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HuangJiPC / public / static / three / examples / jsm / shaders / ToonShader.js
@zhangdeliang zhangdeliang on 21 Jun 6 KB update
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * Currently contains:
 *
 *	toon1
 *	toon2
 *	hatching
 *	dotted
 */

import {
	Color,
	Vector3
} from "../../../build/three.module.js";

var ToonShader1 = {

	uniforms: {

		"uDirLightPos": { value: new Vector3() },
		"uDirLightColor": { value: new Color( 0xeeeeee ) },

		"uAmbientLightColor": { value: new Color( 0x050505 ) },

		"uBaseColor": { value: new 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" )

};

var ToonShader2 = {

	uniforms: {

		"uDirLightPos": { value: new Vector3() },
		"uDirLightColor": { value: new Color( 0xeeeeee ) },

		"uAmbientLightColor": { value: new Color( 0x050505 ) },

		"uBaseColor": { value: new Color( 0xeeeeee ) },
		"uLineColor1": { value: new Color( 0x808080 ) },
		"uLineColor2": { value: new Color( 0x000000 ) },
		"uLineColor3": { value: new Color( 0x000000 ) },
		"uLineColor4": { value: new 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" )

};

var ToonShaderHatching = {

	uniforms: {

		"uDirLightPos":	{ value: new Vector3() },
		"uDirLightColor": { value: new Color( 0xeeeeee ) },

		"uAmbientLightColor": { value: new Color( 0x050505 ) },

		"uBaseColor": { value: new Color( 0xffffff ) },
		"uLineColor1": { value: new Color( 0x000000 ) },
		"uLineColor2": { value: new Color( 0x000000 ) },
		"uLineColor3": { value: new Color( 0x000000 ) },
		"uLineColor4": { value: new 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" )

};

var ToonShaderDotted = {

	uniforms: {

		"uDirLightPos":	{ value: new Vector3() },
		"uDirLightColor": { value: new Color( 0xeeeeee ) },

		"uAmbientLightColor": { value: new Color( 0x050505 ) },

		"uBaseColor": { value: new Color( 0xffffff ) },
		"uLineColor1": { value: new 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" )

};

export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };