mittsu 0.4.0 → 0.5.0

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Files changed (154) hide show
  1. checksums.yaml +4 -4
  2. data/.github/workflows/build-workflow.yml +5 -44
  3. data/Gemfile +0 -4
  4. data/README.md +16 -130
  5. data/bin/console +0 -4
  6. data/lib/mittsu/cameras/cube_camera.rb +1 -1
  7. data/lib/mittsu/core/geometry.rb +3 -3
  8. data/lib/mittsu/core/object_3d.rb +29 -47
  9. data/lib/mittsu/core/uniform.rb +23 -0
  10. data/lib/mittsu/core.rb +1 -0
  11. data/lib/mittsu/loaders/obj_loader.rb +11 -5
  12. data/lib/mittsu/loaders/stl_loader.rb +186 -0
  13. data/lib/mittsu/loaders.rb +1 -0
  14. data/lib/mittsu/math/box3.rb +4 -4
  15. data/lib/mittsu/objects/line.rb +1 -3
  16. data/lib/mittsu/objects/mesh.rb +9 -12
  17. data/lib/mittsu/objects/point_cloud.rb +3 -3
  18. data/lib/mittsu/textures/render_target.rb +93 -0
  19. data/lib/mittsu/textures/render_target_cube.rb +8 -0
  20. data/lib/mittsu/textures/texture.rb +1 -1
  21. data/lib/mittsu/textures.rb +2 -0
  22. data/lib/mittsu/version.rb +1 -1
  23. data/lib/mittsu.rb +0 -1
  24. data/mittsu.gemspec +8 -12
  25. metadata +33 -204
  26. data/install-glfw.ps1 +0 -13
  27. data/lib/mittsu/renderers/generic_lib.rb +0 -122
  28. data/lib/mittsu/renderers/glfw_lib.rb +0 -62
  29. data/lib/mittsu/renderers/glfw_window.rb +0 -233
  30. data/lib/mittsu/renderers/opengl/core/buffer_geometry.rb +0 -11
  31. data/lib/mittsu/renderers/opengl/core/geometry.rb +0 -346
  32. data/lib/mittsu/renderers/opengl/core/object_3d.rb +0 -134
  33. data/lib/mittsu/renderers/opengl/lights/ambient_light.rb +0 -26
  34. data/lib/mittsu/renderers/opengl/lights/directional_light.rb +0 -35
  35. data/lib/mittsu/renderers/opengl/lights/hemisphere_light.rb +0 -39
  36. data/lib/mittsu/renderers/opengl/lights/light.rb +0 -55
  37. data/lib/mittsu/renderers/opengl/lights/point_light.rb +0 -36
  38. data/lib/mittsu/renderers/opengl/lights/spot_light.rb +0 -47
  39. data/lib/mittsu/renderers/opengl/materials/line_basic_material.rb +0 -16
  40. data/lib/mittsu/renderers/opengl/materials/material.rb +0 -274
  41. data/lib/mittsu/renderers/opengl/materials/mesh_basic_material.rb +0 -21
  42. data/lib/mittsu/renderers/opengl/materials/mesh_lambert_material.rb +0 -33
  43. data/lib/mittsu/renderers/opengl/materials/mesh_phong_material.rb +0 -44
  44. data/lib/mittsu/renderers/opengl/materials/opengl_material_basics.rb +0 -57
  45. data/lib/mittsu/renderers/opengl/materials/point_cloud_material.rb +0 -27
  46. data/lib/mittsu/renderers/opengl/materials/shader_material.rb +0 -11
  47. data/lib/mittsu/renderers/opengl/objects/group.rb +0 -9
  48. data/lib/mittsu/renderers/opengl/objects/line.rb +0 -45
  49. data/lib/mittsu/renderers/opengl/objects/mesh.rb +0 -70
  50. data/lib/mittsu/renderers/opengl/objects/point_cloud.rb +0 -39
  51. data/lib/mittsu/renderers/opengl/objects/sprite.rb +0 -12
  52. data/lib/mittsu/renderers/opengl/opengl_buffer.rb +0 -13
  53. data/lib/mittsu/renderers/opengl/opengl_debug.rb +0 -81
  54. data/lib/mittsu/renderers/opengl/opengl_default_target.rb +0 -50
  55. data/lib/mittsu/renderers/opengl/opengl_geometry_group.rb +0 -758
  56. data/lib/mittsu/renderers/opengl/opengl_geometry_like.rb +0 -132
  57. data/lib/mittsu/renderers/opengl/opengl_helper.rb +0 -161
  58. data/lib/mittsu/renderers/opengl/opengl_implementations.rb +0 -37
  59. data/lib/mittsu/renderers/opengl/opengl_lib.rb +0 -19
  60. data/lib/mittsu/renderers/opengl/opengl_light_renderer.rb +0 -43
  61. data/lib/mittsu/renderers/opengl/opengl_mittsu_params.rb +0 -53
  62. data/lib/mittsu/renderers/opengl/opengl_program.rb +0 -250
  63. data/lib/mittsu/renderers/opengl/opengl_shader.rb +0 -58
  64. data/lib/mittsu/renderers/opengl/opengl_state.rb +0 -205
  65. data/lib/mittsu/renderers/opengl/plugins/shadow_map_plugin.rb +0 -417
  66. data/lib/mittsu/renderers/opengl/plugins/sprite_fragment.glsl +0 -38
  67. data/lib/mittsu/renderers/opengl/plugins/sprite_plugin.rb +0 -250
  68. data/lib/mittsu/renderers/opengl/plugins/sprite_vertex.glsl +0 -31
  69. data/lib/mittsu/renderers/opengl/scenes/scene.rb +0 -9
  70. data/lib/mittsu/renderers/opengl/textures/compressed_texture.rb +0 -20
  71. data/lib/mittsu/renderers/opengl/textures/cube_texture.rb +0 -77
  72. data/lib/mittsu/renderers/opengl/textures/data_texture.rb +0 -21
  73. data/lib/mittsu/renderers/opengl/textures/texture.rb +0 -107
  74. data/lib/mittsu/renderers/opengl_render_target.rb +0 -201
  75. data/lib/mittsu/renderers/opengl_renderer.rb +0 -1028
  76. data/lib/mittsu/renderers/shaders/rbsl_loader.rb +0 -166
  77. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_fragment.glsl +0 -5
  78. data/lib/mittsu/renderers/shaders/shader_chunk/alphamap_pars_fragment.glsl +0 -5
  79. data/lib/mittsu/renderers/shaders/shader_chunk/alphatest_fragment.glsl +0 -5
  80. data/lib/mittsu/renderers/shaders/shader_chunk/bumpmap_pars_fragment.glsl +0 -40
  81. data/lib/mittsu/renderers/shaders/shader_chunk/color_fragment.glsl +0 -5
  82. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_fragment.glsl +0 -5
  83. data/lib/mittsu/renderers/shaders/shader_chunk/color_pars_vertex.glsl +0 -5
  84. data/lib/mittsu/renderers/shaders/shader_chunk/color_vertex.glsl +0 -5
  85. data/lib/mittsu/renderers/shaders/shader_chunk/common.glsl +0 -60
  86. data/lib/mittsu/renderers/shaders/shader_chunk/default_vertex.glsl +0 -15
  87. data/lib/mittsu/renderers/shaders/shader_chunk/defaultnormal_vertex.glsl +0 -21
  88. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_fragment.glsl +0 -62
  89. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_fragment.glsl +0 -21
  90. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_pars_vertex.glsl +0 -7
  91. data/lib/mittsu/renderers/shaders/shader_chunk/envmap_vertex.glsl +0 -17
  92. data/lib/mittsu/renderers/shaders/shader_chunk/fog_fragment.glsl +0 -26
  93. data/lib/mittsu/renderers/shaders/shader_chunk/fog_pars_fragment.glsl +0 -15
  94. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_fragment.glsl +0 -5
  95. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_fragment.glsl +0 -6
  96. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_pars_vertex.glsl +0 -5
  97. data/lib/mittsu/renderers/shaders/shader_chunk/lightmap_vertex.glsl +0 -5
  98. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_pars_vertex.glsl +0 -43
  99. data/lib/mittsu/renderers/shaders/shader_chunk/lights_lambert_vertex.glsl +0 -196
  100. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_fragment.glsl +0 -243
  101. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_fragment.glsl +0 -58
  102. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_pars_vertex.glsl +0 -5
  103. data/lib/mittsu/renderers/shaders/shader_chunk/lights_phong_vertex.glsl +0 -5
  104. data/lib/mittsu/renderers/shaders/shader_chunk/linear_to_gamma_fragment.glsl +0 -2
  105. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_fragment.glsl +0 -5
  106. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_fragment.glsl +0 -12
  107. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_pars_vertex.glsl +0 -11
  108. data/lib/mittsu/renderers/shaders/shader_chunk/logdepthbuf_vertex.glsl +0 -15
  109. data/lib/mittsu/renderers/shaders/shader_chunk/map_fragment.glsl +0 -9
  110. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_fragment.glsl +0 -11
  111. data/lib/mittsu/renderers/shaders/shader_chunk/map_pars_vertex.glsl +0 -6
  112. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_fragment.glsl +0 -5
  113. data/lib/mittsu/renderers/shaders/shader_chunk/map_particle_pars_fragment.glsl +0 -6
  114. data/lib/mittsu/renderers/shaders/shader_chunk/map_vertex.glsl +0 -5
  115. data/lib/mittsu/renderers/shaders/shader_chunk/morphnormal_vertex.glsl +0 -12
  116. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_pars_vertex.glsl +0 -13
  117. data/lib/mittsu/renderers/shaders/shader_chunk/morphtarget_vertex.glsl +0 -20
  118. data/lib/mittsu/renderers/shaders/shader_chunk/normalmap_pars_fragment.glsl +0 -27
  119. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_fragment.glsl +0 -216
  120. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_fragment.glsl +0 -19
  121. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_pars_vertex.glsl +0 -6
  122. data/lib/mittsu/renderers/shaders/shader_chunk/shadowmap_vertex.glsl +0 -9
  123. data/lib/mittsu/renderers/shaders/shader_chunk/skinbase_vertex.glsl +0 -8
  124. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_pars_vertex.glsl +0 -47
  125. data/lib/mittsu/renderers/shaders/shader_chunk/skinning_vertex.glsl +0 -20
  126. data/lib/mittsu/renderers/shaders/shader_chunk/skinnormal_vertex.glsl +0 -20
  127. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_fragment.glsl +0 -12
  128. data/lib/mittsu/renderers/shaders/shader_chunk/specularmap_pars_fragment.glsl +0 -5
  129. data/lib/mittsu/renderers/shaders/shader_chunk/worldpos_vertex.glsl +0 -17
  130. data/lib/mittsu/renderers/shaders/shader_chunk.rb +0 -9
  131. data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_fragment.rbsl +0 -37
  132. data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_uniforms.rbslu +0 -3
  133. data/lib/mittsu/renderers/shaders/shader_lib/basic/basic_vertex.rbsl +0 -33
  134. data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_fragment.rbsl +0 -12
  135. data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_uniforms.rbslu +0 -2
  136. data/lib/mittsu/renderers/shaders/shader_lib/cube/cube_vertex.rbsl +0 -12
  137. data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_fragment.rbsl +0 -26
  138. data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_uniforms.rbslu +0 -0
  139. data/lib/mittsu/renderers/shaders/shader_lib/depth_rgba/depth_rgba_vertex.rbsl +0 -12
  140. data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_fragment.rbsl +0 -56
  141. data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_uniforms.rbslu +0 -7
  142. data/lib/mittsu/renderers/shaders/shader_lib/lambert/lambert_vertex.rbsl +0 -37
  143. data/lib/mittsu/renderers/shaders/shader_lib/particle_basic/particle_basic_fragment.rbsl +0 -27
  144. data/lib/mittsu/renderers/shaders/shader_lib/particle_basic/particle_basic_uniforms.rbslu +0 -2
  145. data/lib/mittsu/renderers/shaders/shader_lib/particle_basic/particle_basic_vertex.rbsl +0 -25
  146. data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_fragment.rbsl +0 -45
  147. data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_uniforms.rbslu +0 -11
  148. data/lib/mittsu/renderers/shaders/shader_lib/phong/phong_vertex.rbsl +0 -43
  149. data/lib/mittsu/renderers/shaders/shader_lib.rb +0 -43
  150. data/lib/mittsu/renderers/shaders/shader_templates/fragment.glsl.erb +0 -105
  151. data/lib/mittsu/renderers/shaders/shader_templates/vertex.glsl.erb +0 -143
  152. data/lib/mittsu/renderers/shaders/uniforms_lib.rb +0 -106
  153. data/lib/mittsu/renderers/shaders/uniforms_utils.rb +0 -31
  154. data/lib/mittsu/renderers.rb +0 -1
@@ -1,196 +0,0 @@
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- vLightFront = vec3( 0.0 );
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-
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- #ifdef DOUBLE_SIDED
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-
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- vLightBack = vec3( 0.0 );
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-
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- #endif
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-
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- transformedNormal = normalize( transformedNormal );
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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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- float dotProduct = dot( transformedNormal, dirVector );
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- vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );
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-
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- #ifdef DOUBLE_SIDED
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-
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- vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
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-
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- #ifdef WRAP_AROUND
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-
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- vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
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-
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- #endif
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-
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- #endif
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-
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- #ifdef WRAP_AROUND
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-
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- vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
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- directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );
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-
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- #ifdef DOUBLE_SIDED
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-
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- directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );
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-
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- #endif
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-
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- #endif
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-
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- vLightFront += directionalLightColor[ i ] * directionalLightWeighting;
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-
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- #ifdef DOUBLE_SIDED
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-
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- vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;
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-
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- #endif
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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_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 - mvPosition.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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- float dotProduct = dot( transformedNormal, lVector );
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-
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- vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );
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-
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- #ifdef DOUBLE_SIDED
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-
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- vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
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-
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- #ifdef WRAP_AROUND
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-
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- vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
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-
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- #endif
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-
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- #endif
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-
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- #ifdef WRAP_AROUND
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-
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- vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
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- pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );
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-
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- #ifdef DOUBLE_SIDED
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-
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- pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );
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-
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- #endif
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-
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- #endif
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-
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- vLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;
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-
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- #ifdef DOUBLE_SIDED
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-
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- vLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;
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-
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- #endif
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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 - mvPosition.xyz;
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-
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- float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );
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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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- 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 dotProduct = dot( transformedNormal, lVector );
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- vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );
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-
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- #ifdef DOUBLE_SIDED
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-
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- vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );
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-
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- #ifdef WRAP_AROUND
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-
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- vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );
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-
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- #endif
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-
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- #endif
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-
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- #ifdef WRAP_AROUND
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-
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- vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );
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- spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );
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-
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- #ifdef DOUBLE_SIDED
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-
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- spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );
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-
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- #endif
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-
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- #endif
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-
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- vLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;
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-
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- #ifdef DOUBLE_SIDED
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-
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- vLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;
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-
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- #endif
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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_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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- float dotProduct = dot( transformedNormal, lVector );
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-
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- float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;
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- float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;
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-
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- vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );
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-
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- #ifdef DOUBLE_SIDED
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-
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- vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );
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-
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- #endif
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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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- vLightFront += ambientLightColor;
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-
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- #ifdef DOUBLE_SIDED
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-
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- vLightBack += ambientLightColor;
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-
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- #endif
@@ -1,243 +0,0 @@
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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 );
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
@@ -1,58 +0,0 @@
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
@@ -1,5 +0,0 @@
1
- #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
2
-
3
- out vec3 vWorldPosition;
4
-
5
- #endif
@@ -1,5 +0,0 @@
1
- #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
2
-
3
- vWorldPosition = worldPosition.xyz;
4
-
5
- #endif
@@ -1,2 +0,0 @@
1
-
2
- outgoingLight = linearToOutput( outgoingLight );
@@ -1,5 +0,0 @@
1
- #if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)
2
-
3
- gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;
4
-
5
- #endif
@@ -1,12 +0,0 @@
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
@@ -1,11 +0,0 @@
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
@@ -1,15 +0,0 @@
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
@@ -1,9 +0,0 @@
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
@@ -1,11 +0,0 @@
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
@@ -1,6 +0,0 @@
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
@@ -1,5 +0,0 @@
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
@@ -1,6 +0,0 @@
1
- #ifdef USE_MAP
2
-
3
- uniform vec4 offsetRepeat;
4
- uniform sampler2D map;
5
-
6
- #endif
@@ -1,5 +0,0 @@
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
@@ -1,12 +0,0 @@
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
@@ -1,13 +0,0 @@
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
@@ -1,20 +0,0 @@
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
@@ -1,27 +0,0 @@
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