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Oinktube/node_modules/three/examples/js/shaders/ToonShader.js
2023-12-11 11:59:56 -03:00

327 lines
6.9 KiB
JavaScript

/**
* Currently contains:
*
* toon1
* toon2
* hatching
* dotted
*/
THREE.ToonShader1 = {
uniforms: {
'uDirLightPos': { value: new THREE.Vector3() },
'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
'uBaseColor': { 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' )
};
THREE.ToonShader2 = {
uniforms: {
'uDirLightPos': { value: new THREE.Vector3() },
'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
'uBaseColor': { value: new THREE.Color( 0xeeeeee ) },
'uLineColor1': { value: new THREE.Color( 0x808080 ) },
'uLineColor2': { value: new THREE.Color( 0x000000 ) },
'uLineColor3': { value: new THREE.Color( 0x000000 ) },
'uLineColor4': { 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' )
};
THREE.ToonShaderHatching = {
uniforms: {
'uDirLightPos': { value: new THREE.Vector3() },
'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
'uBaseColor': { value: new THREE.Color( 0xffffff ) },
'uLineColor1': { value: new THREE.Color( 0x000000 ) },
'uLineColor2': { value: new THREE.Color( 0x000000 ) },
'uLineColor3': { value: new THREE.Color( 0x000000 ) },
'uLineColor4': { 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' )
};
THREE.ToonShaderDotted = {
uniforms: {
'uDirLightPos': { value: new THREE.Vector3() },
'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },
'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },
'uBaseColor': { value: new THREE.Color( 0xffffff ) },
'uLineColor1': { 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' )
};