327 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			327 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#include <colorspace_fragment> | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | 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 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#include <colorspace_fragment> | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | 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) { | ||
|  | 
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|  | 					gl_FragColor = vec4( uLineColor4, 1.0 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			#include <colorspace_fragment> | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | 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; | ||
|  | 
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|  | 			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 ) { | ||
|  | 
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|  | 					gl_FragColor = vec4( uLineColor1, 1.0 ); | ||
|  | 
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|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
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|  | 			if ( length(lightWeighting) < 0.50 ) { | ||
|  | 
 | ||
|  | 				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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|  | 			#include <colorspace_fragment> | ||
|  | 
 | ||
|  | 		}`
 | ||
|  | 
 | ||
|  | }; | ||
|  | 
 | ||
|  | export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted }; |