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- import { ShaderChunk } from 'three';
- /**
- * @module CSMShader
- * @three_import import { CSMShader } from 'three/addons/csm/CSMShader.js';
- */
- /**
- * The object that holds the GLSL enhancements to enable CSM. This
- * code is injected into the built-in material shaders by {@link CSM}.
- *
- * @type {Object}
- */
- const CSMShader = {
- lights_fragment_begin: /* glsl */`
- vec3 geometryPosition = - vViewPosition;
- vec3 geometryNormal = normal;
- vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );
- vec3 geometryClearcoatNormal = vec3( 0.0 );
- #ifdef USE_CLEARCOAT
- geometryClearcoatNormal = clearcoatNormal;
- #endif
- #ifdef USE_IRIDESCENCE
- float dotNVi = saturate( dot( normal, geometryViewDir ) );
- if ( material.iridescenceThickness == 0.0 ) {
- material.iridescence = 0.0;
- } else {
- material.iridescence = saturate( material.iridescence );
- }
- if ( material.iridescence > 0.0 ) {
- material.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );
- // Iridescence F0 approximation
- material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );
- }
- #endif
- IncidentLight directLight;
- #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
- PointLight pointLight;
- #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
- PointLightShadow pointLightShadow;
- #endif
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
- pointLight = pointLights[ i ];
- getPointLightInfo( pointLight, geometryPosition, directLight );
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
- pointLightShadow = pointLightShadows[ i ];
- directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
- #endif
- RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
- }
- #pragma unroll_loop_end
- #endif
- #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
- SpotLight spotLight;
- vec4 spotColor;
- vec3 spotLightCoord;
- bool inSpotLightMap;
- #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
- SpotLightShadow spotLightShadow;
- #endif
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
- spotLight = spotLights[ i ];
- getSpotLightInfo( spotLight, geometryPosition, directLight );
- // spot lights are ordered [shadows with maps, shadows without maps, maps without shadows, none]
- #if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
- #define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX
- #elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
- #define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS
- #else
- #define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )
- #endif
- #if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )
- spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;
- inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );
- spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );
- directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;
- #endif
- #undef SPOT_LIGHT_MAP_INDEX
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
- spotLightShadow = spotLightShadows[ i ];
- directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;
- #endif
- RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
- }
- #pragma unroll_loop_end
- #endif
- #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && defined( USE_CSM ) && defined( CSM_CASCADES )
- DirectionalLight directionalLight;
- float linearDepth = (vViewPosition.z) / (shadowFar - cameraNear);
- #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
- DirectionalLightShadow directionalLightShadow;
- #endif
- #if defined( USE_SHADOWMAP ) && defined( CSM_FADE )
- vec2 cascade;
- float cascadeCenter;
- float closestEdge;
- float margin;
- float csmx;
- float csmy;
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
- directionalLight = directionalLights[ i ];
- getDirectionalLightInfo( directionalLight, directLight );
- #if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
- // NOTE: Depth gets larger away from the camera.
- // cascade.x is closer, cascade.y is further
- cascade = CSM_cascades[ i ];
- cascadeCenter = ( cascade.x + cascade.y ) / 2.0;
- closestEdge = linearDepth < cascadeCenter ? cascade.x : cascade.y;
- margin = 0.25 * pow( closestEdge, 2.0 );
- csmx = cascade.x - margin / 2.0;
- csmy = cascade.y + margin / 2.0;
- if( linearDepth >= csmx && ( linearDepth < csmy || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 ) ) {
- float dist = min( linearDepth - csmx, csmy - linearDepth );
- float ratio = clamp( dist / margin, 0.0, 1.0 );
- vec3 prevColor = directLight.color;
- directionalLightShadow = directionalLightShadows[ i ];
- directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
- bool shouldFadeLastCascade = UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth > cascadeCenter;
- directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 );
- ReflectedLight prevLight = reflectedLight;
- RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
- bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter;
- float blendRatio = shouldBlend ? ratio : 1.0;
- reflectedLight.directDiffuse = mix( prevLight.directDiffuse, reflectedLight.directDiffuse, blendRatio );
- reflectedLight.directSpecular = mix( prevLight.directSpecular, reflectedLight.directSpecular, blendRatio );
- reflectedLight.indirectDiffuse = mix( prevLight.indirectDiffuse, reflectedLight.indirectDiffuse, blendRatio );
- reflectedLight.indirectSpecular = mix( prevLight.indirectSpecular, reflectedLight.indirectSpecular, blendRatio );
- }
- #endif
- }
- #pragma unroll_loop_end
- #elif defined (USE_SHADOWMAP)
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
- directionalLight = directionalLights[ i ];
- getDirectionalLightInfo( directionalLight, directLight );
- #if ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
- directionalLightShadow = directionalLightShadows[ i ];
- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
- if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
- #endif
- }
- #pragma unroll_loop_end
- #elif ( NUM_DIR_LIGHT_SHADOWS > 0 )
- // note: no loop here - all CSM lights are in fact one light only
- getDirectionalLightInfo( directionalLights[0], directLight );
- RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
- #endif
- #if ( NUM_DIR_LIGHTS > NUM_DIR_LIGHT_SHADOWS)
- // compute the lights not casting shadows (if any)
- #pragma unroll_loop_start
- for ( int i = NUM_DIR_LIGHT_SHADOWS; i < NUM_DIR_LIGHTS; i ++ ) {
- directionalLight = directionalLights[ i ];
- getDirectionalLightInfo( directionalLight, directLight );
- RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
- }
- #pragma unroll_loop_end
- #endif
- #endif
- #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct ) && !defined( USE_CSM ) && !defined( CSM_CASCADES )
- DirectionalLight directionalLight;
- #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
- DirectionalLightShadow directionalLightShadow;
- #endif
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
- directionalLight = directionalLights[ i ];
- getDirectionalLightInfo( directionalLight, directLight );
- #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
- directionalLightShadow = directionalLightShadows[ i ];
- directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
- #endif
- RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
- }
- #pragma unroll_loop_end
- #endif
- #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
- RectAreaLight rectAreaLight;
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
- rectAreaLight = rectAreaLights[ i ];
- RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
- }
- #pragma unroll_loop_end
- #endif
- #if defined( RE_IndirectDiffuse )
- vec3 iblIrradiance = vec3( 0.0 );
- vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
- #if defined( USE_LIGHT_PROBES )
- irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );
- #endif
- #if ( NUM_HEMI_LIGHTS > 0 )
- #pragma unroll_loop_start
- for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
- irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );
- }
- #pragma unroll_loop_end
- #endif
- #endif
- #if defined( RE_IndirectSpecular )
- vec3 radiance = vec3( 0.0 );
- vec3 clearcoatRadiance = vec3( 0.0 );
- #endif
- `,
- lights_pars_begin: /* glsl */`
- #if defined( USE_CSM ) && defined( CSM_CASCADES )
- uniform vec2 CSM_cascades[CSM_CASCADES];
- uniform float cameraNear;
- uniform float shadowFar;
- #endif
- ` + ShaderChunk.lights_pars_begin
- };
- export { CSMShader };
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