285 lines
5.2 KiB
JavaScript
285 lines
5.2 KiB
JavaScript
import { ShaderChunk } from './ShaderChunk.js';
|
|
import { UniformsUtils } from './UniformsUtils.js';
|
|
import { Vector3 } from '../../math/Vector3.js';
|
|
import { UniformsLib } from './UniformsLib.js';
|
|
import { Color } from '../../math/Color.js';
|
|
|
|
/**
|
|
* @author alteredq / http://alteredqualia.com/
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author mikael emtinger / http://gomo.se/
|
|
*/
|
|
|
|
var ShaderLib = {
|
|
|
|
basic: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.specularmap,
|
|
UniformsLib.envmap,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.fog
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshbasic_vert,
|
|
fragmentShader: ShaderChunk.meshbasic_frag
|
|
|
|
},
|
|
|
|
lambert: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.specularmap,
|
|
UniformsLib.envmap,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshlambert_vert,
|
|
fragmentShader: ShaderChunk.meshlambert_frag
|
|
|
|
},
|
|
|
|
phong: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.specularmap,
|
|
UniformsLib.envmap,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
UniformsLib.gradientmap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) },
|
|
specular: { value: new Color( 0x111111 ) },
|
|
shininess: { value: 30 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshphong_vert,
|
|
fragmentShader: ShaderChunk.meshphong_frag
|
|
|
|
},
|
|
|
|
standard: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.envmap,
|
|
UniformsLib.aomap,
|
|
UniformsLib.lightmap,
|
|
UniformsLib.emissivemap,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
UniformsLib.roughnessmap,
|
|
UniformsLib.metalnessmap,
|
|
UniformsLib.fog,
|
|
UniformsLib.lights,
|
|
{
|
|
emissive: { value: new Color( 0x000000 ) },
|
|
roughness: { value: 0.5 },
|
|
metalness: { value: 0.5 },
|
|
envMapIntensity: { value: 1 } // temporary
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshphysical_vert,
|
|
fragmentShader: ShaderChunk.meshphysical_frag
|
|
|
|
},
|
|
|
|
matcap: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
UniformsLib.fog,
|
|
{
|
|
matcap: { value: null }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshmatcap_vert,
|
|
fragmentShader: ShaderChunk.meshmatcap_frag
|
|
|
|
},
|
|
|
|
points: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.points,
|
|
UniformsLib.fog
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.points_vert,
|
|
fragmentShader: ShaderChunk.points_frag
|
|
|
|
},
|
|
|
|
dashed: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.fog,
|
|
{
|
|
scale: { value: 1 },
|
|
dashSize: { value: 1 },
|
|
totalSize: { value: 2 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.linedashed_vert,
|
|
fragmentShader: ShaderChunk.linedashed_frag
|
|
|
|
},
|
|
|
|
depth: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.displacementmap
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.depth_vert,
|
|
fragmentShader: ShaderChunk.depth_frag
|
|
|
|
},
|
|
|
|
normal: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.bumpmap,
|
|
UniformsLib.normalmap,
|
|
UniformsLib.displacementmap,
|
|
{
|
|
opacity: { value: 1.0 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.normal_vert,
|
|
fragmentShader: ShaderChunk.normal_frag
|
|
|
|
},
|
|
|
|
sprite: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.sprite,
|
|
UniformsLib.fog
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.sprite_vert,
|
|
fragmentShader: ShaderChunk.sprite_frag
|
|
|
|
},
|
|
|
|
background: {
|
|
|
|
uniforms: {
|
|
t2D: { value: null },
|
|
},
|
|
|
|
vertexShader: ShaderChunk.background_vert,
|
|
fragmentShader: ShaderChunk.background_frag
|
|
|
|
},
|
|
/* -------------------------------------------------------------------------
|
|
// Cube map shader
|
|
------------------------------------------------------------------------- */
|
|
|
|
cube: {
|
|
|
|
uniforms: {
|
|
tCube: { value: null },
|
|
tFlip: { value: - 1 },
|
|
opacity: { value: 1.0 }
|
|
},
|
|
|
|
vertexShader: ShaderChunk.cube_vert,
|
|
fragmentShader: ShaderChunk.cube_frag
|
|
|
|
},
|
|
|
|
equirect: {
|
|
|
|
uniforms: {
|
|
tEquirect: { value: null },
|
|
},
|
|
|
|
vertexShader: ShaderChunk.equirect_vert,
|
|
fragmentShader: ShaderChunk.equirect_frag
|
|
|
|
},
|
|
|
|
distanceRGBA: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.common,
|
|
UniformsLib.displacementmap,
|
|
{
|
|
referencePosition: { value: new Vector3() },
|
|
nearDistance: { value: 1 },
|
|
farDistance: { value: 1000 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.distanceRGBA_vert,
|
|
fragmentShader: ShaderChunk.distanceRGBA_frag
|
|
|
|
},
|
|
|
|
shadow: {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
UniformsLib.lights,
|
|
UniformsLib.fog,
|
|
{
|
|
color: { value: new Color( 0x00000 ) },
|
|
opacity: { value: 1.0 }
|
|
},
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.shadow_vert,
|
|
fragmentShader: ShaderChunk.shadow_frag
|
|
|
|
}
|
|
|
|
};
|
|
|
|
ShaderLib.physical = {
|
|
|
|
uniforms: UniformsUtils.merge( [
|
|
ShaderLib.standard.uniforms,
|
|
{
|
|
clearCoat: { value: 0 },
|
|
clearCoatRoughness: { value: 0 }
|
|
}
|
|
] ),
|
|
|
|
vertexShader: ShaderChunk.meshphysical_vert,
|
|
fragmentShader: ShaderChunk.meshphysical_frag
|
|
|
|
};
|
|
|
|
|
|
export { ShaderLib };
|