/** * @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 };