three
Version:
JavaScript 3D library
329 lines (190 loc) • 7.39 kB
JavaScript
console.warn( "THREE.ToonShader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
/**
* Currently contains:
*
* toon1
* toon2
* hatching
* dotted
*/
THREE.ToonShader1 = {
uniforms: {
"uDirLightPos": { value: new THREE.Vector3() },
"uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
"uBaseColor": { value: new THREE.Color( 0xffffff ) }
},
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" )
};
THREE.ToonShader2 = {
uniforms: {
"uDirLightPos": { value: new THREE.Vector3() },
"uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
"uBaseColor": { value: new THREE.Color( 0xeeeeee ) },
"uLineColor1": { value: new THREE.Color( 0x808080 ) },
"uLineColor2": { value: new THREE.Color( 0x000000 ) },
"uLineColor3": { value: new THREE.Color( 0x000000 ) },
"uLineColor4": { value: new THREE.Color( 0x000000 ) }
},
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" )
};
THREE.ToonShaderHatching = {
uniforms: {
"uDirLightPos": { value: new THREE.Vector3() },
"uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
"uBaseColor": { value: new THREE.Color( 0xffffff ) },
"uLineColor1": { value: new THREE.Color( 0x000000 ) },
"uLineColor2": { value: new THREE.Color( 0x000000 ) },
"uLineColor3": { value: new THREE.Color( 0x000000 ) },
"uLineColor4": { value: new THREE.Color( 0x000000 ) }
},
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" )
};
THREE.ToonShaderDotted = {
uniforms: {
"uDirLightPos": { value: new THREE.Vector3() },
"uDirLightColor": { value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor": { value: new THREE.Color( 0x050505 ) },
"uBaseColor": { value: new THREE.Color( 0xffffff ) },
"uLineColor1": { value: new THREE.Color( 0x000000 ) }
},
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" )
};