mittsu-opengl 0.5.0

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Files changed (145) hide show
  1. checksums.yaml +7 -0
  2. data/.codeclimate.yml +18 -0
  3. data/.github/workflows/build-workflow.yml +67 -0
  4. data/.gitignore +12 -0
  5. data/.rubocop.yml +1158 -0
  6. data/CODE_OF_CONDUCT.md +13 -0
  7. data/Gemfile +9 -0
  8. data/LICENSE.txt +21 -0
  9. data/README.md +195 -0
  10. data/Rakefile +8 -0
  11. data/bin/console +14 -0
  12. data/bin/setup +7 -0
  13. data/install-glfw.ps1 +13 -0
  14. data/lib/mittsu/generic_lib.rb +116 -0
  15. data/lib/mittsu/glfw/lib.rb +58 -0
  16. data/lib/mittsu/glfw/window.rb +231 -0
  17. data/lib/mittsu/opengl/buffer.rb +13 -0
  18. data/lib/mittsu/opengl/default_target.rb +50 -0
  19. data/lib/mittsu/opengl/geometry_group.rb +758 -0
  20. data/lib/mittsu/opengl/geometry_like.rb +132 -0
  21. data/lib/mittsu/opengl/gl_debug.rb +85 -0
  22. data/lib/mittsu/opengl/gl_extensions.rb +42 -0
  23. data/lib/mittsu/opengl/gl_mittsu_params.rb +53 -0
  24. data/lib/mittsu/opengl/helper.rb +120 -0
  25. data/lib/mittsu/opengl/implementation.rb +31 -0
  26. data/lib/mittsu/opengl/lib.rb +19 -0
  27. data/lib/mittsu/opengl/light_renderer.rb +43 -0
  28. data/lib/mittsu/opengl/material_basics.rb +57 -0
  29. data/lib/mittsu/opengl/plugins/shadow_map_plugin.rb +416 -0
  30. data/lib/mittsu/opengl/plugins/sprite_fragment.glsl +38 -0
  31. data/lib/mittsu/opengl/plugins/sprite_plugin.rb +250 -0
  32. data/lib/mittsu/opengl/plugins/sprite_vertex.glsl +31 -0
  33. data/lib/mittsu/opengl/program.rb +250 -0
  34. data/lib/mittsu/opengl/renderer.rb +1028 -0
  35. data/lib/mittsu/opengl/shader/chunk.rb +11 -0
  36. data/lib/mittsu/opengl/shader/chunks/alphamap_fragment.glsl +5 -0
  37. data/lib/mittsu/opengl/shader/chunks/alphamap_pars_fragment.glsl +5 -0
  38. data/lib/mittsu/opengl/shader/chunks/alphatest_fragment.glsl +5 -0
  39. data/lib/mittsu/opengl/shader/chunks/bumpmap_pars_fragment.glsl +40 -0
  40. data/lib/mittsu/opengl/shader/chunks/color_fragment.glsl +5 -0
  41. data/lib/mittsu/opengl/shader/chunks/color_pars_fragment.glsl +5 -0
  42. data/lib/mittsu/opengl/shader/chunks/color_pars_vertex.glsl +5 -0
  43. data/lib/mittsu/opengl/shader/chunks/color_vertex.glsl +5 -0
  44. data/lib/mittsu/opengl/shader/chunks/common.glsl +60 -0
  45. data/lib/mittsu/opengl/shader/chunks/default_vertex.glsl +15 -0
  46. data/lib/mittsu/opengl/shader/chunks/defaultnormal_vertex.glsl +21 -0
  47. data/lib/mittsu/opengl/shader/chunks/envmap_fragment.glsl +62 -0
  48. data/lib/mittsu/opengl/shader/chunks/envmap_pars_fragment.glsl +21 -0
  49. data/lib/mittsu/opengl/shader/chunks/envmap_pars_vertex.glsl +7 -0
  50. data/lib/mittsu/opengl/shader/chunks/envmap_vertex.glsl +17 -0
  51. data/lib/mittsu/opengl/shader/chunks/fog_fragment.glsl +26 -0
  52. data/lib/mittsu/opengl/shader/chunks/fog_pars_fragment.glsl +15 -0
  53. data/lib/mittsu/opengl/shader/chunks/lightmap_fragment.glsl +5 -0
  54. data/lib/mittsu/opengl/shader/chunks/lightmap_pars_fragment.glsl +6 -0
  55. data/lib/mittsu/opengl/shader/chunks/lightmap_pars_vertex.glsl +5 -0
  56. data/lib/mittsu/opengl/shader/chunks/lightmap_vertex.glsl +5 -0
  57. data/lib/mittsu/opengl/shader/chunks/lights_lambert_pars_vertex.glsl +43 -0
  58. data/lib/mittsu/opengl/shader/chunks/lights_lambert_vertex.glsl +196 -0
  59. data/lib/mittsu/opengl/shader/chunks/lights_phong_fragment.glsl +243 -0
  60. data/lib/mittsu/opengl/shader/chunks/lights_phong_pars_fragment.glsl +58 -0
  61. data/lib/mittsu/opengl/shader/chunks/lights_phong_pars_vertex.glsl +5 -0
  62. data/lib/mittsu/opengl/shader/chunks/lights_phong_vertex.glsl +5 -0
  63. data/lib/mittsu/opengl/shader/chunks/linear_to_gamma_fragment.glsl +2 -0
  64. data/lib/mittsu/opengl/shader/chunks/logdepthbuf_fragment.glsl +5 -0
  65. data/lib/mittsu/opengl/shader/chunks/logdepthbuf_pars_fragment.glsl +12 -0
  66. data/lib/mittsu/opengl/shader/chunks/logdepthbuf_pars_vertex.glsl +11 -0
  67. data/lib/mittsu/opengl/shader/chunks/logdepthbuf_vertex.glsl +15 -0
  68. data/lib/mittsu/opengl/shader/chunks/map_fragment.glsl +9 -0
  69. data/lib/mittsu/opengl/shader/chunks/map_pars_fragment.glsl +11 -0
  70. data/lib/mittsu/opengl/shader/chunks/map_pars_vertex.glsl +6 -0
  71. data/lib/mittsu/opengl/shader/chunks/map_particle_fragment.glsl +5 -0
  72. data/lib/mittsu/opengl/shader/chunks/map_particle_pars_fragment.glsl +6 -0
  73. data/lib/mittsu/opengl/shader/chunks/map_vertex.glsl +5 -0
  74. data/lib/mittsu/opengl/shader/chunks/morphnormal_vertex.glsl +12 -0
  75. data/lib/mittsu/opengl/shader/chunks/morphtarget_pars_vertex.glsl +13 -0
  76. data/lib/mittsu/opengl/shader/chunks/morphtarget_vertex.glsl +20 -0
  77. data/lib/mittsu/opengl/shader/chunks/normalmap_pars_fragment.glsl +27 -0
  78. data/lib/mittsu/opengl/shader/chunks/shadowmap_fragment.glsl +216 -0
  79. data/lib/mittsu/opengl/shader/chunks/shadowmap_pars_fragment.glsl +19 -0
  80. data/lib/mittsu/opengl/shader/chunks/shadowmap_pars_vertex.glsl +6 -0
  81. data/lib/mittsu/opengl/shader/chunks/shadowmap_vertex.glsl +9 -0
  82. data/lib/mittsu/opengl/shader/chunks/skinbase_vertex.glsl +8 -0
  83. data/lib/mittsu/opengl/shader/chunks/skinning_pars_vertex.glsl +47 -0
  84. data/lib/mittsu/opengl/shader/chunks/skinning_vertex.glsl +20 -0
  85. data/lib/mittsu/opengl/shader/chunks/skinnormal_vertex.glsl +20 -0
  86. data/lib/mittsu/opengl/shader/chunks/specularmap_fragment.glsl +12 -0
  87. data/lib/mittsu/opengl/shader/chunks/specularmap_pars_fragment.glsl +5 -0
  88. data/lib/mittsu/opengl/shader/chunks/worldpos_vertex.glsl +17 -0
  89. data/lib/mittsu/opengl/shader/lib/basic/basic_fragment.rbsl +37 -0
  90. data/lib/mittsu/opengl/shader/lib/basic/basic_uniforms.rbslu +3 -0
  91. data/lib/mittsu/opengl/shader/lib/basic/basic_vertex.rbsl +33 -0
  92. data/lib/mittsu/opengl/shader/lib/cube/cube_fragment.rbsl +12 -0
  93. data/lib/mittsu/opengl/shader/lib/cube/cube_uniforms.rbslu +2 -0
  94. data/lib/mittsu/opengl/shader/lib/cube/cube_vertex.rbsl +12 -0
  95. data/lib/mittsu/opengl/shader/lib/depth_rgba/depth_rgba_fragment.rbsl +26 -0
  96. data/lib/mittsu/opengl/shader/lib/depth_rgba/depth_rgba_uniforms.rbslu +0 -0
  97. data/lib/mittsu/opengl/shader/lib/depth_rgba/depth_rgba_vertex.rbsl +12 -0
  98. data/lib/mittsu/opengl/shader/lib/lambert/lambert_fragment.rbsl +56 -0
  99. data/lib/mittsu/opengl/shader/lib/lambert/lambert_uniforms.rbslu +7 -0
  100. data/lib/mittsu/opengl/shader/lib/lambert/lambert_vertex.rbsl +37 -0
  101. data/lib/mittsu/opengl/shader/lib/particle_basic/particle_basic_fragment.rbsl +27 -0
  102. data/lib/mittsu/opengl/shader/lib/particle_basic/particle_basic_uniforms.rbslu +2 -0
  103. data/lib/mittsu/opengl/shader/lib/particle_basic/particle_basic_vertex.rbsl +25 -0
  104. data/lib/mittsu/opengl/shader/lib/phong/phong_fragment.rbsl +45 -0
  105. data/lib/mittsu/opengl/shader/lib/phong/phong_uniforms.rbslu +11 -0
  106. data/lib/mittsu/opengl/shader/lib/phong/phong_vertex.rbsl +43 -0
  107. data/lib/mittsu/opengl/shader/lib.rb +45 -0
  108. data/lib/mittsu/opengl/shader/rbsl_loader.rb +168 -0
  109. data/lib/mittsu/opengl/shader/templates/fragment.glsl.erb +105 -0
  110. data/lib/mittsu/opengl/shader/templates/vertex.glsl.erb +143 -0
  111. data/lib/mittsu/opengl/shader/uniforms_lib.rb +86 -0
  112. data/lib/mittsu/opengl/shader/uniforms_utils.rb +31 -0
  113. data/lib/mittsu/opengl/shader.rb +56 -0
  114. data/lib/mittsu/opengl/state.rb +205 -0
  115. data/lib/mittsu/opengl/version.rb +5 -0
  116. data/lib/mittsu/opengl.rb +2 -0
  117. data/lib/mittsu/opengl_implementation/core/buffer_geometry.rb +11 -0
  118. data/lib/mittsu/opengl_implementation/core/geometry.rb +346 -0
  119. data/lib/mittsu/opengl_implementation/core/object_3d.rb +134 -0
  120. data/lib/mittsu/opengl_implementation/lights/ambient_light.rb +26 -0
  121. data/lib/mittsu/opengl_implementation/lights/directional_light.rb +35 -0
  122. data/lib/mittsu/opengl_implementation/lights/hemisphere_light.rb +39 -0
  123. data/lib/mittsu/opengl_implementation/lights/light.rb +55 -0
  124. data/lib/mittsu/opengl_implementation/lights/point_light.rb +36 -0
  125. data/lib/mittsu/opengl_implementation/lights/spot_light.rb +47 -0
  126. data/lib/mittsu/opengl_implementation/materials/line_basic_material.rb +16 -0
  127. data/lib/mittsu/opengl_implementation/materials/material.rb +274 -0
  128. data/lib/mittsu/opengl_implementation/materials/mesh_basic_material.rb +21 -0
  129. data/lib/mittsu/opengl_implementation/materials/mesh_lambert_material.rb +33 -0
  130. data/lib/mittsu/opengl_implementation/materials/mesh_phong_material.rb +44 -0
  131. data/lib/mittsu/opengl_implementation/materials/point_cloud_material.rb +27 -0
  132. data/lib/mittsu/opengl_implementation/materials/shader_material.rb +11 -0
  133. data/lib/mittsu/opengl_implementation/objects/group.rb +9 -0
  134. data/lib/mittsu/opengl_implementation/objects/line.rb +45 -0
  135. data/lib/mittsu/opengl_implementation/objects/mesh.rb +70 -0
  136. data/lib/mittsu/opengl_implementation/objects/point_cloud.rb +39 -0
  137. data/lib/mittsu/opengl_implementation/objects/sprite.rb +12 -0
  138. data/lib/mittsu/opengl_implementation/scenes/scene.rb +9 -0
  139. data/lib/mittsu/opengl_implementation/textures/compressed_texture.rb +20 -0
  140. data/lib/mittsu/opengl_implementation/textures/cube_texture.rb +77 -0
  141. data/lib/mittsu/opengl_implementation/textures/data_texture.rb +21 -0
  142. data/lib/mittsu/opengl_implementation/textures/render_target.rb +124 -0
  143. data/lib/mittsu/opengl_implementation/textures/texture.rb +107 -0
  144. data/mittsu-opengl.gemspec +36 -0
  145. metadata +314 -0
@@ -0,0 +1,11 @@
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+ module Mittsu
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+ class OpenGL::Shader
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+ Chunk = Hash.new do |chunks, key|
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+ file_name = "#{key.to_s}.glsl"
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+ file_path = File.join(__dir__, 'chunks', file_name)
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+ chunk = File.read(file_path)
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+ # chunk = "// #{chunk_name}\n#{chunk}"
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+ chunks[key] = chunk
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+ end
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+ end
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+ end
@@ -0,0 +1,5 @@
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+ #ifdef USE_ALPHAMAP
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+
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+ diffuseColor.a *= texture( alphaMap, vUv ).g;
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+
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+ #endif
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+ #ifdef USE_ALPHAMAP
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+
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+ uniform sampler2D alphaMap;
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+
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+ #endif
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+ #ifdef ALPHATEST
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+
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+ if ( diffuseColor.a < ALPHATEST ) discard;
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+
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+ #endif
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+ #ifdef USE_BUMPMAP
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+
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+ uniform sampler2D bumpMap;
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+ uniform float bumpScale;
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+
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+ // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
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+ // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
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+
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+ // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
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+
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+ vec2 dHdxy_fwd() {
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+
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+ vec2 dSTdx = dFdx( vUv );
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+ vec2 dSTdy = dFdy( vUv );
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+
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+ float Hll = bumpScale * texture( bumpMap, vUv ).x;
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+ float dBx = bumpScale * texture( bumpMap, vUv + dSTdx ).x - Hll;
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+ float dBy = bumpScale * texture( bumpMap, vUv + dSTdy ).x - Hll;
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+
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+ return vec2( dBx, dBy );
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+
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+ }
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+
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+ vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {
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+
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+ vec3 vSigmaX = dFdx( surf_pos );
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+ vec3 vSigmaY = dFdy( surf_pos );
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+ vec3 vN = surf_norm; // normalized
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+
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+ vec3 R1 = cross( vSigmaY, vN );
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+ vec3 R2 = cross( vN, vSigmaX );
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+
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+ float fDet = dot( vSigmaX, R1 );
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+
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+ vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
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+ return normalize( abs( fDet ) * surf_norm - vGrad );
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+
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+ }
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+
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+ #endif
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+ #ifdef USE_COLOR
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+
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+ diffuseColor.rgb *= vColor;
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+
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+ #endif
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+ #ifdef USE_COLOR
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+
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+ in vec3 vColor;
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+
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+ #endif
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+ #ifdef USE_COLOR
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+
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+ out vec3 vColor;
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+
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+ #endif
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+ #ifdef USE_COLOR
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+
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+ vColor.xyz = inputToLinear( color.xyz );
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+
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+ #endif
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+ #define PI 3.14159
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+ #define PI2 6.28318
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+ #define RECIPROCAL_PI2 0.15915494
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+ #define LOG2 1.442695
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+ #define EPSILON 1e-6
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+
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+ float square( in float a ) { return a*a; }
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+ vec2 square( in vec2 a ) { return vec2( a.x*a.x, a.y*a.y ); }
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+ vec3 square( in vec3 a ) { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); }
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+ vec4 square( in vec4 a ) { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); }
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+ float saturate( in float a ) { return clamp( a, 0.0, 1.0 ); }
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+ vec2 saturate( in vec2 a ) { return clamp( a, 0.0, 1.0 ); }
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+ vec3 saturate( in vec3 a ) { return clamp( a, 0.0, 1.0 ); }
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+ vec4 saturate( in vec4 a ) { return clamp( a, 0.0, 1.0 ); }
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+ float average( in float a ) { return a; }
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+ float average( in vec2 a ) { return ( a.x + a.y) * 0.5; }
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+ float average( in vec3 a ) { return ( a.x + a.y + a.z) / 3.0; }
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+ float average( in vec4 a ) { return ( a.x + a.y + a.z + a.w) * 0.25; }
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+ float whiteCompliment( in float a ) { return saturate( 1.0 - a ); }
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+ vec2 whiteCompliment( in vec2 a ) { return saturate( vec2(1.0) - a ); }
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+ vec3 whiteCompliment( in vec3 a ) { return saturate( vec3(1.0) - a ); }
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+ vec4 whiteCompliment( in vec4 a ) { return saturate( vec4(1.0) - a ); }
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+ vec3 transformDirection( in vec3 normal, in mat4 matrix ) {
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+ return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );
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+ }
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+ // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
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+ vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {
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+ return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );
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+ }
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+ vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {
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+ float distance = dot( planeNormal, point-pointOnPlane );
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+ return point - distance * planeNormal;
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+ }
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+ float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
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+ return sign( dot( point - pointOnPlane, planeNormal ) );
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+ }
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+ vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {
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+ return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) );
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+ }
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+ float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {
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+ if ( decayExponent > 0.0 ) {
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+ return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );
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+ }
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+ return 1.0;
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+ }
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+
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+ vec3 inputToLinear( in vec3 a ) {
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+ #ifdef GAMMA_INPUT
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+ return pow( a, vec3( float( GAMMA_FACTOR ) ) );
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+ #else
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+ return a;
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+ #endif
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+ }
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+ vec3 linearToOutput( in vec3 a ) {
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+ #ifdef GAMMA_OUTPUT
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+ return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );
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+ #else
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+ return a;
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+ #endif
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+ }
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+ #ifdef USE_SKINNING
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+
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+ vec4 mvPosition = modelViewMatrix * skinned;
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+
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+ #elif defined( USE_MORPHTARGETS )
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+
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+ vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );
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+
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+ #else
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+
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+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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+
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+ #endif
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+
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+ gl_Position = projectionMatrix * mvPosition;
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+ #ifdef USE_SKINNING
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+
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+ vec3 objectNormal = skinnedNormal.xyz;
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+
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+ #elif defined( USE_MORPHNORMALS )
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+
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+ vec3 objectNormal = morphedNormal;
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+
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+ #else
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+
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+ vec3 objectNormal = normal;
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+
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+ #endif
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+
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+ #ifdef FLIP_SIDED
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+
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+ objectNormal = -objectNormal;
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+
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+ #endif
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+
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+ vec3 transformedNormal = normalMatrix * objectNormal;
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+ #ifdef USE_ENVMAP
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+
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+ #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
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+
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+ vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );
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+
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+ // Transforming Normal Vectors with the Inverse Transformation
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+ vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
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+
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+ #ifdef ENVMAP_MODE_REFLECTION
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+
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+ vec3 reflectVec = reflect( cameraToVertex, worldNormal );
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+
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+ #else
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+
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+ vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );
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+
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+ #endif
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+
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+ #else
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+
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+ vec3 reflectVec = vReflect;
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+
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+ #endif
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+
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+ #ifdef DOUBLE_SIDED
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+ float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );
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+ #else
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+ float flipNormal = 1.0;
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+ #endif
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+
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+ #ifdef ENVMAP_TYPE_CUBE
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+ vec4 envColor = texture( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );
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+
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+ #elif defined( ENVMAP_TYPE_EQUIREC )
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+ vec2 sampleUV;
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+ sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );
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+ sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;
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+ vec4 envColor = texture( envMap, sampleUV );
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+
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+ #elif defined( ENVMAP_TYPE_SPHERE )
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+ vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));
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+ vec4 envColor = texture( envMap, reflectView.xy * 0.5 + 0.5 );
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+ #endif
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+
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+ envColor.xyz = inputToLinear( envColor.xyz );
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+
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+ #ifdef ENVMAP_BLENDING_MULTIPLY
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+
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+ outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );
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+
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+ #elif defined( ENVMAP_BLENDING_MIX )
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+
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+ outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );
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+
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+ #elif defined( ENVMAP_BLENDING_ADD )
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+
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+ outgoingLight += envColor.xyz * specularStrength * reflectivity;
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+
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+ #endif
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+
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+ #endif
@@ -0,0 +1,21 @@
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+ #ifdef USE_ENVMAP
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+
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+ uniform float reflectivity;
4
+ #ifdef ENVMAP_TYPE_CUBE
5
+ uniform samplerCube envMap;
6
+ #else
7
+ uniform sampler2D envMap;
8
+ #endif
9
+ uniform float flipEnvMap;
10
+
11
+ #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
12
+
13
+ uniform float refractionRatio;
14
+
15
+ #else
16
+
17
+ in vec3 vReflect;
18
+
19
+ #endif
20
+
21
+ #endif
@@ -0,0 +1,7 @@
1
+ #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )
2
+
3
+ out vec3 vReflect;
4
+
5
+ uniform float refractionRatio;
6
+
7
+ #endif
@@ -0,0 +1,17 @@
1
+ #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )
2
+
3
+ vec3 worldNormal = transformDirection( objectNormal, modelMatrix );
4
+
5
+ vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
6
+
7
+ #ifdef ENVMAP_MODE_REFLECTION
8
+
9
+ vReflect = reflect( cameraToVertex, worldNormal );
10
+
11
+ #else
12
+
13
+ vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
14
+
15
+ #endif
16
+
17
+ #endif
@@ -0,0 +1,26 @@
1
+ #ifdef USE_FOG
2
+
3
+ #ifdef USE_LOGDEPTHBUF_EXT
4
+
5
+ float depth = gl_FragDepthEXT / gl_FragCoord.w;
6
+
7
+ #else
8
+
9
+ float depth = gl_FragCoord.z / gl_FragCoord.w;
10
+
11
+ #endif
12
+
13
+ #ifdef FOG_EXP2
14
+
15
+ float fogFactor = exp2( - square( fogDensity ) * square( depth ) * LOG2 );
16
+ fogFactor = whiteCompliment( fogFactor );
17
+
18
+ #else
19
+
20
+ float fogFactor = smoothstep( fogNear, fogFar, depth );
21
+
22
+ #endif
23
+
24
+ outgoingLight = mix( outgoingLight, fogColor, fogFactor );
25
+
26
+ #endif
@@ -0,0 +1,15 @@
1
+ #ifdef USE_FOG
2
+
3
+ uniform vec3 fogColor;
4
+
5
+ #ifdef FOG_EXP2
6
+
7
+ uniform float fogDensity;
8
+
9
+ #else
10
+
11
+ uniform float fogNear;
12
+ uniform float fogFar;
13
+ #endif
14
+
15
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_LIGHTMAP
2
+
3
+ outgoingLight *= diffuseColor.xyz * texture( lightMap, vUv2 ).xyz;
4
+
5
+ #endif
@@ -0,0 +1,6 @@
1
+ #ifdef USE_LIGHTMAP
2
+
3
+ in vec2 vUv2;
4
+ uniform sampler2D lightMap;
5
+
6
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_LIGHTMAP
2
+
3
+ out vec2 vUv2;
4
+
5
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_LIGHTMAP
2
+
3
+ vUv2 = uv2;
4
+
5
+ #endif
@@ -0,0 +1,43 @@
1
+ uniform vec3 ambientLightColor;
2
+
3
+ #if MAX_DIR_LIGHTS > 0
4
+
5
+ uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
6
+ uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
7
+
8
+ #endif
9
+
10
+ #if MAX_HEMI_LIGHTS > 0
11
+
12
+ uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
13
+ uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
14
+ uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];
15
+
16
+ #endif
17
+
18
+ #if MAX_POINT_LIGHTS > 0
19
+
20
+ uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];
21
+ uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
22
+ uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
23
+ uniform float pointLightDecay[ MAX_POINT_LIGHTS ];
24
+
25
+ #endif
26
+
27
+ #if MAX_SPOT_LIGHTS > 0
28
+
29
+ uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];
30
+ uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];
31
+ uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];
32
+ uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];
33
+ uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];
34
+ uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];
35
+ uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];
36
+
37
+ #endif
38
+
39
+ #ifdef WRAP_AROUND
40
+
41
+ uniform vec3 wrapRGB;
42
+
43
+ #endif
@@ -0,0 +1,196 @@
1
+ vLightFront = vec3( 0.0 );
2
+
3
+ #ifdef DOUBLE_SIDED
4
+
5
+ vLightBack = vec3( 0.0 );
6
+
7
+ #endif
8
+
9
+ transformedNormal = normalize( transformedNormal );
10
+
11
+ #if MAX_DIR_LIGHTS > 0
12
+
13
+ for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
14
+
15
+ vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );
16
+
17
+ float dotProduct = dot( transformedNormal, dirVector );
18
+ vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );
19
+
20
+ #ifdef DOUBLE_SIDED
21
+
22
+ vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
23
+
24
+ #ifdef WRAP_AROUND
25
+
26
+ vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
27
+
28
+ #endif
29
+
30
+ #endif
31
+
32
+ #ifdef WRAP_AROUND
33
+
34
+ vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
35
+ directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );
36
+
37
+ #ifdef DOUBLE_SIDED
38
+
39
+ directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );
40
+
41
+ #endif
42
+
43
+ #endif
44
+
45
+ vLightFront += directionalLightColor[ i ] * directionalLightWeighting;
46
+
47
+ #ifdef DOUBLE_SIDED
48
+
49
+ vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;
50
+
51
+ #endif
52
+
53
+ }
54
+
55
+ #endif
56
+
57
+ #if MAX_POINT_LIGHTS > 0
58
+
59
+ for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
60
+
61
+ vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
62
+ vec3 lVector = lPosition.xyz - mvPosition.xyz;
63
+
64
+ float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );
65
+
66
+ lVector = normalize( lVector );
67
+ float dotProduct = dot( transformedNormal, lVector );
68
+
69
+ vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );
70
+
71
+ #ifdef DOUBLE_SIDED
72
+
73
+ vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
74
+
75
+ #ifdef WRAP_AROUND
76
+
77
+ vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
78
+
79
+ #endif
80
+
81
+ #endif
82
+
83
+ #ifdef WRAP_AROUND
84
+
85
+ vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
86
+ pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );
87
+
88
+ #ifdef DOUBLE_SIDED
89
+
90
+ pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );
91
+
92
+ #endif
93
+
94
+ #endif
95
+
96
+ vLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;
97
+
98
+ #ifdef DOUBLE_SIDED
99
+
100
+ vLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;
101
+
102
+ #endif
103
+
104
+ }
105
+
106
+ #endif
107
+
108
+ #if MAX_SPOT_LIGHTS > 0
109
+
110
+ for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
111
+
112
+ vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
113
+ vec3 lVector = lPosition.xyz - mvPosition.xyz;
114
+
115
+ float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );
116
+
117
+ if ( spotEffect > spotLightAngleCos[ i ] ) {
118
+
119
+ spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );
120
+
121
+ float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );
122
+
123
+ lVector = normalize( lVector );
124
+
125
+ float dotProduct = dot( transformedNormal, lVector );
126
+ vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );
127
+
128
+ #ifdef DOUBLE_SIDED
129
+
130
+ vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
131
+
132
+ #ifdef WRAP_AROUND
133
+
134
+ vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
135
+
136
+ #endif
137
+
138
+ #endif
139
+
140
+ #ifdef WRAP_AROUND
141
+
142
+ vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
143
+ spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );
144
+
145
+ #ifdef DOUBLE_SIDED
146
+
147
+ spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );
148
+
149
+ #endif
150
+
151
+ #endif
152
+
153
+ vLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;
154
+
155
+ #ifdef DOUBLE_SIDED
156
+
157
+ vLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;
158
+
159
+ #endif
160
+
161
+ }
162
+
163
+ }
164
+
165
+ #endif
166
+
167
+ #if MAX_HEMI_LIGHTS > 0
168
+
169
+ for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
170
+
171
+ vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );
172
+
173
+ float dotProduct = dot( transformedNormal, lVector );
174
+
175
+ float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
176
+ float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;
177
+
178
+ vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
179
+
180
+ #ifdef DOUBLE_SIDED
181
+
182
+ vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );
183
+
184
+ #endif
185
+
186
+ }
187
+
188
+ #endif
189
+
190
+ vLightFront += ambientLightColor;
191
+
192
+ #ifdef DOUBLE_SIDED
193
+
194
+ vLightBack += ambientLightColor;
195
+
196
+ #endif