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@react-three/drei

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useful add-ons for react-three-fiber

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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),n=require("../helpers/constants.cjs.js");function t(e){if(e&&e.__esModule)return e;var n=Object.create(null);return e&&Object.keys(e).forEach((function(t){if("default"!==t){var o=Object.getOwnPropertyDescriptor(e,t);Object.defineProperty(n,t,o.get?o:{enumerable:!0,get:function(){return e[t]}})}})),n.default=e,Object.freeze(n)}var o=t(e);class r extends o.ShaderMaterial{constructor(){super({uniforms:{depth:{value:null},opacity:{value:1},attenuation:{value:2.5},anglePower:{value:12},spotPosition:{value:new o.Vector3(0,0,0)},lightColor:{value:new o.Color("white")},cameraNear:{value:0},cameraFar:{value:1},resolution:{value:new o.Vector2(0,0)}},transparent:!0,depthWrite:!1,vertexShader:"\n varying vec3 vNormal;\n varying float vViewZ;\n varying float vIntensity;\n uniform vec3 spotPosition;\n uniform float attenuation;\n\n #include <common>\n #include <logdepthbuf_pars_vertex>\n\n void main() {\n // compute intensity\n vNormal = normalize(normalMatrix * normal);\n vec4 worldPosition = modelMatrix * vec4(position, 1);\n vec4 viewPosition = viewMatrix * worldPosition;\n vViewZ = viewPosition.z;\n\n vIntensity = 1.0 - saturate(distance(worldPosition.xyz, spotPosition) / attenuation);\n\n gl_Position = projectionMatrix * viewPosition;\n\n #include <logdepthbuf_vertex>\n }\n ",fragmentShader:`\n varying vec3 vNormal;\n varying float vViewZ;\n varying float vIntensity;\n\n uniform vec3 lightColor;\n uniform float anglePower;\n uniform sampler2D depth;\n uniform vec2 resolution;\n uniform float cameraNear;\n uniform float cameraFar;\n uniform float opacity;\n\n #include <packing>\n #include <logdepthbuf_pars_fragment>\n\n float readDepth(sampler2D depthSampler, vec2 uv) {\n float fragCoordZ = texture(depthSampler, uv).r;\n\n // https://github.com/mrdoob/three.js/issues/23072\n #ifdef USE_LOGDEPTHBUF\n float viewZ = 1.0 - exp2(fragCoordZ * log(cameraFar + 1.0) / log(2.0));\n #else\n float viewZ = perspectiveDepthToViewZ(fragCoordZ, cameraNear, cameraFar);\n #endif\n\n return viewZ;\n }\n\n void main() {\n #include <logdepthbuf_fragment>\n\n vec3 normal = vec3(vNormal.x, vNormal.y, abs(vNormal.z));\n float angleIntensity = pow(dot(normal, vec3(0, 0, 1)), anglePower);\n float intensity = vIntensity * angleIntensity;\n\n // fades when z is close to sampled depth, meaning the cone is intersecting existing geometry\n bool isSoft = resolution[0] > 0.0 && resolution[1] > 0.0;\n if (isSoft) {\n vec2 uv = gl_FragCoord.xy / resolution;\n intensity *= smoothstep(0.0, 1.0, vViewZ - readDepth(depth, uv));\n }\n\n gl_FragColor = vec4(lightColor, intensity * opacity);\n\n #include <tonemapping_fragment>\n #include <${n.version>=154?"colorspace_fragment":"encodings_fragment"}>\n }\n `})}}exports.SpotLightMaterial=r;