100 lines
3.0 KiB
JavaScript
100 lines
3.0 KiB
JavaScript
import { ShaderChunk, UniformsUtils, ShaderLib, Color } from "three";
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let _SubsurfaceScatteringShader;
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function get() {
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if (_SubsurfaceScatteringShader)
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return _SubsurfaceScatteringShader;
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const meshphong_frag_head = ShaderChunk["meshphong_frag"].slice(
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0,
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ShaderChunk["meshphong_frag"].indexOf("void main() {")
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);
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const meshphong_frag_body = ShaderChunk["meshphong_frag"].slice(
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ShaderChunk["meshphong_frag"].indexOf("void main() {")
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);
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_SubsurfaceScatteringShader = {
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uniforms: UniformsUtils.merge([
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ShaderLib["phong"].uniforms,
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{
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thicknessMap: { value: null },
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thicknessColor: { value: new Color(16777215) },
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thicknessDistortion: { value: 0.1 },
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thicknessAmbient: { value: 0 },
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thicknessAttenuation: { value: 0.1 },
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thicknessPower: { value: 2 },
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thicknessScale: { value: 10 }
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}
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]),
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vertexShader: (
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/* glsl */
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`
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#define USE_UV
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${ShaderChunk["meshphong_vert"]}
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`
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),
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fragmentShader: (
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/* glsl */
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`
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#define USE_UV',
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#define SUBSURFACE',
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${meshphong_frag_head}
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uniform sampler2D thicknessMap;
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uniform float thicknessPower;
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uniform float thicknessScale;
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uniform float thicknessDistortion;
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uniform float thicknessAmbient;
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uniform float thicknessAttenuation;
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uniform vec3 thicknessColor;
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void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {
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vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;
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vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));
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float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
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vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
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reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;
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}
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${meshphong_frag_body.replace(
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"#include <lights_fragment_begin>",
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ShaderChunk["lights_fragment_begin"].replace(
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/RE_Direct\( directLight, geometry, material, reflectedLight \);/g,
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/* glsl */
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`
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RE_Direct( directLight, geometry, material, reflectedLight );
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#if defined( SUBSURFACE ) && defined( USE_UV )
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RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);
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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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};
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return _SubsurfaceScatteringShader;
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}
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const SubsurfaceScatteringShader = {
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get uniforms() {
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return get().uniforms;
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},
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set uniforms(value) {
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get().uniforms = value;
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},
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get vertexShader() {
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return get().vertexShader;
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},
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set vertexShader(value) {
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get().vertexShader = value;
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},
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get fragmentShader() {
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return get().vertexShader;
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},
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set fragmentShader(value) {
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get().vertexShader = value;
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}
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};
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export {
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SubsurfaceScatteringShader
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};
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//# sourceMappingURL=SubsurfaceScatteringShader.js.map
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