THREEx.CelShader.js | |
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define namespaces | var THREEx = THREEx || {};
THREEx.ShaderLib = THREEx.ShaderLib || {};
THREEx.UniformsLib = THREEx.UniformsLib || {}; |
cel shader from ro.me - http://www.ro.me/tech/cel-shader - Apache License 2.0 | THREEx.UniformsLib['cel'] = {
"uDirLightPos" : { type: "v3", value: new THREE.Vector3(1,0,0) },
"uDirLightColor" : { type: "c" , value: new THREE.Color( 0xeeeeee ) },
"uAmbientLightColor" : { type: "c" , value: new THREE.Color( 0x050505 ) },
"uBaseColor" : { type: "c" , value: new THREE.Color( 0xff0000 ) }
};
THREEx.ShaderLib['cel'] = {
vertexShader: [
"varying vec3 vNormal;",
"varying vec3 vRefract;",
"void main() {",
"vec4 mPosition = objectMatrix * vec4( position, 1.0 );",
"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"vec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );",
"vNormal = normalize( normalMatrix * normal );",
"vec3 I = mPosition.xyz - cameraPosition;",
"vRefract = refract( normalize( I ), nWorld, 1.02 );",
"gl_Position = projectionMatrix * mvPosition;",
"}"
].join( "\n" ),
fragmentShader: [
"uniform vec3 uBaseColor;",
"uniform vec3 uDirLightPos;",
"uniform vec3 uDirLightColor;",
"uniform vec3 uAmbientLightColor;",
"varying vec3 vNormal;",
"varying vec3 vRefract;",
"void main() {",
"float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);",
"vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;",
"float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );",
"intensity += length(lightWeighting) * 0.2;",
"float cameraWeighting = dot( normalize( vNormal ), vRefract );",
"intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );",
"intensity = intensity * 0.2 + 0.3;",
"if ( intensity < 0.50 ) {",
"gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );",
"} else {",
"gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );",
"}",
"}"
].join( "\n" )
};
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