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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" ) | |
} | |
}; | |