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import {
Color,
Vector3
} from 'three';
/**
* Currently contains:
*
* toon1
* toon2
* hatching
* dotted
*/
const ToonShader1 = {
uniforms: {
'uDirLightPos': { value: new Vector3() },
'uDirLightColor': { value: new Color( 0xeeeeee ) },
'uAmbientLightColor': { value: new Color( 0x050505 ) },
'uBaseColor': { value: new Color( 0xffffff ) }
},
vertexShader: /* glsl */`
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;
}`,
fragmentShader: /* glsl */`
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 );
}
#include <colorspace_fragment>
}`
};
const 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: /* glsl */`
varying vec3 vNormal;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
vNormal = normalize( normalMatrix * normal );
}`,
fragmentShader: /* glsl */`
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 );
}
#include <colorspace_fragment>
}`
};
const 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: /* glsl */`
varying vec3 vNormal;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
vNormal = normalize( normalMatrix * normal );
}`,
fragmentShader: /* glsl */`
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 );
}
}
#include <colorspace_fragment>
}`
};
const 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: /* glsl */`
varying vec3 vNormal;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
vNormal = normalize( normalMatrix * normal );
}`,
fragmentShader: /* glsl */`
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 );
}
}
#include <colorspace_fragment>
}`
};
export { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted };