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296 lines
10 KiB
296 lines
10 KiB
6 months ago
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import { ShaderChunk } from 'three';
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const CSMShader = {
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lights_fragment_begin: /* glsl */`
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vec3 geometryPosition = - vViewPosition;
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vec3 geometryNormal = normal;
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vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
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vec3 geometryClearcoatNormal = vec3( 0.0 );
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#ifdef USE_CLEARCOAT
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geometryClearcoatNormal = clearcoatNormal;
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#endif
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#ifdef USE_IRIDESCENCE
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float dotNVi = saturate( dot( normal, geometryViewDir ) );
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if ( material.iridescenceThickness == 0.0 ) {
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material.iridescence = 0.0;
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} else {
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material.iridescence = saturate( material.iridescence );
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}
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if ( material.iridescence > 0.0 ) {
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material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );
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// Iridescence F0 approximation
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material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );
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}
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#endif
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IncidentLight directLight;
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#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
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PointLight pointLight;
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#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
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PointLightShadow pointLightShadow;
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#endif
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
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pointLight = pointLights[ i ];
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getPointLightInfo( pointLight, geometryPosition, directLight );
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
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pointLightShadow = pointLightShadows[ i ];
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directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
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#endif
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RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
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}
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#pragma unroll_loop_end
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#endif
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#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
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SpotLight spotLight;
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vec4 spotColor;
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vec3 spotLightCoord;
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bool inSpotLightMap;
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#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
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SpotLightShadow spotLightShadow;
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#endif
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
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spotLight = spotLights[ i ];
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getSpotLightInfo( spotLight, geometryPosition, directLight );
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// spot lights are ordered [shadows with maps, shadows without maps, maps without shadows, none]
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#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
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#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX
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#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
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#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS
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#else
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#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
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#endif
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#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )
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spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;
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inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );
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spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );
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directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;
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#endif
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#undef SPOT_LIGHT_MAP_INDEX
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
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spotLightShadow = spotLightShadows[ i ];
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directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
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#endif
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RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
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}
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#pragma unroll_loop_end
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#endif
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#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
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DirectionalLight directionalLight;
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float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
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#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
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DirectionalLightShadow directionalLightShadow;
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#endif
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#if defined( USE_SHADOWMAP ) && defined( CSM_FADE )
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vec2 cascade;
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float cascadeCenter;
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float closestEdge;
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float margin;
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float csmx;
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float csmy;
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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directionalLight = directionalLights[ i ];
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getDirectionalLightInfo( directionalLight, directLight );
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#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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// NOTE: Depth gets larger away from the camera.
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// cascade.x is closer, cascade.y is further
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cascade = CSM_cascades[ i ];
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cascadeCenter = ( cascade.x + cascade.y ) / 2.0;
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closestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;
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margin = 0.25 * pow( closestEdge, 2.0 );
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csmx = cascade.x - margin / 2.0;
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csmy = cascade.y + margin / 2.0;
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if( linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {
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float dist = min( linearDepth - csmx, csmy - linearDepth );
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float ratio = clamp( dist / margin, 0.0, 1.0 );
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vec3 prevColor = directLight.color;
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directionalLightShadow = directionalLightShadows[ i ];
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directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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bool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;
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directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );
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ReflectedLight prevLight = reflectedLight;
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RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
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bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;
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float blendRatio = shouldBlend ? ratio : 1.0;
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reflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );
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reflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );
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reflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );
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reflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );
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}
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#endif
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}
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#pragma unroll_loop_end
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#elif defined (USE_SHADOWMAP)
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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directionalLight = directionalLights[ i ];
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getDirectionalLightInfo( directionalLight, directLight );
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#if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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directionalLightShadow = directionalLightShadows[ i ];
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if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
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#endif
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}
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#pragma unroll_loop_end
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#elif ( NUM_DIR_LIGHT_SHADOWS > 0 )
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// note: no loop here - all CSM lights are in fact one light only
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getDirectionalLightInfo( directionalLights[0], directLight );
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RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
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#endif
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#if ( NUM_DIR_LIGHTS > NUM_DIR_LIGHT_SHADOWS)
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// compute the lights not casting shadows (if any)
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#pragma unroll_loop_start
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for ( int i = NUM_DIR_LIGHT_SHADOWS; i < NUM_DIR_LIGHTS; i ++ ) {
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directionalLight = directionalLights[ i ];
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getDirectionalLightInfo( directionalLight, directLight );
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RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
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}
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#pragma unroll_loop_end
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#endif
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#endif
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#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
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DirectionalLight directionalLight;
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#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
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DirectionalLightShadow directionalLightShadow;
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#endif
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
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directionalLight = directionalLights[ i ];
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getDirectionalLightInfo( directionalLight, directLight );
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#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
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directionalLightShadow = directionalLightShadows[ i ];
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directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
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#endif
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RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
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}
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#pragma unroll_loop_end
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#endif
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#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
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RectAreaLight rectAreaLight;
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
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rectAreaLight = rectAreaLights[ i ];
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RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
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}
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#pragma unroll_loop_end
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#endif
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#if defined( RE_IndirectDiffuse )
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vec3 iblIrradiance = vec3( 0.0 );
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vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
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#if defined( USE_LIGHT_PROBES )
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irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );
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#endif
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#if ( NUM_HEMI_LIGHTS > 0 )
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#pragma unroll_loop_start
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for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
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irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );
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}
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#pragma unroll_loop_end
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#endif
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#endif
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#if defined( RE_IndirectSpecular )
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vec3 radiance = vec3( 0.0 );
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vec3 clearcoatRadiance = vec3( 0.0 );
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#endif
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`,
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lights_pars_begin: /* glsl */`
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#if defined( USE_CSM ) && defined( CSM_CASCADES )
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uniform vec2 CSM_cascades[CSM_CASCADES];
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uniform float cameraNear;
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uniform float shadowFar;
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#endif
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` + ShaderChunk.lights_pars_begin
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};
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export { CSMShader };
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