mittsu 0.1.0

Sign up to get free protection for your applications and to get access to all the features.
Files changed (203) hide show
  1. checksums.yaml +7 -0
  2. data/.gitignore +10 -0
  3. data/.travis.yml +3 -0
  4. data/CODE_OF_CONDUCT.md +13 -0
  5. data/Gemfile +4 -0
  6. data/LICENSE.txt +21 -0
  7. data/README.md +39 -0
  8. data/Rakefile +7 -0
  9. data/bin/console +14 -0
  10. data/bin/setup +7 -0
  11. data/examples/01_-_Default1noCulling.png +0 -0
  12. data/examples/01_scene_example.rb +14 -0
  13. data/examples/02_box_mesh_example.rb +30 -0
  14. data/examples/02_sphere_mesh_example.rb +30 -0
  15. data/examples/03_complex_object_example.rb +52 -0
  16. data/examples/04_ambient_light_example.rb +33 -0
  17. data/examples/04_dir_light_example.rb +36 -0
  18. data/examples/04_hemi_light_example.rb +30 -0
  19. data/examples/04_point_light_example.rb +50 -0
  20. data/examples/04_spot_light_example.rb +44 -0
  21. data/examples/05_earth_example.rb +42 -0
  22. data/examples/05_earth_moon_example.rb +46 -0
  23. data/examples/05_texture_example.rb +32 -0
  24. data/examples/06_cube_texture_example.rb +36 -0
  25. data/examples/06_skybox_example.rb +60 -0
  26. data/examples/07_earth_normal_example.rb +36 -0
  27. data/examples/08_shadow_example.rb +87 -0
  28. data/examples/09_line_example.rb +52 -0
  29. data/examples/10_obj_loader_example.rb +68 -0
  30. data/examples/11_character_input_example.rb +18 -0
  31. data/examples/11_continuous_keyboard_input_example.rb +35 -0
  32. data/examples/11_keyboard_input_example.rb +43 -0
  33. data/examples/12_mouse_click_example.rb +38 -0
  34. data/examples/12_mouse_motion_example.rb +35 -0
  35. data/examples/12_mouse_scroll_example.rb +36 -0
  36. data/examples/12_orbit_zoom_example.rb +68 -0
  37. data/examples/13_joystick_example.rb +80 -0
  38. data/examples/cubemap/tron_bk.png +0 -0
  39. data/examples/cubemap/tron_dn.png +0 -0
  40. data/examples/cubemap/tron_ft.png +0 -0
  41. data/examples/cubemap/tron_lf.png +0 -0
  42. data/examples/cubemap/tron_rt.png +0 -0
  43. data/examples/cubemap/tron_up.png +0 -0
  44. data/examples/earth.png +0 -0
  45. data/examples/earth_normal.png +0 -0
  46. data/examples/example_helper.rb +2 -0
  47. data/examples/male-02-1noCulling.png +0 -0
  48. data/examples/male02.mtl +54 -0
  49. data/examples/male02.obj +13888 -0
  50. data/examples/moon.png +0 -0
  51. data/examples/orig_02_-_Defaul1noCulling.png +0 -0
  52. data/examples/texture.png +0 -0
  53. data/lib/mittsu.rb +15 -0
  54. data/lib/mittsu/cameras.rb +4 -0
  55. data/lib/mittsu/cameras/camera.rb +34 -0
  56. data/lib/mittsu/cameras/cube_camera.rb +74 -0
  57. data/lib/mittsu/cameras/orthographic_camera.rb +53 -0
  58. data/lib/mittsu/cameras/perspective_camera.rb +115 -0
  59. data/lib/mittsu/constants.rb +160 -0
  60. data/lib/mittsu/core.rb +10 -0
  61. data/lib/mittsu/core/buffer_attribute.rb +87 -0
  62. data/lib/mittsu/core/buffer_geometry.rb +694 -0
  63. data/lib/mittsu/core/clock.rb +44 -0
  64. data/lib/mittsu/core/dynamic_buffer_attribute.rb +16 -0
  65. data/lib/mittsu/core/event_dispatcher.rb +39 -0
  66. data/lib/mittsu/core/face3.rb +30 -0
  67. data/lib/mittsu/core/geometry.rb +596 -0
  68. data/lib/mittsu/core/hash_array.rb +36 -0
  69. data/lib/mittsu/core/hash_object.rb +19 -0
  70. data/lib/mittsu/core/object_3d.rb +421 -0
  71. data/lib/mittsu/core/raycaster.rb +78 -0
  72. data/lib/mittsu/extras.rb +3 -0
  73. data/lib/mittsu/extras/geometries.rb +2 -0
  74. data/lib/mittsu/extras/geometries/box_geometry.rb +108 -0
  75. data/lib/mittsu/extras/geometries/sphere_geometry.rb +88 -0
  76. data/lib/mittsu/extras/helpers.rb +1 -0
  77. data/lib/mittsu/extras/helpers/camera_helper.rb +155 -0
  78. data/lib/mittsu/extras/image.rb +3 -0
  79. data/lib/mittsu/extras/image_utils.rb +80 -0
  80. data/lib/mittsu/lights.rb +7 -0
  81. data/lib/mittsu/lights/ambient_light.rb +16 -0
  82. data/lib/mittsu/lights/area_light.rb +24 -0
  83. data/lib/mittsu/lights/directional_light.rb +131 -0
  84. data/lib/mittsu/lights/hemisphere_light.rb +29 -0
  85. data/lib/mittsu/lights/light.rb +21 -0
  86. data/lib/mittsu/lights/point_light.rb +27 -0
  87. data/lib/mittsu/lights/spot_light.rb +104 -0
  88. data/lib/mittsu/loaders.rb +7 -0
  89. data/lib/mittsu/loaders/cache.rb +53 -0
  90. data/lib/mittsu/loaders/file_loader.rb +22 -0
  91. data/lib/mittsu/loaders/image_loader.rb +32 -0
  92. data/lib/mittsu/loaders/loader.rb +212 -0
  93. data/lib/mittsu/loaders/loading_manager.rb +17 -0
  94. data/lib/mittsu/loaders/mtl_loader.rb +242 -0
  95. data/lib/mittsu/loaders/obj_mtl_loader.rb +225 -0
  96. data/lib/mittsu/materials.rb +7 -0
  97. data/lib/mittsu/materials/line_basic_material.rb +39 -0
  98. data/lib/mittsu/materials/material.rb +156 -0
  99. data/lib/mittsu/materials/mesh_basic_material.rb +122 -0
  100. data/lib/mittsu/materials/mesh_face_material.rb +30 -0
  101. data/lib/mittsu/materials/mesh_lambert_material.rb +126 -0
  102. data/lib/mittsu/materials/mesh_phong_material.rb +152 -0
  103. data/lib/mittsu/materials/shader_material.rb +108 -0
  104. data/lib/mittsu/math.rb +105 -0
  105. data/lib/mittsu/math/box2.rb +135 -0
  106. data/lib/mittsu/math/box3.rb +194 -0
  107. data/lib/mittsu/math/color.rb +252 -0
  108. data/lib/mittsu/math/color_keywords.rb +151 -0
  109. data/lib/mittsu/math/euler.rb +182 -0
  110. data/lib/mittsu/math/frustum.rb +106 -0
  111. data/lib/mittsu/math/line3.rb +76 -0
  112. data/lib/mittsu/math/matrix3.rb +163 -0
  113. data/lib/mittsu/math/matrix4.rb +581 -0
  114. data/lib/mittsu/math/plane.rb +128 -0
  115. data/lib/mittsu/math/quaternion.rb +309 -0
  116. data/lib/mittsu/math/ray.rb +292 -0
  117. data/lib/mittsu/math/sphere.rb +91 -0
  118. data/lib/mittsu/math/spline.rb +128 -0
  119. data/lib/mittsu/math/triangle.rb +121 -0
  120. data/lib/mittsu/math/vector2.rb +238 -0
  121. data/lib/mittsu/math/vector3.rb +491 -0
  122. data/lib/mittsu/math/vector4.rb +414 -0
  123. data/lib/mittsu/objects.rb +3 -0
  124. data/lib/mittsu/objects/group.rb +8 -0
  125. data/lib/mittsu/objects/line.rb +143 -0
  126. data/lib/mittsu/objects/mesh.rb +243 -0
  127. data/lib/mittsu/renderers.rb +1 -0
  128. data/lib/mittsu/renderers/glfw_window.rb +216 -0
  129. data/lib/mittsu/renderers/opengl/opengl_debug.rb +38 -0
  130. data/lib/mittsu/renderers/opengl/opengl_program.rb +402 -0
  131. data/lib/mittsu/renderers/opengl/opengl_shader.rb +58 -0
  132. data/lib/mittsu/renderers/opengl/opengl_state.rb +207 -0
  133. data/lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb +416 -0
  134. data/lib/mittsu/renderers/opengl_render_target.rb +87 -0
  135. data/lib/mittsu/renderers/opengl_renderer.rb +3376 -0
  136. data/lib/mittsu/renderers/shaders/shader_chunk.rb +12 -0
  137. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_fragment.glsl +5 -0
  138. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_pars_fragment.glsl +5 -0
  139. data/lib/mittsu/renderers/shaders/shader_chunk/alphatest_fragment.glsl +5 -0
  140. data/lib/mittsu/renderers/shaders/shader_chunk/bumpmap_pars_fragment.glsl +40 -0
  141. data/lib/mittsu/renderers/shaders/shader_chunk/color_fragment.glsl +5 -0
  142. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_fragment.glsl +5 -0
  143. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_vertex.glsl +5 -0
  144. data/lib/mittsu/renderers/shaders/shader_chunk/color_vertex.glsl +5 -0
  145. data/lib/mittsu/renderers/shaders/shader_chunk/common.glsl +60 -0
  146. data/lib/mittsu/renderers/shaders/shader_chunk/default_vertex.glsl +15 -0
  147. data/lib/mittsu/renderers/shaders/shader_chunk/defaultnormal_vertex.glsl +21 -0
  148. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_fragment.glsl +62 -0
  149. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_fragment.glsl +21 -0
  150. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_vertex.glsl +7 -0
  151. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_vertex.glsl +17 -0
  152. data/lib/mittsu/renderers/shaders/shader_chunk/fog_fragment.glsl +26 -0
  153. data/lib/mittsu/renderers/shaders/shader_chunk/fog_pars_fragment.glsl +15 -0
  154. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_fragment.glsl +5 -0
  155. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_fragment.glsl +6 -0
  156. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_vertex.glsl +5 -0
  157. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_vertex.glsl +5 -0
  158. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_pars_vertex.glsl +43 -0
  159. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_vertex.glsl +196 -0
  160. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_fragment.glsl +243 -0
  161. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_fragment.glsl +58 -0
  162. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_vertex.glsl +5 -0
  163. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_vertex.glsl +5 -0
  164. data/lib/mittsu/renderers/shaders/shader_chunk/linear_to_gamma_fragment.glsl +2 -0
  165. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_fragment.glsl +5 -0
  166. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_fragment.glsl +12 -0
  167. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_vertex.glsl +11 -0
  168. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_vertex.glsl +15 -0
  169. data/lib/mittsu/renderers/shaders/shader_chunk/map_fragment.glsl +9 -0
  170. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_fragment.glsl +11 -0
  171. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_vertex.glsl +6 -0
  172. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_fragment.glsl +5 -0
  173. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_pars_fragment.glsl +6 -0
  174. data/lib/mittsu/renderers/shaders/shader_chunk/map_vertex.glsl +5 -0
  175. data/lib/mittsu/renderers/shaders/shader_chunk/morphnormal_vertex.glsl +12 -0
  176. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_pars_vertex.glsl +13 -0
  177. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_vertex.glsl +20 -0
  178. data/lib/mittsu/renderers/shaders/shader_chunk/normalmap_pars_fragment.glsl +27 -0
  179. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_fragment.glsl +217 -0
  180. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_fragment.glsl +19 -0
  181. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_vertex.glsl +6 -0
  182. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_vertex.glsl +9 -0
  183. data/lib/mittsu/renderers/shaders/shader_chunk/skinbase_vertex.glsl +8 -0
  184. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_pars_vertex.glsl +47 -0
  185. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_vertex.glsl +20 -0
  186. data/lib/mittsu/renderers/shaders/shader_chunk/skinnormal_vertex.glsl +20 -0
  187. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_fragment.glsl +12 -0
  188. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_pars_fragment.glsl +5 -0
  189. data/lib/mittsu/renderers/shaders/shader_chunk/worldpos_vertex.glsl +17 -0
  190. data/lib/mittsu/renderers/shaders/shader_lib.rb +420 -0
  191. data/lib/mittsu/renderers/shaders/uniforms_lib.rb +107 -0
  192. data/lib/mittsu/renderers/shaders/uniforms_utils.rb +31 -0
  193. data/lib/mittsu/scenes.rb +1 -0
  194. data/lib/mittsu/scenes/scene.rb +27 -0
  195. data/lib/mittsu/textures.rb +5 -0
  196. data/lib/mittsu/textures/compressed_texture.rb +30 -0
  197. data/lib/mittsu/textures/cube_texture.rb +19 -0
  198. data/lib/mittsu/textures/data_texture.rb +17 -0
  199. data/lib/mittsu/textures/texture.rb +92 -0
  200. data/lib/mittsu/textures/video_texture.rb +17 -0
  201. data/lib/mittsu/version.rb +4 -0
  202. data/mittsu.gemspec +31 -0
  203. metadata +357 -0
@@ -0,0 +1,243 @@
1
+ #ifndef FLAT_SHADED
2
+
3
+ vec3 normal = normalize( vNormal );
4
+
5
+ #ifdef DOUBLE_SIDED
6
+
7
+ normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );
8
+
9
+ #endif
10
+
11
+ #else
12
+
13
+ vec3 fdx = dFdx( vViewPosition );
14
+ vec3 fdy = dFdy( vViewPosition );
15
+ vec3 normal = normalize( cross( fdx, fdy ) );
16
+
17
+ #endif
18
+
19
+ vec3 viewPosition = normalize( vViewPosition );
20
+
21
+ #ifdef USE_NORMALMAP
22
+
23
+ normal = perturbNormal2Arb( -vViewPosition, normal );
24
+
25
+ #elif defined( USE_BUMPMAP )
26
+
27
+ normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );
28
+
29
+ #endif
30
+
31
+ vec3 totalDiffuseLight = vec3( 0.0 );
32
+ vec3 totalSpecularLight = vec3( 0.0 );
33
+
34
+ #if MAX_POINT_LIGHTS > 0
35
+
36
+ for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {
37
+
38
+ vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );
39
+ vec3 lVector = lPosition.xyz + vViewPosition.xyz;
40
+
41
+ float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );
42
+
43
+ lVector = normalize( lVector );
44
+
45
+ // diffuse
46
+
47
+ float dotProduct = dot( normal, lVector );
48
+
49
+ #ifdef WRAP_AROUND
50
+
51
+ float pointDiffuseWeightFull = max( dotProduct, 0.0 );
52
+ float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
53
+
54
+ vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );
55
+
56
+ #else
57
+
58
+ float pointDiffuseWeight = max( dotProduct, 0.0 );
59
+
60
+ #endif
61
+
62
+ totalDiffuseLight += pointLightColor[ i ] * pointDiffuseWeight * attenuation;
63
+
64
+ // specular
65
+
66
+ vec3 pointHalfVector = normalize( lVector + viewPosition );
67
+ float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );
68
+ float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );
69
+
70
+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
71
+
72
+ vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );
73
+ totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * attenuation * specularNormalization;
74
+
75
+ }
76
+
77
+ #endif
78
+
79
+ #if MAX_SPOT_LIGHTS > 0
80
+
81
+ for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {
82
+
83
+ vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );
84
+ vec3 lVector = lPosition.xyz + vViewPosition.xyz;
85
+
86
+ float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );
87
+
88
+ lVector = normalize( lVector );
89
+
90
+ float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );
91
+
92
+ if ( spotEffect > spotLightAngleCos[ i ] ) {
93
+
94
+ spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );
95
+
96
+ // diffuse
97
+
98
+ float dotProduct = dot( normal, lVector );
99
+
100
+ #ifdef WRAP_AROUND
101
+
102
+ float spotDiffuseWeightFull = max( dotProduct, 0.0 );
103
+ float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
104
+
105
+ vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );
106
+
107
+ #else
108
+
109
+ float spotDiffuseWeight = max( dotProduct, 0.0 );
110
+
111
+ #endif
112
+
113
+ totalDiffuseLight += spotLightColor[ i ] * spotDiffuseWeight * attenuation * spotEffect;
114
+
115
+ // specular
116
+
117
+ vec3 spotHalfVector = normalize( lVector + viewPosition );
118
+ float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );
119
+ float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );
120
+
121
+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
122
+
123
+ vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );
124
+ totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * attenuation * specularNormalization * spotEffect;
125
+
126
+ }
127
+
128
+ }
129
+
130
+ #endif
131
+
132
+ #if MAX_DIR_LIGHTS > 0
133
+
134
+ for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {
135
+
136
+ vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );
137
+
138
+ // diffuse
139
+
140
+ float dotProduct = dot( normal, dirVector );
141
+
142
+ #ifdef WRAP_AROUND
143
+
144
+ float dirDiffuseWeightFull = max( dotProduct, 0.0 );
145
+ float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );
146
+
147
+ vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );
148
+
149
+ #else
150
+
151
+ float dirDiffuseWeight = max( dotProduct, 0.0 );
152
+
153
+ #endif
154
+
155
+ totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;
156
+
157
+ // specular
158
+
159
+ vec3 dirHalfVector = normalize( dirVector + viewPosition );
160
+ float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );
161
+ float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );
162
+
163
+ /*
164
+ // fresnel term from skin shader
165
+ const float F0 = 0.128;
166
+
167
+ float base = 1.0 - dot( viewPosition, dirHalfVector );
168
+ float exponential = pow( base, 5.0 );
169
+
170
+ float fresnel = exponential + F0 * ( 1.0 - exponential );
171
+ */
172
+
173
+ /*
174
+ // fresnel term from fresnel shader
175
+ const float mFresnelBias = 0.08;
176
+ const float mFresnelScale = 0.3;
177
+ const float mFresnelPower = 5.0;
178
+
179
+ float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );
180
+ */
181
+
182
+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
183
+
184
+ // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;
185
+
186
+ vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );
187
+ totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;
188
+
189
+
190
+ }
191
+
192
+ #endif
193
+
194
+ #if MAX_HEMI_LIGHTS > 0
195
+
196
+ for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {
197
+
198
+ vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );
199
+
200
+ // diffuse
201
+
202
+ float dotProduct = dot( normal, lVector );
203
+ float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
204
+
205
+ vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
206
+
207
+ totalDiffuseLight += hemiColor;
208
+
209
+ // specular (sky light)
210
+
211
+ vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );
212
+ float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;
213
+ float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );
214
+
215
+ // specular (ground light)
216
+
217
+ vec3 lVectorGround = -lVector;
218
+
219
+ vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );
220
+ float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;
221
+ float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );
222
+
223
+ float dotProductGround = dot( normal, lVectorGround );
224
+
225
+ float specularNormalization = ( shininess + 2.0 ) / 8.0;
226
+
227
+ vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );
228
+ vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );
229
+ totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );
230
+
231
+ }
232
+
233
+ #endif
234
+
235
+ #ifdef METAL
236
+
237
+ outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive;
238
+
239
+ #else
240
+
241
+ outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight + emissive;
242
+
243
+ #endif
@@ -0,0 +1,58 @@
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
+
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