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 ); } }` }; 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 ); } }` }; 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 ); } } }` }; 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 ); } } }` }; export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };