content/hifi-content/dave/walk-tools/walkTools/libraries/three.js/renderers/shaders/ShaderLib.js
2022-02-13 22:49:05 +01:00

815 lines
20 KiB
JavaScript

/**
* Webgl Shader Library for three.js
*
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
* @author mikael emtinger / http://gomo.se/
*/
THREE.ShaderLib = {
'basic': {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "fog" ],
THREE.UniformsLib[ "shadowmap" ]
] ),
vertexShader: [
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "map_pars_vertex" ],
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
THREE.ShaderChunk[ "envmap_pars_vertex" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "map_vertex" ],
THREE.ShaderChunk[ "lightmap_vertex" ],
THREE.ShaderChunk[ "color_vertex" ],
THREE.ShaderChunk[ "skinbase_vertex" ],
" #ifdef USE_ENVMAP",
THREE.ShaderChunk[ "morphnormal_vertex" ],
THREE.ShaderChunk[ "skinnormal_vertex" ],
THREE.ShaderChunk[ "defaultnormal_vertex" ],
" #endif",
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "envmap_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"uniform vec3 diffuse;",
"uniform float opacity;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "map_pars_fragment" ],
THREE.ShaderChunk[ "alphamap_pars_fragment" ],
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "specularmap_pars_fragment" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
" vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
" vec4 diffuseColor = vec4( diffuse, opacity );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "alphamap_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "specularmap_fragment" ],
" outgoingLight = diffuseColor.rgb;", // simple shader
THREE.ShaderChunk[ "lightmap_fragment" ], // TODO: Light map on an otherwise unlit surface doesn't make sense.
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
"}"
].join("\n")
},
'lambert': {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "fog" ],
THREE.UniformsLib[ "lights" ],
THREE.UniformsLib[ "shadowmap" ],
{
"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
}
] ),
vertexShader: [
"#define LAMBERT",
"varying vec3 vLightFront;",
"#ifdef DOUBLE_SIDED",
" varying vec3 vLightBack;",
"#endif",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "map_pars_vertex" ],
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
THREE.ShaderChunk[ "envmap_pars_vertex" ],
THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "map_vertex" ],
THREE.ShaderChunk[ "lightmap_vertex" ],
THREE.ShaderChunk[ "color_vertex" ],
THREE.ShaderChunk[ "morphnormal_vertex" ],
THREE.ShaderChunk[ "skinbase_vertex" ],
THREE.ShaderChunk[ "skinnormal_vertex" ],
THREE.ShaderChunk[ "defaultnormal_vertex" ],
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "envmap_vertex" ],
THREE.ShaderChunk[ "lights_lambert_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"uniform vec3 diffuse;",
"uniform vec3 emissive;",
"uniform float opacity;",
"varying vec3 vLightFront;",
"#ifdef DOUBLE_SIDED",
" varying vec3 vLightBack;",
"#endif",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "map_pars_fragment" ],
THREE.ShaderChunk[ "alphamap_pars_fragment" ],
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "specularmap_pars_fragment" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
" vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
" vec4 diffuseColor = vec4( diffuse, opacity );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "alphamap_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "specularmap_fragment" ],
" #ifdef DOUBLE_SIDED",
//"float isFront = float( gl_FrontFacing );",
//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
" if ( gl_FrontFacing )",
" outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
" else",
" outgoingLight += diffuseColor.rgb * vLightBack + emissive;",
" #else",
" outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
" #endif",
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
"}"
].join("\n")
},
'phong': {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "bump" ],
THREE.UniformsLib[ "normalmap" ],
THREE.UniformsLib[ "fog" ],
THREE.UniformsLib[ "lights" ],
THREE.UniformsLib[ "shadowmap" ],
{
"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
"shininess": { type: "f", value: 30 },
"wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
}
] ),
vertexShader: [
"#define PHONG",
"varying vec3 vViewPosition;",
"#ifndef FLAT_SHADED",
" varying vec3 vNormal;",
"#endif",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "map_pars_vertex" ],
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
THREE.ShaderChunk[ "envmap_pars_vertex" ],
THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "map_vertex" ],
THREE.ShaderChunk[ "lightmap_vertex" ],
THREE.ShaderChunk[ "color_vertex" ],
THREE.ShaderChunk[ "morphnormal_vertex" ],
THREE.ShaderChunk[ "skinbase_vertex" ],
THREE.ShaderChunk[ "skinnormal_vertex" ],
THREE.ShaderChunk[ "defaultnormal_vertex" ],
"#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
" vNormal = normalize( transformedNormal );",
"#endif",
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
" vViewPosition = -mvPosition.xyz;",
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "envmap_vertex" ],
THREE.ShaderChunk[ "lights_phong_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"#define PHONG",
"uniform vec3 diffuse;",
"uniform vec3 emissive;",
"uniform vec3 specular;",
"uniform float shininess;",
"uniform float opacity;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "map_pars_fragment" ],
THREE.ShaderChunk[ "alphamap_pars_fragment" ],
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
THREE.ShaderChunk[ "normalmap_pars_fragment" ],
THREE.ShaderChunk[ "specularmap_pars_fragment" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
" vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
" vec4 diffuseColor = vec4( diffuse, opacity );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "alphamap_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "specularmap_fragment" ],
THREE.ShaderChunk[ "lights_phong_fragment" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
"}"
].join("\n")
},
'particle_basic': {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "particle" ],
THREE.UniformsLib[ "shadowmap" ]
] ),
vertexShader: [
"uniform float size;",
"uniform float scale;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "color_vertex" ],
" vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
" #ifdef USE_SIZEATTENUATION",
" gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
" #else",
" gl_PointSize = size;",
" #endif",
" gl_Position = projectionMatrix * mvPosition;",
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"uniform vec3 psColor;",
"uniform float opacity;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "map_particle_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
" vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
" vec4 diffuseColor = vec4( psColor, opacity );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "map_particle_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
" outgoingLight = diffuseColor.rgb;", // simple shader
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
"}"
].join("\n")
},
'dashed': {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "fog" ],
{
"scale" : { type: "f", value: 1 },
"dashSize" : { type: "f", value: 1 },
"totalSize": { type: "f", value: 2 }
}
] ),
vertexShader: [
"uniform float scale;",
"attribute float lineDistance;",
"varying float vLineDistance;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "color_vertex" ],
" vLineDistance = scale * lineDistance;",
" vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
" gl_Position = projectionMatrix * mvPosition;",
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"uniform vec3 diffuse;",
"uniform float opacity;",
"uniform float dashSize;",
"uniform float totalSize;",
"varying float vLineDistance;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
" if ( mod( vLineDistance, totalSize ) > dashSize ) {",
" discard;",
" }",
" vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
" vec4 diffuseColor = vec4( diffuse, opacity );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
" outgoingLight = diffuseColor.rgb;", // simple shader
THREE.ShaderChunk[ "fog_fragment" ],
" gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
"}"
].join("\n")
},
'depth': {
uniforms: {
"mNear": { type: "f", value: 1.0 },
"mFar" : { type: "f", value: 2000.0 },
"opacity" : { type: "f", value: 1.0 }
},
vertexShader: [
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"uniform float mNear;",
"uniform float mFar;",
"uniform float opacity;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
" #ifdef USE_LOGDEPTHBUF_EXT",
" float depth = gl_FragDepthEXT / gl_FragCoord.w;",
" #else",
" float depth = gl_FragCoord.z / gl_FragCoord.w;",
" #endif",
" float color = 1.0 - smoothstep( mNear, mFar, depth );",
" gl_FragColor = vec4( vec3( color ), opacity );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
"}"
].join("\n")
},
'normal': {
uniforms: {
"opacity" : { type: "f", value: 1.0 }
},
vertexShader: [
"varying vec3 vNormal;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
" vNormal = normalize( normalMatrix * normal );",
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"varying vec3 vNormal;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
" gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Cube map shader
------------------------------------------------------------------------- */
'cube': {
uniforms: { "tCube": { type: "t", value: null },
"tFlip": { type: "f", value: - 1 } },
vertexShader: [
"varying vec3 vWorldPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
" vWorldPosition = transformDirection( position, modelMatrix );",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"uniform samplerCube tCube;",
"uniform float tFlip;",
"varying vec3 vWorldPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
" gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
"}"
].join("\n")
},
/* -------------------------------------------------------------------------
// Cube map shader
------------------------------------------------------------------------- */
'equirect': {
uniforms: { "tEquirect": { type: "t", value: null },
"tFlip": { type: "f", value: - 1 } },
vertexShader: [
"varying vec3 vWorldPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
" vWorldPosition = transformDirection( position, modelMatrix );",
" gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"uniform sampler2D tEquirect;",
"uniform float tFlip;",
"varying vec3 vWorldPosition;",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"void main() {",
// " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
"vec3 direction = normalize( vWorldPosition );",
"vec2 sampleUV;",
"sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
"sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
"gl_FragColor = texture2D( tEquirect, sampleUV );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
"}"
].join("\n")
},
/* Depth encoding into RGBA texture
*
* based on SpiderGL shadow map example
* http://spidergl.org/example.php?id=6
*
* originally from
* http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
*
* see also
* http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
*/
'depthRGBA': {
uniforms: {},
vertexShader: [
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "skinbase_vertex" ],
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
"}"
].join("\n"),
fragmentShader: [
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
"vec4 pack_depth( const in float depth ) {",
" const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
" const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
" vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
" res -= res.xxyz * bit_mask;",
" return res;",
"}",
"void main() {",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
" #ifdef USE_LOGDEPTHBUF_EXT",
" gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
" #else",
" gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
" #endif",
//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
//"gl_FragData[ 0 ] = pack_depth( z );",
//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
"}"
].join("\n")
}
};