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/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
*
* ShaderToon currently contains:
*
* toon1
* toon2
* hatching
* dotted
*/
THREE.ShaderToon = {
'toon1' : {
uniforms: {
"uDirLightPos": { type: "v3", value: new THREE.Vector3() },
"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
"uBaseColor": { type: "c", 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" )
},
'toon2' : {
uniforms: {
"uDirLightPos": { type: "v3", value: new THREE.Vector3() },
"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
"uBaseColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uLineColor1": { type: "c", value: new THREE.Color( 0x808080 ) },
"uLineColor2": { type: "c", value: new THREE.Color( 0x000000 ) },
"uLineColor3": { type: "c", value: new THREE.Color( 0x000000 ) },
"uLineColor4": { type: "c", 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" )
},
'hatching' : {
uniforms: {
"uDirLightPos": { type: "v3", value: new THREE.Vector3() },
"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
"uBaseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
"uLineColor1": { type: "c", value: new THREE.Color( 0x000000 ) },
"uLineColor2": { type: "c", value: new THREE.Color( 0x000000 ) },
"uLineColor3": { type: "c", value: new THREE.Color( 0x000000 ) },
"uLineColor4": { type: "c", 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" )
},
'dotted' : {
uniforms: {
"uDirLightPos": { type: "v3", value: new THREE.Vector3() },
"uDirLightColor": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor": { type: "c", value: new THREE.Color( 0x050505 ) },
"uBaseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
"uLineColor1": { type: "c", 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" )
}
};