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351 lines
6.9 KiB
351 lines
6.9 KiB
( function () {
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/**
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* Currently contains:
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*
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* toon1
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* toon2
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* hatching
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* dotted
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*/
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const ToonShader1 = {
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uniforms: {
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'uDirLightPos': {
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value: new THREE.Vector3()
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},
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'uDirLightColor': {
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value: new THREE.Color( 0xeeeeee )
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},
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'uAmbientLightColor': {
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value: new THREE.Color( 0x050505 )
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},
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'uBaseColor': {
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value: new THREE.Color( 0xffffff )
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}
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},
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vertexShader:
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/* glsl */
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`
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varying vec3 vNormal;
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varying vec3 vRefract;
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void main() {
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vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );
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vNormal = normalize( normalMatrix * normal );
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vec3 I = worldPosition.xyz - cameraPosition;
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vRefract = refract( normalize( I ), worldNormal, 1.02 );
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gl_Position = projectionMatrix * mvPosition;
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}`,
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fragmentShader:
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/* glsl */
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`
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uniform vec3 uBaseColor;
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uniform vec3 uDirLightPos;
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uniform vec3 uDirLightColor;
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uniform vec3 uAmbientLightColor;
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varying vec3 vNormal;
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varying vec3 vRefract;
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void main() {
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float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
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vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );
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intensity += length(lightWeighting) * 0.2;
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float cameraWeighting = dot( normalize( vNormal ), vRefract );
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intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );
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intensity = intensity * 0.2 + 0.3;
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if ( intensity < 0.50 ) {
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gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );
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} else {
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gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );
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}
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}`
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};
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const ToonShader2 = {
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uniforms: {
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'uDirLightPos': {
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value: new THREE.Vector3()
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},
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'uDirLightColor': {
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value: new THREE.Color( 0xeeeeee )
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},
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'uAmbientLightColor': {
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value: new THREE.Color( 0x050505 )
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},
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'uBaseColor': {
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value: new THREE.Color( 0xeeeeee )
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},
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'uLineColor1': {
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value: new THREE.Color( 0x808080 )
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},
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'uLineColor2': {
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value: new THREE.Color( 0x000000 )
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},
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'uLineColor3': {
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value: new THREE.Color( 0x000000 )
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},
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'uLineColor4': {
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value: new THREE.Color( 0x000000 )
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}
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},
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vertexShader:
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/* glsl */
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`
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varying vec3 vNormal;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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vNormal = normalize( normalMatrix * normal );
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}`,
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fragmentShader:
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/* glsl */
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`
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uniform vec3 uBaseColor;
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uniform vec3 uLineColor1;
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uniform vec3 uLineColor2;
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uniform vec3 uLineColor3;
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uniform vec3 uLineColor4;
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uniform vec3 uDirLightPos;
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uniform vec3 uDirLightColor;
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uniform vec3 uAmbientLightColor;
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varying vec3 vNormal;
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void main() {
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float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);
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float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);
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gl_FragColor = vec4( uBaseColor, 1.0 );
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if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {
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gl_FragColor *= vec4( uLineColor1, 1.0 );
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}
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if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {
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gl_FragColor *= vec4( uLineColor2, 1.0 );
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}
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}`
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};
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const ToonShaderHatching = {
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uniforms: {
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'uDirLightPos': {
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value: new THREE.Vector3()
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},
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'uDirLightColor': {
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value: new THREE.Color( 0xeeeeee )
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},
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'uAmbientLightColor': {
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value: new THREE.Color( 0x050505 )
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},
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'uBaseColor': {
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value: new THREE.Color( 0xffffff )
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},
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'uLineColor1': {
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value: new THREE.Color( 0x000000 )
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},
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'uLineColor2': {
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value: new THREE.Color( 0x000000 )
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},
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'uLineColor3': {
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value: new THREE.Color( 0x000000 )
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},
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'uLineColor4': {
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value: new THREE.Color( 0x000000 )
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}
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},
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vertexShader:
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/* glsl */
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`
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varying vec3 vNormal;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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vNormal = normalize( normalMatrix * normal );
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}`,
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fragmentShader:
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/* glsl */
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`
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uniform vec3 uBaseColor;
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uniform vec3 uLineColor1;
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uniform vec3 uLineColor2;
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uniform vec3 uLineColor3;
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uniform vec3 uLineColor4;
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uniform vec3 uDirLightPos;
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uniform vec3 uDirLightColor;
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uniform vec3 uAmbientLightColor;
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varying vec3 vNormal;
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void main() {
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float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
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vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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gl_FragColor = vec4( uBaseColor, 1.0 );
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if ( length(lightWeighting) < 1.00 ) {
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if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {
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gl_FragColor = vec4( uLineColor1, 1.0 );
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}
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}
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if ( length(lightWeighting) < 0.75 ) {
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if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {
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gl_FragColor = vec4( uLineColor2, 1.0 );
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}
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}
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if ( length(lightWeighting) < 0.50 ) {
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if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {
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gl_FragColor = vec4( uLineColor3, 1.0 );
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}
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}
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if ( length(lightWeighting) < 0.3465 ) {
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if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {
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gl_FragColor = vec4( uLineColor4, 1.0 );
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}
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}
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}`
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};
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const ToonShaderDotted = {
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uniforms: {
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'uDirLightPos': {
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value: new THREE.Vector3()
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},
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'uDirLightColor': {
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value: new THREE.Color( 0xeeeeee )
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},
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'uAmbientLightColor': {
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value: new THREE.Color( 0x050505 )
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},
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'uBaseColor': {
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value: new THREE.Color( 0xffffff )
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},
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'uLineColor1': {
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value: new THREE.Color( 0x000000 )
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}
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},
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vertexShader:
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/* glsl */
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`
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varying vec3 vNormal;
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void main() {
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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vNormal = normalize( normalMatrix * normal );
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}`,
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fragmentShader:
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/* glsl */
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`
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uniform vec3 uBaseColor;
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uniform vec3 uLineColor1;
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uniform vec3 uLineColor2;
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uniform vec3 uLineColor3;
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uniform vec3 uLineColor4;
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uniform vec3 uDirLightPos;
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uniform vec3 uDirLightColor;
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uniform vec3 uAmbientLightColor;
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varying vec3 vNormal;
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void main() {
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float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);
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vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;
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gl_FragColor = vec4( uBaseColor, 1.0 );
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if ( length(lightWeighting) < 1.00 ) {
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if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {
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gl_FragColor = vec4( uLineColor1, 1.0 );
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}
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}
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if ( length(lightWeighting) < 0.50 ) {
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if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {
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gl_FragColor = vec4( uLineColor1, 1.0 );
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}
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}
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}`
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};
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THREE.ToonShader1 = ToonShader1;
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THREE.ToonShader2 = ToonShader2;
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THREE.ToonShaderDotted = ToonShaderDotted;
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THREE.ToonShaderHatching = ToonShaderHatching;
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} )();
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