296 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			296 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { ShaderChunk } from 'three'; | ||
|  | 
 | ||
|  | const CSMShader = { | ||
|  | 	lights_fragment_begin: /* glsl */`
 | ||
|  | vec3 geometryPosition = - vViewPosition; | ||
|  | vec3 geometryNormal = normal; | ||
|  | vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); | ||
|  | 
 | ||
|  | vec3 geometryClearcoatNormal = vec3( 0.0 ); | ||
|  | 
 | ||
|  | #ifdef USE_CLEARCOAT | ||
|  | 
 | ||
|  | 	geometryClearcoatNormal = clearcoatNormal; | ||
|  | 
 | ||
|  | #endif | ||
|  | 
 | ||
|  | #ifdef USE_IRIDESCENCE | ||
|  | 	float dotNVi = saturate( dot( normal, geometryViewDir ) ); | ||
|  | 	if ( material.iridescenceThickness == 0.0 ) { | ||
|  | 		material.iridescence = 0.0; | ||
|  | 	} else { | ||
|  | 		material.iridescence = saturate( material.iridescence ); | ||
|  | 	} | ||
|  | 	if ( material.iridescence > 0.0 ) { | ||
|  | 		material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor ); | ||
|  | 		// Iridescence F0 approximation
 | ||
|  | 		material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi ); | ||
|  | 	} | ||
|  | #endif | ||
|  | 
 | ||
|  | IncidentLight directLight; | ||
|  | 
 | ||
|  | #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct ) | ||
|  | 
 | ||
|  | 	PointLight pointLight; | ||
|  | 	#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0 | ||
|  | 	PointLightShadow pointLightShadow; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#pragma unroll_loop_start | ||
|  | 	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { | ||
|  | 
 | ||
|  | 		pointLight = pointLights[ i ]; | ||
|  | 
 | ||
|  | 		getPointLightInfo( pointLight, geometryPosition, directLight ); | ||
|  | 
 | ||
|  | 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) | ||
|  | 		pointLightShadow = pointLightShadows[ i ]; | ||
|  | 		directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0; | ||
|  | 		#endif | ||
|  | 
 | ||
|  | 		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 	#pragma unroll_loop_end | ||
|  | 
 | ||
|  | #endif | ||
|  | 
 | ||
|  | #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct ) | ||
|  | 
 | ||
|  | 	SpotLight spotLight; | ||
|  |  	vec4 spotColor; | ||
|  | 	vec3 spotLightCoord; | ||
|  | 	bool inSpotLightMap; | ||
|  | 
 | ||
|  | 	#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0 | ||
|  | 	SpotLightShadow spotLightShadow; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#pragma unroll_loop_start | ||
|  | 	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { | ||
|  | 
 | ||
|  | 		spotLight = spotLights[ i ]; | ||
|  | 
 | ||
|  | 		getSpotLightInfo( spotLight, geometryPosition, directLight ); | ||
|  | 
 | ||
|  |   		// spot lights are ordered [shadows with maps, shadows without maps, maps without shadows, none]
 | ||
|  | 		#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS ) | ||
|  | 		#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX | ||
|  | 		#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) | ||
|  | 		#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS | ||
|  | 		#else | ||
|  | 		#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS ) | ||
|  | 		#endif | ||
|  | 		#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS ) | ||
|  | 			spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w; | ||
|  | 			inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) ); | ||
|  | 			spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy ); | ||
|  | 			directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color; | ||
|  | 		#endif | ||
|  | 		#undef SPOT_LIGHT_MAP_INDEX | ||
|  | 
 | ||
|  | 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS ) | ||
|  | 		spotLightShadow = spotLightShadows[ i ]; | ||
|  | 		directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0; | ||
|  | 
 | ||
|  | 		#endif | ||
|  | 
 | ||
|  | 		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 	#pragma unroll_loop_end | ||
|  | 
 | ||
|  | #endif | ||
|  | 
 | ||
|  | #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES ) | ||
|  | 
 | ||
|  | 	DirectionalLight directionalLight; | ||
|  | 	float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear); | ||
|  | 	#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0 | ||
|  | 	DirectionalLightShadow directionalLightShadow; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#if defined( USE_SHADOWMAP ) && defined( CSM_FADE ) | ||
|  | 		vec2 cascade; | ||
|  | 		float cascadeCenter; | ||
|  | 		float closestEdge; | ||
|  | 		float margin; | ||
|  | 		float csmx; | ||
|  | 		float csmy; | ||
|  | 
 | ||
|  | 		#pragma unroll_loop_start | ||
|  | 		for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { | ||
|  | 
 | ||
|  | 			directionalLight = directionalLights[ i ]; | ||
|  | 			getDirectionalLightInfo( directionalLight, directLight ); | ||
|  | 
 | ||
|  | 			#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) | ||
|  | 				// NOTE: Depth gets larger away from the camera.
 | ||
|  | 				// cascade.x is closer, cascade.y is further
 | ||
|  | 				cascade = CSM_cascades[ i ]; | ||
|  | 				cascadeCenter = ( cascade.x + cascade.y ) / 2.0; | ||
|  | 				closestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y; | ||
|  | 				margin = 0.25 * pow( closestEdge, 2.0 ); | ||
|  | 				csmx = cascade.x - margin / 2.0; | ||
|  | 				csmy = cascade.y + margin / 2.0; | ||
|  | 				if( linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) { | ||
|  | 
 | ||
|  | 					float dist = min( linearDepth - csmx, csmy - linearDepth ); | ||
|  | 					float ratio = clamp( dist / margin, 0.0, 1.0 ); | ||
|  | 
 | ||
|  | 					vec3 prevColor = directLight.color; | ||
|  | 					directionalLightShadow = directionalLightShadows[ i ]; | ||
|  | 					directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; | ||
|  | 
 | ||
|  | 					bool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter; | ||
|  | 					directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 ); | ||
|  | 
 | ||
|  | 					ReflectedLight prevLight = reflectedLight; | ||
|  | 					RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); | ||
|  | 
 | ||
|  | 					bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter; | ||
|  | 					float blendRatio = shouldBlend ? ratio : 1.0; | ||
|  | 
 | ||
|  | 					reflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio ); | ||
|  | 					reflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio ); | ||
|  | 					reflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio ); | ||
|  | 					reflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 		} | ||
|  | 		#pragma unroll_loop_end | ||
|  | 	#elif defined (USE_SHADOWMAP) | ||
|  | 
 | ||
|  | 		#pragma unroll_loop_start | ||
|  | 		for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { | ||
|  | 
 | ||
|  | 			directionalLight = directionalLights[ i ]; | ||
|  | 			getDirectionalLightInfo( directionalLight, directLight ); | ||
|  | 
 | ||
|  | 			#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) | ||
|  | 
 | ||
|  | 				directionalLightShadow = directionalLightShadows[ i ]; | ||
|  | 				if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; | ||
|  | 
 | ||
|  | 				if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); | ||
|  | 
 | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 		} | ||
|  | 		#pragma unroll_loop_end | ||
|  | 
 | ||
|  | 	#elif ( NUM_DIR_LIGHT_SHADOWS > 0 ) | ||
|  | 		// note: no loop here - all CSM lights are in fact one light only
 | ||
|  | 		getDirectionalLightInfo( directionalLights[0], directLight ); | ||
|  | 		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); | ||
|  | 
 | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#if ( NUM_DIR_LIGHTS > NUM_DIR_LIGHT_SHADOWS) | ||
|  | 		// compute the lights not casting shadows (if any)
 | ||
|  | 
 | ||
|  | 		#pragma unroll_loop_start | ||
|  | 		for ( int i = NUM_DIR_LIGHT_SHADOWS; i < NUM_DIR_LIGHTS; i ++ ) { | ||
|  | 
 | ||
|  | 			directionalLight = directionalLights[ i ]; | ||
|  | 
 | ||
|  | 			getDirectionalLightInfo( directionalLight, directLight ); | ||
|  | 
 | ||
|  | 			RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 		#pragma unroll_loop_end | ||
|  | 
 | ||
|  | 	#endif | ||
|  | 
 | ||
|  | #endif | ||
|  | 
 | ||
|  | 
 | ||
|  | #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES ) | ||
|  | 
 | ||
|  | 	DirectionalLight directionalLight; | ||
|  | 	#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0 | ||
|  | 	DirectionalLightShadow directionalLightShadow; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#pragma unroll_loop_start | ||
|  | 	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { | ||
|  | 
 | ||
|  | 		directionalLight = directionalLights[ i ]; | ||
|  | 
 | ||
|  | 		getDirectionalLightInfo( directionalLight, directLight ); | ||
|  | 
 | ||
|  | 		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) | ||
|  | 		directionalLightShadow = directionalLightShadows[ i ]; | ||
|  | 		directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; | ||
|  | 		#endif | ||
|  | 
 | ||
|  | 		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 	#pragma unroll_loop_end | ||
|  | 
 | ||
|  | #endif | ||
|  | 
 | ||
|  | #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea ) | ||
|  | 
 | ||
|  | 	RectAreaLight rectAreaLight; | ||
|  | 
 | ||
|  | 	#pragma unroll_loop_start | ||
|  | 	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) { | ||
|  | 
 | ||
|  | 		rectAreaLight = rectAreaLights[ i ]; | ||
|  | 		RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 	#pragma unroll_loop_end | ||
|  | 
 | ||
|  | #endif | ||
|  | 
 | ||
|  | #if defined( RE_IndirectDiffuse ) | ||
|  | 
 | ||
|  | 	vec3 iblIrradiance = vec3( 0.0 ); | ||
|  | 
 | ||
|  | 	vec3 irradiance = getAmbientLightIrradiance( ambientLightColor ); | ||
|  | 
 | ||
|  | 	#if defined( USE_LIGHT_PROBES ) | ||
|  | 
 | ||
|  | 		irradiance += getLightProbeIrradiance( lightProbe, geometryNormal ); | ||
|  | 
 | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	#if ( NUM_HEMI_LIGHTS > 0 ) | ||
|  | 
 | ||
|  | 		#pragma unroll_loop_start | ||
|  | 		for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { | ||
|  | 
 | ||
|  | 			irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 		#pragma unroll_loop_end | ||
|  | 
 | ||
|  | 	#endif | ||
|  | 
 | ||
|  | #endif | ||
|  | 
 | ||
|  | #if defined( RE_IndirectSpecular ) | ||
|  | 
 | ||
|  | 	vec3 radiance = vec3( 0.0 ); | ||
|  | 	vec3 clearcoatRadiance = vec3( 0.0 ); | ||
|  | 
 | ||
|  | #endif | ||
|  | `,
 | ||
|  | 	lights_pars_begin: /* glsl */`
 | ||
|  | #if defined( USE_CSM ) && defined( CSM_CASCADES ) | ||
|  | uniform vec2 CSM_cascades[CSM_CASCADES]; | ||
|  | uniform float cameraNear; | ||
|  | uniform float shadowFar; | ||
|  | #endif | ||
|  | 	` + ShaderChunk.lights_pars_begin
 | ||
|  | }; | ||
|  | 
 | ||
|  | export { CSMShader }; |