = normalize( h );", | |
"float ndoth = dot( N, H );", | |
"float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );", | |
"float F = fresnelReflectance( H, V, 0.028 );", | |
"float frSpec = max( PH * F / dot( h, h ), 0.0 );", | |
"result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s | |
"}", | |
"return result;", | |
"}", | |
"void main() {", | |
"vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does | |
"vec4 diffuseColor = vec4( diffuse, opacity );", | |
"vec4 mSpecular = vec4( specular, opacity );", | |
"vec4 colDiffuse = texture2D( tDiffuse, vUv );", | |
"colDiffuse *= colDiffuse;", | |
"diffuseColor *= colDiffuse;", | |
// normal mapping | |
"vec4 posAndU = vec4( -vViewPosition, vUv.x );", | |
"vec4 posAndU_dx = dFdx( posAndU ), posAndU_dy = dFdy( posAndU );", | |
"vec3 tangent = posAndU_dx.w * posAndU_dx.xyz + posAndU_dy.w * posAndU_dy.xyz;", | |
"vec3 normal = normalize( vNormal );", | |
"vec3 binormal = normalize( cross( tangent, normal ) );", | |
"tangent = cross( normal, binormal );", // no normalization required | |
"mat3 tsb = mat3( tangent, binormal, normal );", | |
"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;", | |
"normalTex.xy *= uNormalScale;", | |
"normalTex = normalize( normalTex );", | |
"vec3 finalNormal = tsb * normalTex;", | |
"normal = normalize( finalNormal );", | |
"vec3 viewerDirection = normalize( vViewPosition );", | |
// point lights | |
"vec3 totalDiffuseLight = vec3( 0.0 );", | |
"vec3 totalSpecularLight = vec3( 0.0 );", | |
"#if NUM_POINT_LIGHTS > 0", | |
"for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {", | |
"vec3 pointVector = normalize( pointLights[ i ].direction );", | |
"float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );", | |
"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );", | |
"totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );", | |
"if ( passID == 1 ) {", | |
"float pointSpecularWeight = KS_Skin_Specular( normal, pointVector, viewerDirection, uRoughness, uSpecularBrightness );", | |
"totalSpecularLight += pointLightColor[ i ] * mSpecular.xyz * ( pointSpecularWeight * attenuation );", | |
"}", | |
"}", | |
"#endif", | |
// directional lights | |
"#if NUM_DIR_LIGHTS > 0", | |
"for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {", | |
"vec3 dirVector = directionalLights[ i ].direction;", | |
"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );", | |
"totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;", | |
"if ( passID == 1 ) {", | |
"float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );", | |
"totalSpecularLight += directionalLights[ i ].color * mSpecular.xyz * dirSpecularWeight;", | |
"}", | |
"}", | |
"#endif", | |
"outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalSpecularLight );", | |
"if ( passID == 0 ) {", | |
"outgoingLight = sqrt( outgoingLight );", | |
"} else if ( passID == 1 ) {", | |
//"#define VERSION1", | |
"#ifdef VERSION1", | |
"vec3 nonblurColor = sqrt(outgoingLight );", | |
"#else", | |
"vec3 nonblurColor = outgoingLight;", | |
"#endif", | |
"vec3 blur1Color = texture2D( tBlur1, vUv ).xyz;", | |
"vec3 blur2Color = texture2D( tBlur2, vUv ).xyz;", | |
"vec3 blur3Color = texture2D( tBlur3, vUv ).xyz;", | |
"vec3 blur4Color = texture2D( tBlur4, vUv ).xyz;", | |
//"gl_FragColor = vec4( blur1Color, gl_FragColor.w );", | |
//"gl_FragColor = vec4( vec3( 0.22, 0.5, 0.7 ) * nonblurColor + vec3( 0.2, 0.5, 0.3 ) * blur1Color + vec3( 0.58, 0.0, 0.0 ) * blur2Color, gl_FragColor.w );", | |
//"gl_FragColor = vec4( vec3( 0.25, 0.6, 0.8 ) * nonblurColor + vec3( 0.15, 0.25, 0.2 ) * blur1Color + vec3( 0.15, 0.15, 0.0 ) * blur2Color + vec3( 0.45, 0.0, 0.0 ) * blur3Color, gl_FragColor.w );", | |
"outgoingLight = vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ", | |
"vec3( 0.101, 0.355, 0.365 ) * blur1Color + ", | |
"vec3( 0.119, 0.208, 0.0 ) * blur2Color + ", | |
"vec3( 0.114, 0.0, 0.0 ) * blur3Color + ", | |
"vec3( 0.444, 0.0, 0.0 ) * blur4Color );", | |
"outgoingLight *= sqrt( colDiffuse.xyz );", | |
"outgoingLight += ambientLightColor * diffuse * colDiffuse.xyz + totalSpecularLight;", | |
"#ifndef VERSION1", | |
"outgoingLight = sqrt( outgoingLight );", | |
"#endif", | |
"}", | |
"gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects | |
THREE.ShaderChunk[ "fog_fragment" ], | |
"}" | |
].join( "\n" ), | |
vertexShader: [ | |
"#ifdef VERTEX_TEXTURES", | |
"uniform sampler2D tDisplacement;", | |
"uniform float uDisplacementScale;", | |
"uniform float uDisplacementBias;", | |
"#endif", | |
"varying vec3 vNormal;", | |
"varying vec2 vUv;", | |
"varying vec3 vViewPosition;", | |
THREE.ShaderChunk[ "common" ], | |
THREE.ShaderChunk[ "fog_pars_vertex" ], | |
"void main() {", | |
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", | |
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", | |
"vViewPosition = -mvPosition.xyz;", | |
"vNormal = normalize( normalMatrix * normal );", | |
"vUv = uv;", | |
// displacement mapping | |
"#ifdef VERTEX_TEXTURES", | |
"vec3 dv = texture2D( tDisplacement, uv ).xyz;", | |
"float df = uDisplacementScale * dv.x + uDisplacementBias;", | |
"vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;", | |
"gl_Position = projectionMatrix * displacedPosition;", | |
"#else", | |
"gl_Position = projectionMatrix * mvPosition;", | |
"#endif", | |
THREE.ShaderChunk[ "fog_vertex" ], | |
"}", | |
].join( "\n" ), | |
vertexShaderUV: [ | |
"varying vec3 vNormal;", | |
"varying vec2 vUv;", | |
"varying vec3 vViewPosition;", | |
THREE.ShaderChunk[ "common" ], | |
"void main() {", | |
"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );", | |
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", | |
"vViewPosition = -mvPosition.xyz;", | |
"vNormal = normalize( normalMatrix * normal );", | |
"vUv = uv;", | |
"gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );", | |
"}" | |
].join( "\n" ) | |
}, | |
/* ------------------------------------------------------------------------------------------ | |
// Beckmann distribution function | |
// - to be used in specular term of skin shader | |
// - render a screen-aligned quad to precompute a 512 x 512 texture | |
// | |
// - from http://developer.nvidia.com/node/171 | |
------------------------------------------------------------------------------------------ */ | |
"beckmann" : { | |
uniforms: {}, | |
vertexShader: [ | |
"varying vec2 vUv;", | |
"void main() {", | |
"vUv = uv;", | |
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
"}" | |
].join( "\n" ), | |
fragmentShader: [ | |
"varying vec2 vUv;", | |
"float PHBeckmann( float ndoth, float m ) {", | |
"float alpha = acos( ndoth );", | |
"float ta = tan( alpha );", | |
"float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );", | |
"return val;", | |
"}", | |
"float KSTextureCompute( vec2 tex ) {", | |
// Scale the value to fit within [0,1] invert upon lookup. | |
"return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );", | |
"}", | |
"void main() {", | |
"float x = KSTextureCompute( vUv );", | |
"gl_FragColor = vec4( x, x, x, 1.0 );", | |
"}" | |
].join( "\n" ) | |
} | |
}; | |