three-stdlib
Version:
stand-alone library of threejs examples
190 lines (189 loc) • 7.34 kB
JavaScript
"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const THREE = require("three");
const ToonShader1 = {
uniforms: {
uDirLightPos: { value: new THREE.Vector3() },
uDirLightColor: { value: new THREE.Color(15658734) },
uAmbientLightColor: { value: new THREE.Color(328965) },
uBaseColor: { value: new THREE.Color(16777215) }
},
vertexShader: [
"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;",
"}"
].join("\n"),
fragmentShader: [
"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 );",
"}",
"}"
].join("\n")
};
const ToonShader2 = {
uniforms: {
uDirLightPos: { value: new THREE.Vector3() },
uDirLightColor: { value: new THREE.Color(15658734) },
uAmbientLightColor: { value: new THREE.Color(328965) },
uBaseColor: { value: new THREE.Color(15658734) },
uLineColor1: { value: new THREE.Color(8421504) },
uLineColor2: { value: new THREE.Color(0) },
uLineColor3: { value: new THREE.Color(0) },
uLineColor4: { value: new THREE.Color(0) }
},
vertexShader: [
"varying vec3 vNormal;",
"void main() {",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
" vNormal = normalize( normalMatrix * normal );",
"}"
].join("\n"),
fragmentShader: [
"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 );",
" }",
"}"
].join("\n")
};
const ToonShaderHatching = {
uniforms: {
uDirLightPos: { value: new THREE.Vector3() },
uDirLightColor: { value: new THREE.Color(15658734) },
uAmbientLightColor: { value: new THREE.Color(328965) },
uBaseColor: { value: new THREE.Color(16777215) },
uLineColor1: { value: new THREE.Color(0) },
uLineColor2: { value: new THREE.Color(0) },
uLineColor3: { value: new THREE.Color(0) },
uLineColor4: { value: new THREE.Color(0) }
},
vertexShader: [
"varying vec3 vNormal;",
"void main() {",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
" vNormal = normalize( normalMatrix * normal );",
"}"
].join("\n"),
fragmentShader: [
"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 );",
" }",
" }",
"}"
].join("\n")
};
const ToonShaderDotted = {
uniforms: {
uDirLightPos: { value: new THREE.Vector3() },
uDirLightColor: { value: new THREE.Color(15658734) },
uAmbientLightColor: { value: new THREE.Color(328965) },
uBaseColor: { value: new THREE.Color(16777215) },
uLineColor1: { value: new THREE.Color(0) }
},
vertexShader: [
"varying vec3 vNormal;",
"void main() {",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
" vNormal = normalize( normalMatrix * normal );",
"}"
].join("\n"),
fragmentShader: [
"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 );",
" }",
" }",
"}"
].join("\n")
};
exports.ToonShader1 = ToonShader1;
exports.ToonShader2 = ToonShader2;
exports.ToonShaderDotted = ToonShaderDotted;
exports.ToonShaderHatching = ToonShaderHatching;
//# sourceMappingURL=ToonShader.cjs.map