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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 }; | |