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- /**
- * Copyright (c) 2017-2023 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- *
- * adapted from three.js (https://github.com/mrdoob/three.js/)
- * which under the MIT License, Copyright © 2010-2021 three.js authors
- */
- export const apply_light_color = `
- #ifdef dIgnoreLight
- #ifdef bumpEnabled
- if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {
- material.rgb += fbm(vModelPosition * uBumpFrequency) * (uBumpAmplitude * bumpiness) / uBumpFrequency;
- material.rgb -= bumpiness / (2.0 * uBumpFrequency);
- }
- #endif
- gl_FragColor = material;
- #else
- #ifdef bumpEnabled
- if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {
- normal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);
- }
- #endif
- vec4 color = material;
- ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
- PhysicalMaterial physicalMaterial;
- physicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);
- #ifdef enabledFragDepth
- physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);
- #else
- vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));
- float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);
- physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);
- #endif
- physicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);
- physicalMaterial.specularF90 = 1.0;
- GeometricContext geometry;
- geometry.position = -vViewPosition;
- geometry.normal = normal;
- geometry.viewDir = normalize(vViewPosition);
- IncidentLight directLight;
- #pragma unroll_loop_start
- for (int i = 0; i < dLightCount; ++i) {
- directLight.direction = uLightDirection[i];
- directLight.color = uLightColor[i] * PI; // * PI for punctual light
- RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);
- }
- #pragma unroll_loop_end
- vec3 irradiance = uAmbientColor * PI; // * PI for punctual light
- RE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);
- // indirect specular only metals
- vec3 radiance = uAmbientColor * metalness;
- vec3 iblIrradiance = uAmbientColor * metalness;
- vec3 clearcoatRadiance = vec3(0.0);
- RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);
- vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;
- outgoingLight = clamp(outgoingLight, 0.01, 0.99); // prevents black artifacts on specular highlight with transparent background
- gl_FragColor = vec4(outgoingLight, color.a);
- #endif
- #if defined(dXrayShaded_on)
- gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);
- #elif defined(dXrayShaded_inverted)
- gl_FragColor.a *= pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);
- #endif
- gl_FragColor.rgb *= uExposure;
- `;
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