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 +1,243 @@
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+ #ifndef FLAT_SHADED
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+
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+ vec3 normal = normalize( vNormal );
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+
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+ #ifdef DOUBLE_SIDED
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+
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+ normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );
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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 fdx = dFdx( vViewPosition );
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+ vec3 fdy = dFdy( vViewPosition );
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+ vec3 normal = normalize( cross( fdx, fdy ) );
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+
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+ #endif
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+
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+ vec3 viewPosition = normalize( vViewPosition );
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+
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+ #ifdef USE_NORMALMAP
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+
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+ normal = perturbNormal2Arb( -vViewPosition, normal );
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+
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+ #elif defined( USE_BUMPMAP )
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+
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+ normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );
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+
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+ #endif
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+
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+ vec3 totalDiffuseLight = vec3( 0.0 );
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+ vec3 totalSpecularLight = vec3( 0.0 );
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+
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+ #if MAX_POINT_LIGHTS > 0
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+
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+ for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
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+
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+ vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
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+ vec3 lVector = lPosition.xyz + vViewPosition.xyz;
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+
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+ float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );
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+
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+ lVector = normalize( lVector );
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+
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+ // diffuse
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+
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+ float dotProduct = dot( normal, lVector );
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+
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+ #ifdef WRAP_AROUND
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+
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+ float pointDiffuseWeightFull = max( dotProduct, 0.0 );
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+ float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
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+
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+ vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );
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+
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+ #else
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+
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+ float pointDiffuseWeight = max( dotProduct, 0.0 );
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+
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+ #endif
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+
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+ totalDiffuseLight += pointLightColor[ i ] * pointDiffuseWeight * attenuation;
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+
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+ // specular
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+
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+ vec3 pointHalfVector = normalize( lVector + viewPosition );
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+ float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );
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+ float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );
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+
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+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
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+
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+ vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );
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+ totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * attenuation * specularNormalization;
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+
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+ }
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+
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+ #endif
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+
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+ #if MAX_SPOT_LIGHTS > 0
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+
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+ for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
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+
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+ vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
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+ vec3 lVector = lPosition.xyz + vViewPosition.xyz;
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+
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+ float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );
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+
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+ lVector = normalize( lVector );
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+
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+ float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );
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+
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+ if ( spotEffect > spotLightAngleCos[ i ] ) {
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+
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+ spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );
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+
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+ // diffuse
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+
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+ float dotProduct = dot( normal, lVector );
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+
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+ #ifdef WRAP_AROUND
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+
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+ float spotDiffuseWeightFull = max( dotProduct, 0.0 );
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+ float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
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+
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+ vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );
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+
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+ #else
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+
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+ float spotDiffuseWeight = max( dotProduct, 0.0 );
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+
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+ #endif
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+
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+ totalDiffuseLight += spotLightColor[ i ] * spotDiffuseWeight * attenuation * spotEffect;
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+
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+ // specular
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+
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+ vec3 spotHalfVector = normalize( lVector + viewPosition );
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+ float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );
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+ float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );
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+
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+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
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+
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+ vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );
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+ totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * attenuation * specularNormalization * spotEffect;
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+
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+ }
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+
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+ }
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+
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+ #endif
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+
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+ #if MAX_DIR_LIGHTS > 0
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+
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+ for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
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+
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+ vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );
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+
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+ // diffuse
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+
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+ float dotProduct = dot( normal, dirVector );
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+
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+ #ifdef WRAP_AROUND
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+
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+ float dirDiffuseWeightFull = max( dotProduct, 0.0 );
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+ float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
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+
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+ vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );
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+
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+ #else
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+
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+ float dirDiffuseWeight = max( dotProduct, 0.0 );
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+
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+ #endif
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+
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+ totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;
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+
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+ // specular
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+
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+ vec3 dirHalfVector = normalize( dirVector + viewPosition );
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+ float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );
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+ float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );
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+
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+ /*
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+ // fresnel term from skin shader
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+ const float F0 = 0.128;
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+
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+ float base = 1.0 - dot( viewPosition, dirHalfVector );
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+ float exponential = pow( base, 5.0 );
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+
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+ float fresnel = exponential + F0 * ( 1.0 - exponential );
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+ */
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+
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+ /*
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+ // fresnel term from fresnel shader
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+ const float mFresnelBias = 0.08;
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+ const float mFresnelScale = 0.3;
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+ const float mFresnelPower = 5.0;
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+
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+ float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );
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+ */
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+
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+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
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+
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+ // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;
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+
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+ vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );
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+ totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;
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+
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+
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+ }
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+
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+ #endif
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+
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+ #if MAX_HEMI_LIGHTS > 0
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+
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+ for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
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+
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+ vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );
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+
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+ // diffuse
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+
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+ float dotProduct = dot( normal, lVector );
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+ float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
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+
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+ vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
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+
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+ totalDiffuseLight += hemiColor;
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+
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+ // specular (sky light)
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+
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+ vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );
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+ float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;
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+ float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );
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+
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+ // specular (ground light)
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+
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+ vec3 lVectorGround = -lVector;
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+
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+ vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );
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+ float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;
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+ float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );
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+
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+ float dotProductGround = dot( normal, lVectorGround );
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+
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+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
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+
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+ vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );
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+ vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );
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+ totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );
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+
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+ }
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+
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+ #endif
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+
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+ #ifdef METAL
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+
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+ outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive;
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+
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+ #else
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+
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+ outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight + emissive;
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+
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+ #endif
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+ uniform vec3 ambientLightColor;
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+
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+ #if MAX_DIR_LIGHTS > 0
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+
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+ uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
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+ uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];
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+
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+ #endif
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+
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+ #if MAX_HEMI_LIGHTS > 0
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+
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+ uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
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+ uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
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+ 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
+
22
+ uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
23
+ uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
24
+ uniform float pointLightDecay[ MAX_POINT_LIGHTS ];
25
+
26
+ #endif
27
+
28
+ #if MAX_SPOT_LIGHTS > 0
29
+
30
+ uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];
31
+ uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];
32
+ uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];
33
+ uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];
34
+ uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];
35
+ uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];
36
+ uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];
37
+
38
+ #endif
39
+
40
+ #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
41
+
42
+ in vec3 vWorldPosition;
43
+
44
+ #endif
45
+
46
+ #ifdef WRAP_AROUND
47
+
48
+ uniform vec3 wrapRGB;
49
+
50
+ #endif
51
+
52
+ in vec3 vViewPosition;
53
+
54
+ #ifndef FLAT_SHADED
55
+
56
+ in vec3 vNormal;
57
+
58
+ #endif
@@ -0,0 +1,5 @@
1
+ #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
2
+
3
+ out vec3 vWorldPosition;
4
+
5
+ #endif
@@ -0,0 +1,5 @@
1
+ #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
2
+
3
+ vWorldPosition = worldPosition.xyz;
4
+
5
+ #endif
@@ -0,0 +1,2 @@
1
+
2
+ outgoingLight = linearToOutput( outgoingLight );
@@ -0,0 +1,5 @@
1
+ #if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)
2
+
3
+ gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;
4
+
5
+ #endif
@@ -0,0 +1,12 @@
1
+ #ifdef USE_LOGDEPTHBUF
2
+
3
+ uniform float logDepthBufFC;
4
+
5
+ #ifdef USE_LOGDEPTHBUF_EXT
6
+
7
+ #extension GL_EXT_frag_depth : enable
8
+ in float vFragDepth;
9
+
10
+ #endif
11
+
12
+ #endif
@@ -0,0 +1,11 @@
1
+ #ifdef USE_LOGDEPTHBUF
2
+
3
+ #ifdef USE_LOGDEPTHBUF_EXT
4
+
5
+ out float vFragDepth;
6
+
7
+ #endif
8
+
9
+ uniform float logDepthBufFC;
10
+
11
+ #endif
@@ -0,0 +1,15 @@
1
+ #ifdef USE_LOGDEPTHBUF
2
+
3
+ gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;
4
+
5
+ #ifdef USE_LOGDEPTHBUF_EXT
6
+
7
+ vFragDepth = 1.0 + gl_Position.w;
8
+
9
+ #else
10
+
11
+ gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;
12
+
13
+ #endif
14
+
15
+ #endif
@@ -0,0 +1,9 @@
1
+ #ifdef USE_MAP
2
+
3
+ vec4 texelColor = texture( map, vUv );
4
+
5
+ texelColor.xyz = inputToLinear( texelColor.xyz );
6
+
7
+ diffuseColor *= texelColor;
8
+
9
+ #endif
@@ -0,0 +1,11 @@
1
+ #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )
2
+
3
+ in vec2 vUv;
4
+
5
+ #endif
6
+
7
+ #ifdef USE_MAP
8
+
9
+ uniform sampler2D map;
10
+
11
+ #endif
@@ -0,0 +1,6 @@
1
+ #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )
2
+
3
+ out vec2 vUv;
4
+ uniform vec4 offsetRepeat;
5
+
6
+ #endif
@@ -0,0 +1,5 @@
1
+ #ifdef USE_MAP
2
+
3
+ diffuseColor *= texture( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );
4
+
5
+ #endif
@@ -0,0 +1,6 @@
1
+ #ifdef USE_MAP
2
+
3
+ uniform vec4 offsetRepeat;
4
+ uniform sampler2D map;
5
+
6
+ #endif
@@ -0,0 +1,5 @@
1
+ #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )
2
+
3
+ vUv = uv * offsetRepeat.zw + offsetRepeat.xy;
4
+
5
+ #endif
@@ -0,0 +1,12 @@
1
+ #ifdef USE_MORPHNORMALS
2
+
3
+ vec3 morphedNormal = vec3( 0.0 );
4
+
5
+ morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];
6
+ morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];
7
+ morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];
8
+ morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];
9
+
10
+ morphedNormal += normal;
11
+
12
+ #endif
@@ -0,0 +1,13 @@
1
+ #ifdef USE_MORPHTARGETS
2
+
3
+ #ifndef USE_MORPHNORMALS
4
+
5
+ uniform float morphTargetInfluences[ 8 ];
6
+
7
+ #else
8
+
9
+ uniform float morphTargetInfluences[ 4 ];
10
+
11
+ #endif
12
+
13
+ #endif
@@ -0,0 +1,20 @@
1
+ #ifdef USE_MORPHTARGETS
2
+
3
+ vec3 morphed = vec3( 0.0 );
4
+ morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
5
+ morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
6
+ morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
7
+ morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
8
+
9
+ #ifndef USE_MORPHNORMALS
10
+
11
+ morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
12
+ morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
13
+ morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
14
+ morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
15
+
16
+ #endif
17
+
18
+ morphed += position;
19
+
20
+ #endif
@@ -0,0 +1,27 @@
1
+ #ifdef USE_NORMALMAP
2
+
3
+ uniform sampler2D normalMap;
4
+ uniform vec2 normalScale;
5
+
6
+ // Per-Pixel Tangent Space Normal Mapping
7
+ // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
8
+
9
+ vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {
10
+
11
+ vec3 q0 = dFdx( eye_pos.xyz );
12
+ vec3 q1 = dFdy( eye_pos.xyz );
13
+ vec2 st0 = dFdx( vUv.st );
14
+ vec2 st1 = dFdy( vUv.st );
15
+
16
+ vec3 S = normalize( q0 * st1.t - q1 * st0.t );
17
+ vec3 T = normalize( -q0 * st1.s + q1 * st0.s );
18
+ vec3 N = normalize( surf_norm );
19
+
20
+ vec3 mapN = texture( normalMap, vUv ).xyz * 2.0 - 1.0;
21
+ mapN.xy = normalScale * mapN.xy;
22
+ mat3 tsn = mat3( S, T, N );
23
+ return normalize( tsn * mapN );
24
+
25
+ }
26
+
27
+ #endif