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- /**
- * @author alteredq / http://alteredqualia.com/
- *
- */
- THREE.ShaderSkin = {
- /* ------------------------------------------------------------------------------------------
- // Simple skin shader
- // - per-pixel Blinn-Phong diffuse term mixed with half-Lambert wrap-around term (per color component)
- // - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
- //
- // - diffuse map
- // - bump map
- // - specular map
- // - point, directional and hemisphere lights (use with "lights: true" material option)
- // - fog (use with "fog: true" material option)
- // - shadow maps
- //
- // ------------------------------------------------------------------------------------------ */
- 'skinSimple' : {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- {
- "enableBump": { value: 0 },
- "enableSpecular": { value: 0 },
- "tDiffuse": { value: null },
- "tBeckmann": { value: null },
- "diffuse": { value: new THREE.Color( 0xeeeeee ) },
- "specular": { value: new THREE.Color( 0x111111 ) },
- "opacity": { value: 1 },
- "uRoughness": { value: 0.15 },
- "uSpecularBrightness": { value: 0.75 },
- "bumpMap": { value: null },
- "bumpScale": { value: 1 },
- "specularMap": { value: null },
- "offsetRepeat": { value: new THREE.Vector4( 0, 0, 1, 1 ) },
- "uWrapRGB": { value: new THREE.Vector3( 0.75, 0.375, 0.1875 ) }
- }
- ] ),
- fragmentShader: [
- "#define USE_BUMPMAP",
- "uniform bool enableBump;",
- "uniform bool enableSpecular;",
- "uniform vec3 diffuse;",
- "uniform vec3 specular;",
- "uniform float opacity;",
- "uniform float uRoughness;",
- "uniform float uSpecularBrightness;",
- "uniform vec3 uWrapRGB;",
- "uniform sampler2D tDiffuse;",
- "uniform sampler2D tBeckmann;",
- "uniform sampler2D specularMap;",
- "varying vec3 vNormal;",
- "varying vec2 vUv;",
- "varying vec3 vViewPosition;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "bsdfs" ],
- THREE.ShaderChunk[ "packing" ],
- THREE.ShaderChunk[ "lights_pars" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
- // Fresnel term
- "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
- "float base = 1.0 - dot( V, H );",
- "float exponential = pow( base, 5.0 );",
- "return exponential + F0 * ( 1.0 - exponential );",
- "}",
- // Kelemen/Szirmay-Kalos specular BRDF
- "float KS_Skin_Specular( vec3 N,", // Bumped surface normal
- "vec3 L,", // Points to light
- "vec3 V,", // Points to eye
- "float m,", // Roughness
- "float rho_s", // Specular brightness
- ") {",
- "float result = 0.0;",
- "float ndotl = dot( N, L );",
- "if( ndotl > 0.0 ) {",
- "vec3 h = L + V;", // Unnormalized half-way vector
- "vec3 H = normalize( h );",
- "float ndoth = dot( N, H );",
- "float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
- "float F = fresnelReflectance( H, V, 0.028 );",
- "float frSpec = max( PH * F / dot( h, h ), 0.0 );",
- "result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
- "}",
- "return result;",
- "}",
- "void main() {",
- "vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- "vec4 diffuseColor = vec4( diffuse, opacity );",
- "vec4 colDiffuse = texture2D( tDiffuse, vUv );",
- "colDiffuse.rgb *= colDiffuse.rgb;",
- "diffuseColor = diffuseColor * colDiffuse;",
- "vec3 normal = normalize( vNormal );",
- "vec3 viewerDirection = normalize( vViewPosition );",
- "float specularStrength;",
- "if ( enableSpecular ) {",
- "vec4 texelSpecular = texture2D( specularMap, vUv );",
- "specularStrength = texelSpecular.r;",
- "} else {",
- "specularStrength = 1.0;",
- "}",
- "#ifdef USE_BUMPMAP",
- "if ( enableBump ) normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
- "#endif",
- // point lights
- "vec3 totalSpecularLight = vec3( 0.0 );",
- "vec3 totalDiffuseLight = vec3( 0.0 );",
- "#if NUM_POINT_LIGHTS > 0",
- "for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
- "vec3 lVector = pointLights[ i ].position + vViewPosition.xyz;",
- "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
- "lVector = normalize( lVector );",
- "float pointDiffuseWeightFull = max( dot( normal, lVector ), 0.0 );",
- "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, lVector ) + 0.5, 0.0 );",
- "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), uWrapRGB );",
- "float pointSpecularWeight = KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );",
- "totalDiffuseLight += pointLight[ i ].color * ( pointDiffuseWeight * attenuation );",
- "totalSpecularLight += pointLight[ i ].color * specular * ( pointSpecularWeight * specularStrength * attenuation );",
- "}",
- "#endif",
- // directional lights
- "#if NUM_DIR_LIGHTS > 0",
- "for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
- "vec3 dirVector = directionalLights[ i ].direction;",
- "float dirDiffuseWeightFull = max( dot( normal, dirVector ), 0.0 );",
- "float dirDiffuseWeightHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
- "vec3 dirDiffuseWeight = mix( vec3 ( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), uWrapRGB );",
- "float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );",
- "totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;",
- "totalSpecularLight += directionalLights[ i ].color * ( dirSpecularWeight * specularStrength );",
- "}",
- "#endif",
- // hemisphere lights
- "#if NUM_HEMI_LIGHTS > 0",
- "for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {",
- "vec3 lVector = hemisphereLightDirection[ i ];",
- "float dotProduct = dot( normal, lVector );",
- "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
- "totalDiffuseLight += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
- // specular (sky light)
- "float hemiSpecularWeight = 0.0;",
- "hemiSpecularWeight += KS_Skin_Specular( normal, lVector, viewerDirection, uRoughness, uSpecularBrightness );",
- // specular (ground light)
- "vec3 lVectorGround = -lVector;",
- "hemiSpecularWeight += KS_Skin_Specular( normal, lVectorGround, viewerDirection, uRoughness, uSpecularBrightness );",
- "vec3 hemiSpecularColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
- "totalSpecularLight += hemiSpecularColor * specular * ( hemiSpecularWeight * specularStrength );",
- "}",
- "#endif",
- "outgoingLight += diffuseColor.xyz * ( totalDiffuseLight + ambientLightColor * diffuse ) + totalSpecularLight;",
- "gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join( "\n" ),
- vertexShader: [
- "uniform vec4 offsetRepeat;",
- "varying vec3 vNormal;",
- "varying vec2 vUv;",
- "varying vec3 vViewPosition;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "lights_pars" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "fog_pars_vertex" ],
- "void main() {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vViewPosition = -mvPosition.xyz;",
- "vNormal = normalize( normalMatrix * normal );",
- "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
- "gl_Position = projectionMatrix * mvPosition;",
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- THREE.ShaderChunk[ "fog_vertex" ],
- "}"
- ].join( "\n" )
- },
- /* ------------------------------------------------------------------------------------------
- // Skin shader
- // - Blinn-Phong diffuse term (using normal + diffuse maps)
- // - subsurface scattering approximation by four blur layers
- // - physically based specular term (Kelemen/Szirmay-Kalos specular reflectance)
- //
- // - point and directional lights (use with "lights: true" material option)
- //
- // - based on Nvidia Advanced Skin Rendering GDC 2007 presentation
- // and GPU Gems 3 Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
- //
- // http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin.pdf
- // http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
- // ------------------------------------------------------------------------------------------ */
- 'skin' : {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- {
- "passID": { value: 0 },
- "tDiffuse" : { value: null },
- "tNormal" : { value: null },
- "tBlur1" : { value: null },
- "tBlur2" : { value: null },
- "tBlur3" : { value: null },
- "tBlur4" : { value: null },
- "tBeckmann" : { value: null },
- "uNormalScale": { value: 1.0 },
- "diffuse": { value: new THREE.Color( 0xeeeeee ) },
- "specular": { value: new THREE.Color( 0x111111 ) },
- "opacity": { value: 1 },
- "uRoughness": { value: 0.15 },
- "uSpecularBrightness": { value: 0.75 }
- }
- ] ),
- fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform vec3 specular;",
- "uniform float opacity;",
- "uniform float uRoughness;",
- "uniform float uSpecularBrightness;",
- "uniform int passID;",
- "uniform sampler2D tDiffuse;",
- "uniform sampler2D tNormal;",
- "uniform sampler2D tBlur1;",
- "uniform sampler2D tBlur2;",
- "uniform sampler2D tBlur3;",
- "uniform sampler2D tBlur4;",
- "uniform sampler2D tBeckmann;",
- "uniform float uNormalScale;",
- "varying vec3 vNormal;",
- "varying vec2 vUv;",
- "varying vec3 vViewPosition;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "lights_pars" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- "float fresnelReflectance( vec3 H, vec3 V, float F0 ) {",
- "float base = 1.0 - dot( V, H );",
- "float exponential = pow( base, 5.0 );",
- "return exponential + F0 * ( 1.0 - exponential );",
- "}",
- // Kelemen/Szirmay-Kalos specular BRDF
- "float KS_Skin_Specular( vec3 N,", // Bumped surface normal
- "vec3 L,", // Points to light
- "vec3 V,", // Points to eye
- "float m,", // Roughness
- "float rho_s", // Specular brightness
- ") {",
- "float result = 0.0;",
- "float ndotl = dot( N, L );",
- "if( ndotl > 0.0 ) {",
- "vec3 h = L + V;", // Unnormalized half-way vector
- "vec3 H = normalize( h );",
- "float ndoth = dot( N, H );",
- "float PH = pow( 2.0 * texture2D( tBeckmann, vec2( ndoth, m ) ).x, 10.0 );",
- "float F = fresnelReflectance( H, V, 0.028 );",
- "float frSpec = max( PH * F / dot( h, h ), 0.0 );",
- "result = ndotl * rho_s * frSpec;", // BRDF * dot(N,L) * rho_s
- "}",
- "return result;",
- "}",
- "void main() {",
- "vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- "vec4 diffuseColor = vec4( diffuse, opacity );",
- "vec4 mSpecular = vec4( specular, opacity );",
- "vec4 colDiffuse = texture2D( tDiffuse, vUv );",
- "colDiffuse *= colDiffuse;",
- "diffuseColor *= colDiffuse;",
- // normal mapping
- "vec4 posAndU = vec4( -vViewPosition, vUv.x );",
- "vec4 posAndU_dx = dFdx( posAndU ), posAndU_dy = dFdy( posAndU );",
- "vec3 tangent = posAndU_dx.w * posAndU_dx.xyz + posAndU_dy.w * posAndU_dy.xyz;",
- "vec3 normal = normalize( vNormal );",
- "vec3 binormal = normalize( cross( tangent, normal ) );",
- "tangent = cross( normal, binormal );", // no normalization required
- "mat3 tsb = mat3( tangent, binormal, normal );",
- "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
- "normalTex.xy *= uNormalScale;",
- "normalTex = normalize( normalTex );",
- "vec3 finalNormal = tsb * normalTex;",
- "normal = normalize( finalNormal );",
- "vec3 viewerDirection = normalize( vViewPosition );",
- // point lights
- "vec3 totalDiffuseLight = vec3( 0.0 );",
- "vec3 totalSpecularLight = vec3( 0.0 );",
- "#if NUM_POINT_LIGHTS > 0",
- "for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {",
- "vec3 pointVector = normalize( pointLights[ i ].direction );",
- "float attenuation = calcLightAttenuation( length( lVector ), pointLights[ i ].distance, pointLights[ i ].decay );",
- "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
- "totalDiffuseLight += pointLightColor[ i ] * ( pointDiffuseWeight * attenuation );",
- "if ( passID == 1 ) {",
- "float pointSpecularWeight = KS_Skin_Specular( normal, pointVector, viewerDirection, uRoughness, uSpecularBrightness );",
- "totalSpecularLight += pointLightColor[ i ] * mSpecular.xyz * ( pointSpecularWeight * attenuation );",
- "}",
- "}",
- "#endif",
- // directional lights
- "#if NUM_DIR_LIGHTS > 0",
- "for( int i = 0; i < NUM_DIR_LIGHTS; i++ ) {",
- "vec3 dirVector = directionalLights[ i ].direction;",
- "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
- "totalDiffuseLight += directionalLights[ i ].color * dirDiffuseWeight;",
- "if ( passID == 1 ) {",
- "float dirSpecularWeight = KS_Skin_Specular( normal, dirVector, viewerDirection, uRoughness, uSpecularBrightness );",
- "totalSpecularLight += directionalLights[ i ].color * mSpecular.xyz * dirSpecularWeight;",
- "}",
- "}",
- "#endif",
- "outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalSpecularLight );",
- "if ( passID == 0 ) {",
- "outgoingLight = sqrt( outgoingLight );",
- "} else if ( passID == 1 ) {",
- //"#define VERSION1",
- "#ifdef VERSION1",
- "vec3 nonblurColor = sqrt(outgoingLight );",
- "#else",
- "vec3 nonblurColor = outgoingLight;",
- "#endif",
- "vec3 blur1Color = texture2D( tBlur1, vUv ).xyz;",
- "vec3 blur2Color = texture2D( tBlur2, vUv ).xyz;",
- "vec3 blur3Color = texture2D( tBlur3, vUv ).xyz;",
- "vec3 blur4Color = texture2D( tBlur4, vUv ).xyz;",
- //"gl_FragColor = vec4( blur1Color, gl_FragColor.w );",
- //"gl_FragColor = vec4( vec3( 0.22, 0.5, 0.7 ) * nonblurColor + vec3( 0.2, 0.5, 0.3 ) * blur1Color + vec3( 0.58, 0.0, 0.0 ) * blur2Color, gl_FragColor.w );",
- //"gl_FragColor = vec4( vec3( 0.25, 0.6, 0.8 ) * nonblurColor + vec3( 0.15, 0.25, 0.2 ) * blur1Color + vec3( 0.15, 0.15, 0.0 ) * blur2Color + vec3( 0.45, 0.0, 0.0 ) * blur3Color, gl_FragColor.w );",
- "outgoingLight = vec3( vec3( 0.22, 0.437, 0.635 ) * nonblurColor + ",
- "vec3( 0.101, 0.355, 0.365 ) * blur1Color + ",
- "vec3( 0.119, 0.208, 0.0 ) * blur2Color + ",
- "vec3( 0.114, 0.0, 0.0 ) * blur3Color + ",
- "vec3( 0.444, 0.0, 0.0 ) * blur4Color );",
- "outgoingLight *= sqrt( colDiffuse.xyz );",
- "outgoingLight += ambientLightColor * diffuse * colDiffuse.xyz + totalSpecularLight;",
- "#ifndef VERSION1",
- "outgoingLight = sqrt( outgoingLight );",
- "#endif",
- "}",
- "gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join( "\n" ),
- vertexShader: [
- "#ifdef VERTEX_TEXTURES",
- "uniform sampler2D tDisplacement;",
- "uniform float uDisplacementScale;",
- "uniform float uDisplacementBias;",
- "#endif",
- "varying vec3 vNormal;",
- "varying vec2 vUv;",
- "varying vec3 vViewPosition;",
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "fog_pars_vertex" ],
- "void main() {",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vViewPosition = -mvPosition.xyz;",
- "vNormal = normalize( normalMatrix * normal );",
- "vUv = uv;",
- // displacement mapping
- "#ifdef VERTEX_TEXTURES",
- "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
- "float df = uDisplacementScale * dv.x + uDisplacementBias;",
- "vec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;",
- "gl_Position = projectionMatrix * displacedPosition;",
- "#else",
- "gl_Position = projectionMatrix * mvPosition;",
- "#endif",
- THREE.ShaderChunk[ "fog_vertex" ],
- "}",
- ].join( "\n" ),
- vertexShaderUV: [
- "varying vec3 vNormal;",
- "varying vec2 vUv;",
- "varying vec3 vViewPosition;",
- THREE.ShaderChunk[ "common" ],
- "void main() {",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vViewPosition = -mvPosition.xyz;",
- "vNormal = normalize( normalMatrix * normal );",
- "vUv = uv;",
- "gl_Position = vec4( uv.x * 2.0 - 1.0, uv.y * 2.0 - 1.0, 0.0, 1.0 );",
- "}"
- ].join( "\n" )
- },
- /* ------------------------------------------------------------------------------------------
- // Beckmann distribution function
- // - to be used in specular term of skin shader
- // - render a screen-aligned quad to precompute a 512 x 512 texture
- //
- // - from http://developer.nvidia.com/node/171
- ------------------------------------------------------------------------------------------ */
- "beckmann" : {
- uniforms: {},
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = uv;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "varying vec2 vUv;",
- "float PHBeckmann( float ndoth, float m ) {",
- "float alpha = acos( ndoth );",
- "float ta = tan( alpha );",
- "float val = 1.0 / ( m * m * pow( ndoth, 4.0 ) ) * exp( -( ta * ta ) / ( m * m ) );",
- "return val;",
- "}",
- "float KSTextureCompute( vec2 tex ) {",
- // Scale the value to fit within [0,1] invert upon lookup.
- "return 0.5 * pow( PHBeckmann( tex.x, tex.y ), 0.1 );",
- "}",
- "void main() {",
- "float x = KSTextureCompute( vUv );",
- "gl_FragColor = vec4( x, x, x, 1.0 );",
- "}"
- ].join( "\n" )
- }
- };
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