// 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" ) };