three.js R97


matcap.uniforms

uniforms: UniformsUtils.merge( [
{
	diffuse: { value: new Color( 0xeeeeee ) },
	opacity: { value: 1.0 },
	map: { value: null },
	uvTransform: { value: new Matrix3() },
	alphaMap: { value: null },
} 
{
	bumpMap: { value: null },
	bumpScale: { value: 1 }
} 
{
	normalMap: { value: null },
	normalScale: { value: new Vector2( 1, 1 ) }
} 
{
	displacementMap: { value: null },
	displacementScale: { value: 1 },
	displacementBias: { value: 0 }
} 
{
	fogDensity: { value: 0.00025 },
	fogNear: { value: 1 },
	fogFar: { value: 2000 },
	fogColor: { value: new Color( 0xffffff ) }
} 
	{
		matcap: { value: null }
	}
] ),
		

meshmatcap_vert.glsl

#define MATCAP

varying vec3 vViewPosition;

#ifndef FLAT_SHADED

	varying vec3 vNormal;

#endif


#define PI 3.14159265359
#define PI2 6.28318530718
#define PI_HALF 1.5707963267949
#define RECIPROCAL_PI 0.31830988618
#define RECIPROCAL_PI2 0.15915494
#define LOG2 1.442695
#define EPSILON 1e-6

#define saturate(a) clamp( a, 0.0, 1.0 )
#define whiteCompliment(a) ( 1.0 - saturate( a ) )

float pow2( const in float x ) { return x*x; }
float pow3( const in float x ) { return x*x*x; }
float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }
// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.
// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/

highp float rand( const in vec2 uv ) {
	const highp float a = 12.9898, b = 78.233, c = 43758.5453;
	highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
	return fract(sin(sn) * c);
}

struct IncidentLight {
	vec3 color;
	vec3 direction;
	bool visible;
};

struct ReflectedLight {
	vec3 directDiffuse;
	vec3 directSpecular;
	vec3 indirectDiffuse;
	vec3 indirectSpecular;
};

struct GeometricContext {
	vec3 position;
	vec3 normal;
	vec3 viewDir;
};

vec3 transformDirection( in vec3 dir, in mat4 matrix ) {

	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );

}

// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations

vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {

	return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );

}

vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {

	float distance = dot( planeNormal, point - pointOnPlane );

	return - distance * planeNormal + point;

}

float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {

	return sign( dot( point - pointOnPlane, planeNormal ) );

}

vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {

	return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;

}

mat3 transposeMat3( const in mat3 m ) {

	mat3 tmp;

	tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
	tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
	tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );

	return tmp;

}

// https://en.wikipedia.org/wiki/Relative_luminance

float linearToRelativeLuminance( const in vec3 color ) {

	vec3 weights = vec3( 0.2126, 0.7152, 0.0722 );

	return dot( weights, color.rgb );

}

#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )

	varying vec2 vUv;
	uniform mat3 uvTransform;

#endif

#ifdef USE_DISPLACEMENTMAP

	uniform sampler2D displacementMap;
	uniform float displacementScale;
	uniform float displacementBias;

#endif

#ifdef USE_FOG

	varying float fogDepth;

#endif

#ifdef USE_MORPHTARGETS

	#ifndef USE_MORPHNORMALS

	uniform float morphTargetInfluences[ 8 ];

	#else

	uniform float morphTargetInfluences[ 4 ];

	#endif

#endif

#ifdef USE_SKINNING

	uniform mat4 bindMatrix;
	uniform mat4 bindMatrixInverse;

	#ifdef BONE_TEXTURE

		uniform sampler2D boneTexture;
		uniform int boneTextureSize;

		mat4 getBoneMatrix( const in float i ) {

			float j = i * 4.0;
			float x = mod( j, float( boneTextureSize ) );
			float y = floor( j / float( boneTextureSize ) );

			float dx = 1.0 / float( boneTextureSize );
			float dy = 1.0 / float( boneTextureSize );

			y = dy * ( y + 0.5 );

			vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );
			vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );
			vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );
			vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );

			mat4 bone = mat4( v1, v2, v3, v4 );

			return bone;

		}

	#else

		uniform mat4 boneMatrices[ MAX_BONES ];

		mat4 getBoneMatrix( const in float i ) {

			mat4 bone = boneMatrices[ int(i) ];
			return bone;

		}

	#endif

#endif

#ifdef USE_LOGDEPTHBUF

	#ifdef USE_LOGDEPTHBUF_EXT

		varying float vFragDepth;

	#else

		uniform float logDepthBufFC;

	#endif

#endif

#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
	varying vec3 vViewPosition;
#endif

void main() {

#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )

	vUv = ( uvTransform * vec3( uv, 1 ) ).xy;

#endif


vec3 objectNormal = vec3( normal );

#ifdef USE_MORPHNORMALS

	objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];
	objectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];
	objectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];
	objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];

#endif

#ifdef USE_SKINNING

	mat4 boneMatX = getBoneMatrix( skinIndex.x );
	mat4 boneMatY = getBoneMatrix( skinIndex.y );
	mat4 boneMatZ = getBoneMatrix( skinIndex.z );
	mat4 boneMatW = getBoneMatrix( skinIndex.w );

#endif

#ifdef USE_SKINNING

	mat4 skinMatrix = mat4( 0.0 );
	skinMatrix += skinWeight.x * boneMatX;
	skinMatrix += skinWeight.y * boneMatY;
	skinMatrix += skinWeight.z * boneMatZ;
	skinMatrix += skinWeight.w * boneMatW;
	skinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;

	objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;

#endif

vec3 transformedNormal = normalMatrix * objectNormal;

#ifdef FLIP_SIDED

	transformedNormal = - transformedNormal;

#endif

	#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED

		vNormal = normalize( transformedNormal );

	#endif



vec3 transformed = vec3( position );

#ifdef USE_MORPHTARGETS

	transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
	transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
	transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
	transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];

	#ifndef USE_MORPHNORMALS

	transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
	transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
	transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
	transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];

	#endif

#endif

#ifdef USE_SKINNING

	vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );

	vec4 skinned = vec4( 0.0 );
	skinned += boneMatX * skinVertex * skinWeight.x;
	skinned += boneMatY * skinVertex * skinWeight.y;
	skinned += boneMatZ * skinVertex * skinWeight.z;
	skinned += boneMatW * skinVertex * skinWeight.w;

	transformed = ( bindMatrixInverse * skinned ).xyz;

#endif

#ifdef USE_DISPLACEMENTMAP

	transformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );

#endif

vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );

gl_Position = projectionMatrix * mvPosition;

#ifdef USE_LOGDEPTHBUF

	#ifdef USE_LOGDEPTHBUF_EXT

		vFragDepth = 1.0 + gl_Position.w;

	#else

		gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;

		gl_Position.z *= gl_Position.w;

	#endif

#endif

#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
	vViewPosition = - mvPosition.xyz;
#endif


#ifdef USE_FOG

	fogDepth = -mvPosition.z;

#endif

	vViewPosition = - mvPosition.xyz;

}

meshmatcap_frag.glsl

#define MATCAP

uniform vec3 diffuse;
uniform float opacity;
uniform sampler2D matcap;

varying vec3 vViewPosition;

#ifndef FLAT_SHADED

	varying vec3 vNormal;

#endif


#define PI 3.14159265359
#define PI2 6.28318530718
#define PI_HALF 1.5707963267949
#define RECIPROCAL_PI 0.31830988618
#define RECIPROCAL_PI2 0.15915494
#define LOG2 1.442695
#define EPSILON 1e-6

#define saturate(a) clamp( a, 0.0, 1.0 )
#define whiteCompliment(a) ( 1.0 - saturate( a ) )

float pow2( const in float x ) { return x*x; }
float pow3( const in float x ) { return x*x*x; }
float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }
// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.
// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/

highp float rand( const in vec2 uv ) {
	const highp float a = 12.9898, b = 78.233, c = 43758.5453;
	highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
	return fract(sin(sn) * c);
}

struct IncidentLight {
	vec3 color;
	vec3 direction;
	bool visible;
};

struct ReflectedLight {
	vec3 directDiffuse;
	vec3 directSpecular;
	vec3 indirectDiffuse;
	vec3 indirectSpecular;
};

struct GeometricContext {
	vec3 position;
	vec3 normal;
	vec3 viewDir;
};

vec3 transformDirection( in vec3 dir, in mat4 matrix ) {

	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );

}

// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations

vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {

	return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );

}

vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {

	float distance = dot( planeNormal, point - pointOnPlane );

	return - distance * planeNormal + point;

}

float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {

	return sign( dot( point - pointOnPlane, planeNormal ) );

}

vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {

	return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;

}

mat3 transposeMat3( const in mat3 m ) {

	mat3 tmp;

	tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
	tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
	tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );

	return tmp;

}

// https://en.wikipedia.org/wiki/Relative_luminance

float linearToRelativeLuminance( const in vec3 color ) {

	vec3 weights = vec3( 0.2126, 0.7152, 0.0722 );

	return dot( weights, color.rgb );

}

#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )

	varying vec2 vUv;

#endif

#ifdef USE_MAP

	uniform sampler2D map;

#endif

#ifdef USE_ALPHAMAP

	uniform sampler2D alphaMap;

#endif

#ifdef USE_FOG

	uniform vec3 fogColor;
	varying float fogDepth;

	#ifdef FOG_EXP2

		uniform float fogDensity;

	#else

		uniform float fogNear;
		uniform float fogFar;

	#endif

#endif

#ifdef USE_BUMPMAP

	uniform sampler2D bumpMap;
	uniform float bumpScale;

	// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
	// http://api.unrealengine.com/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf


	// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)

	vec2 dHdxy_fwd() {

		vec2 dSTdx = dFdx( vUv );
		vec2 dSTdy = dFdy( vUv );

		float Hll = bumpScale * texture2D( bumpMap, vUv ).x;
		float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;
		float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;

		return vec2( dBx, dBy );

	}

	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {

		// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988

		vec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );
		vec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );
		vec3 vN = surf_norm;		// normalized

		vec3 R1 = cross( vSigmaY, vN );
		vec3 R2 = cross( vN, vSigmaX );

		float fDet = dot( vSigmaX, R1 );

		fDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );

		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
		return normalize( abs( fDet ) * surf_norm - vGrad );

	}

#endif

#ifdef USE_NORMALMAP

	uniform sampler2D normalMap;
	uniform vec2 normalScale;

	#ifdef OBJECTSPACE_NORMALMAP

		uniform mat3 normalMatrix;

	#else

		// Per-Pixel Tangent Space Normal Mapping
		// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html


		vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {

			// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988

			vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );
			vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );
			vec2 st0 = dFdx( vUv.st );
			vec2 st1 = dFdy( vUv.st );

			float scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude

			vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );
			vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );
			vec3 N = normalize( surf_norm );
			mat3 tsn = mat3( S, T, N );

			vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;

			mapN.xy *= normalScale;
			mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );

			return normalize( tsn * mapN );

		}

	#endif

#endif

#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )

	uniform float logDepthBufFC;
	varying float vFragDepth;

#endif

#if NUM_CLIPPING_PLANES > 0

	#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
		varying vec3 vViewPosition;
	#endif

	uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];

#endif

void main() {

#if NUM_CLIPPING_PLANES > 0

	vec4 plane;

	#pragma unroll_loop
	for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {

		plane = clippingPlanes[ i ];
		if ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;

	}

	#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES

		bool clipped = true;

		#pragma unroll_loop
		for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {

			plane = clippingPlanes[ i ];
			clipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;

		}

		if ( clipped ) discard;

	#endif

#endif

	vec4 diffuseColor = vec4( diffuse, opacity );


#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )

	gl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;

#endif

#ifdef USE_MAP

	vec4 texelColor = texture2D( map, vUv );

	texelColor = mapTexelToLinear( texelColor );
	diffuseColor *= texelColor;

#endif

#ifdef USE_ALPHAMAP

	diffuseColor.a *= texture2D( alphaMap, vUv ).g;

#endif

#ifdef ALPHATEST

	if ( diffuseColor.a < ALPHATEST ) discard;

#endif

#ifdef FLAT_SHADED

	// Workaround for Adreno/Nexus5 not able able to do dFdx( vViewPosition ) ...

	vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );
	vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );
	vec3 normal = normalize( cross( fdx, fdy ) );

#else

	vec3 normal = normalize( vNormal );

	#ifdef DOUBLE_SIDED

		normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );

	#endif

#endif

#ifdef USE_NORMALMAP

	#ifdef OBJECTSPACE_NORMALMAP

		normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals

		#ifdef FLIP_SIDED

			normal = - normal;

		#endif

		#ifdef DOUBLE_SIDED

			normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );

		#endif

		normal = normalize( normalMatrix * normal );

	#else // tangent-space normal map

		normal = perturbNormal2Arb( -vViewPosition, normal );

	#endif

#elif defined( USE_BUMPMAP )

	normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );

#endif

	vec3 viewDir = normalize( vViewPosition );
	vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );
	vec3 y = cross( viewDir, x );
	vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks

	vec4 matcapColor = texture2D( matcap, uv );

	matcapColor = matcapTexelToLinear( matcapColor );

	vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;

	gl_FragColor = vec4( outgoingLight, diffuseColor.a );


#ifdef PREMULTIPLIED_ALPHA

	// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.
	gl_FragColor.rgb *= gl_FragColor.a;

#endif

#if defined( TONE_MAPPING )

  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );

#endif

  gl_FragColor = linearToOutputTexel( gl_FragColor );

#ifdef USE_FOG

	#ifdef FOG_EXP2

		float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );

	#else

		float fogFactor = smoothstep( fogNear, fogFar, fogDepth );

	#endif

	gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );

#endif

}

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