Initial project import
This commit is contained in:
343
node_modules/three-stdlib/shaders/SSRShader.cjs
generated
vendored
Normal file
343
node_modules/three-stdlib/shaders/SSRShader.cjs
generated
vendored
Normal file
@@ -0,0 +1,343 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
|
||||
const THREE = require("three");
|
||||
const SSRShader = {
|
||||
defines: {
|
||||
MAX_STEP: 0,
|
||||
isPerspectiveCamera: true,
|
||||
isDistanceAttenuation: true,
|
||||
isFresnel: true,
|
||||
isInfiniteThick: false,
|
||||
isSelective: false
|
||||
},
|
||||
uniforms: {
|
||||
tDiffuse: { value: null },
|
||||
tNormal: { value: null },
|
||||
tMetalness: { value: null },
|
||||
tDepth: { value: null },
|
||||
cameraNear: { value: null },
|
||||
cameraFar: { value: null },
|
||||
resolution: { value: /* @__PURE__ */ new THREE.Vector2() },
|
||||
cameraProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
|
||||
cameraInverseProjectionMatrix: { value: /* @__PURE__ */ new THREE.Matrix4() },
|
||||
opacity: { value: 0.5 },
|
||||
maxDistance: { value: 180 },
|
||||
cameraRange: { value: 0 },
|
||||
surfDist: { value: 7e-3 },
|
||||
thickTolerance: { value: 0.03 }
|
||||
},
|
||||
vertexShader: (
|
||||
/* glsl */
|
||||
`
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vUv = uv;
|
||||
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
|
||||
}
|
||||
|
||||
`
|
||||
),
|
||||
fragmentShader: (
|
||||
/* glsl */
|
||||
`
|
||||
// precision highp float;
|
||||
precision highp sampler2D;
|
||||
varying vec2 vUv;
|
||||
uniform sampler2D tDepth;
|
||||
uniform sampler2D tNormal;
|
||||
uniform sampler2D tMetalness;
|
||||
uniform sampler2D tDiffuse;
|
||||
uniform float cameraRange;
|
||||
uniform vec2 resolution;
|
||||
uniform float opacity;
|
||||
uniform float cameraNear;
|
||||
uniform float cameraFar;
|
||||
uniform float maxDistance;
|
||||
uniform float surfDist;
|
||||
uniform mat4 cameraProjectionMatrix;
|
||||
uniform mat4 cameraInverseProjectionMatrix;
|
||||
uniform float thickTolerance;
|
||||
#include <packing>
|
||||
float pointToLineDistance(vec3 x0, vec3 x1, vec3 x2) {
|
||||
//x0: point, x1: linePointA, x2: linePointB
|
||||
//https://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
|
||||
return length(cross(x0-x1,x0-x2))/length(x2-x1);
|
||||
}
|
||||
float pointPlaneDistance(vec3 point,vec3 planePoint,vec3 planeNormal){
|
||||
// https://mathworld.wolfram.com/Point-PlaneDistance.html
|
||||
//// https://en.wikipedia.org/wiki/Plane_(geometry)
|
||||
//// http://paulbourke.net/geometry/pointlineplane/
|
||||
float a=planeNormal.x,b=planeNormal.y,c=planeNormal.z;
|
||||
float x0=point.x,y0=point.y,z0=point.z;
|
||||
float x=planePoint.x,y=planePoint.y,z=planePoint.z;
|
||||
float d=-(a*x+b*y+c*z);
|
||||
float distance=(a*x0+b*y0+c*z0+d)/sqrt(a*a+b*b+c*c);
|
||||
return distance;
|
||||
}
|
||||
float getDepth( const in vec2 uv ) {
|
||||
return texture2D( tDepth, uv ).x;
|
||||
}
|
||||
float getViewZ( const in float depth ) {
|
||||
#ifdef isPerspectiveCamera
|
||||
return perspectiveDepthToViewZ( depth, cameraNear, cameraFar );
|
||||
#else
|
||||
return orthographicDepthToViewZ( depth, cameraNear, cameraFar );
|
||||
#endif
|
||||
}
|
||||
vec3 getViewPosition( const in vec2 uv, const in float depth/*clip space*/, const in float clipW ) {
|
||||
vec4 clipPosition = vec4( ( vec3( uv, depth ) - 0.5 ) * 2.0, 1.0 );//ndc
|
||||
clipPosition *= clipW; //clip
|
||||
return ( cameraInverseProjectionMatrix * clipPosition ).xyz;//view
|
||||
}
|
||||
vec3 getViewNormal( const in vec2 uv ) {
|
||||
return unpackRGBToNormal( texture2D( tNormal, uv ).xyz );
|
||||
}
|
||||
vec2 viewPositionToXY(vec3 viewPosition){
|
||||
vec2 xy;
|
||||
vec4 clip=cameraProjectionMatrix*vec4(viewPosition,1);
|
||||
xy=clip.xy;//clip
|
||||
float clipW=clip.w;
|
||||
xy/=clipW;//NDC
|
||||
xy=(xy+1.)/2.;//uv
|
||||
xy*=resolution;//screen
|
||||
return xy;
|
||||
}
|
||||
void main(){
|
||||
#ifdef isSelective
|
||||
float metalness=texture2D(tMetalness,vUv).r;
|
||||
if(metalness==0.) return;
|
||||
#endif
|
||||
|
||||
float depth = getDepth( vUv );
|
||||
float viewZ = getViewZ( depth );
|
||||
if(-viewZ>=cameraFar) return;
|
||||
|
||||
float clipW = cameraProjectionMatrix[2][3] * viewZ+cameraProjectionMatrix[3][3];
|
||||
vec3 viewPosition=getViewPosition( vUv, depth, clipW );
|
||||
|
||||
vec2 d0=gl_FragCoord.xy;
|
||||
vec2 d1;
|
||||
|
||||
vec3 viewNormal=getViewNormal( vUv );
|
||||
|
||||
#ifdef isPerspectiveCamera
|
||||
vec3 viewIncidenceDir=normalize(viewPosition);
|
||||
vec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);
|
||||
#else
|
||||
vec3 viewIncidenceDir=vec3(0,0,-1);
|
||||
vec3 viewReflectDir=reflect(viewIncidenceDir,viewNormal);
|
||||
#endif
|
||||
|
||||
float maxReflectRayLen=maxDistance/dot(-viewIncidenceDir,viewNormal);
|
||||
// dot(a,b)==length(a)*length(b)*cos(theta) // https://www.mathsisfun.com/algebra/vectors-dot-product.html
|
||||
// if(a.isNormalized&&b.isNormalized) dot(a,b)==cos(theta)
|
||||
// maxDistance/maxReflectRayLen=cos(theta)
|
||||
// maxDistance/maxReflectRayLen==dot(a,b)
|
||||
// maxReflectRayLen==maxDistance/dot(a,b)
|
||||
|
||||
vec3 d1viewPosition=viewPosition+viewReflectDir*maxReflectRayLen;
|
||||
#ifdef isPerspectiveCamera
|
||||
if(d1viewPosition.z>-cameraNear){
|
||||
//https://tutorial.math.lamar.edu/Classes/CalcIII/EqnsOfLines.aspx
|
||||
float t=(-cameraNear-viewPosition.z)/viewReflectDir.z;
|
||||
d1viewPosition=viewPosition+viewReflectDir*t;
|
||||
}
|
||||
#endif
|
||||
d1=viewPositionToXY(d1viewPosition);
|
||||
|
||||
float totalLen=length(d1-d0);
|
||||
float xLen=d1.x-d0.x;
|
||||
float yLen=d1.y-d0.y;
|
||||
float totalStep=max(abs(xLen),abs(yLen));
|
||||
float xSpan=xLen/totalStep;
|
||||
float ySpan=yLen/totalStep;
|
||||
for(float i=0.;i<MAX_STEP;i++){
|
||||
if(i>=totalStep) break;
|
||||
vec2 xy=vec2(d0.x+i*xSpan,d0.y+i*ySpan);
|
||||
if(xy.x<0.||xy.x>resolution.x||xy.y<0.||xy.y>resolution.y) break;
|
||||
float s=length(xy-d0)/totalLen;
|
||||
vec2 uv=xy/resolution;
|
||||
|
||||
float d = getDepth(uv);
|
||||
float vZ = getViewZ( d );
|
||||
if(-vZ>=cameraFar) continue;
|
||||
float cW = cameraProjectionMatrix[2][3] * vZ+cameraProjectionMatrix[3][3];
|
||||
vec3 vP=getViewPosition( uv, d, cW );
|
||||
|
||||
#ifdef isPerspectiveCamera
|
||||
// https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
|
||||
float recipVPZ=1./viewPosition.z;
|
||||
float viewReflectRayZ=1./(recipVPZ+s*(1./d1viewPosition.z-recipVPZ));
|
||||
float sD=surfDist*cW;
|
||||
#else
|
||||
float viewReflectRayZ=viewPosition.z+s*(d1viewPosition.z-viewPosition.z);
|
||||
float sD=surfDist;
|
||||
#endif
|
||||
if(viewReflectRayZ-sD>vZ) continue;
|
||||
|
||||
#ifdef isInfiniteThick
|
||||
if(viewReflectRayZ+thickTolerance*clipW<vP.z) break;
|
||||
#endif
|
||||
float away=pointToLineDistance(vP,viewPosition,d1viewPosition);
|
||||
|
||||
float op=opacity;
|
||||
|
||||
if(away<sD){
|
||||
vec3 vN=getViewNormal( uv );
|
||||
if(dot(viewReflectDir,vN)>=0.) continue;
|
||||
float distance=pointPlaneDistance(vP,viewPosition,viewNormal);
|
||||
if(distance>maxDistance) break;
|
||||
#ifdef isDistanceAttenuation
|
||||
float ratio=1.-(distance/maxDistance);
|
||||
float attenuation=ratio*ratio;
|
||||
op=opacity*attenuation;
|
||||
#endif
|
||||
#ifdef isFresnel
|
||||
float fresnel=(dot(viewIncidenceDir,viewReflectDir)+1.)/2.;
|
||||
op*=fresnel;
|
||||
#endif
|
||||
vec4 reflectColor=texture2D(tDiffuse,uv);
|
||||
gl_FragColor.xyz=reflectColor.xyz;
|
||||
gl_FragColor.a=op;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
`
|
||||
)
|
||||
};
|
||||
const SSRDepthShader = {
|
||||
defines: {
|
||||
PERSPECTIVE_CAMERA: 1
|
||||
},
|
||||
uniforms: {
|
||||
tDepth: { value: null },
|
||||
cameraNear: { value: null },
|
||||
cameraFar: { value: null }
|
||||
},
|
||||
vertexShader: (
|
||||
/* glsl */
|
||||
`
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
|
||||
}
|
||||
|
||||
`
|
||||
),
|
||||
fragmentShader: (
|
||||
/* glsl */
|
||||
`
|
||||
|
||||
uniform sampler2D tDepth;
|
||||
|
||||
uniform float cameraNear;
|
||||
uniform float cameraFar;
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
#include <packing>
|
||||
|
||||
float getLinearDepth( const in vec2 uv ) {
|
||||
|
||||
#if PERSPECTIVE_CAMERA == 1
|
||||
|
||||
float fragCoordZ = texture2D( tDepth, uv ).x;
|
||||
float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
|
||||
return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
|
||||
|
||||
#else
|
||||
|
||||
return texture2D( tDepth, uv ).x;
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
float depth = getLinearDepth( vUv );
|
||||
float d = 1.0 - depth;
|
||||
// d=(d-.999)*1000.;
|
||||
gl_FragColor = vec4( vec3( d ), 1.0 );
|
||||
|
||||
}
|
||||
|
||||
`
|
||||
)
|
||||
};
|
||||
const SSRBlurShader = {
|
||||
uniforms: {
|
||||
tDiffuse: { value: null },
|
||||
resolution: { value: /* @__PURE__ */ new THREE.Vector2() },
|
||||
opacity: { value: 0.5 }
|
||||
},
|
||||
vertexShader: (
|
||||
/* glsl */
|
||||
`
|
||||
|
||||
varying vec2 vUv;
|
||||
|
||||
void main() {
|
||||
|
||||
vUv = uv;
|
||||
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
|
||||
}
|
||||
|
||||
`
|
||||
),
|
||||
fragmentShader: (
|
||||
/* glsl */
|
||||
`
|
||||
|
||||
uniform sampler2D tDiffuse;
|
||||
uniform vec2 resolution;
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
//reverse engineering from PhotoShop blur filter, then change coefficient
|
||||
|
||||
vec2 texelSize = ( 1.0 / resolution );
|
||||
|
||||
vec4 c=texture2D(tDiffuse,vUv);
|
||||
|
||||
vec2 offset;
|
||||
|
||||
offset=(vec2(-1,0))*texelSize;
|
||||
vec4 cl=texture2D(tDiffuse,vUv+offset);
|
||||
|
||||
offset=(vec2(1,0))*texelSize;
|
||||
vec4 cr=texture2D(tDiffuse,vUv+offset);
|
||||
|
||||
offset=(vec2(0,-1))*texelSize;
|
||||
vec4 cb=texture2D(tDiffuse,vUv+offset);
|
||||
|
||||
offset=(vec2(0,1))*texelSize;
|
||||
vec4 ct=texture2D(tDiffuse,vUv+offset);
|
||||
|
||||
// float coeCenter=.5;
|
||||
// float coeSide=.125;
|
||||
float coeCenter=.2;
|
||||
float coeSide=.2;
|
||||
float a=c.a*coeCenter+cl.a*coeSide+cr.a*coeSide+cb.a*coeSide+ct.a*coeSide;
|
||||
vec3 rgb=(c.rgb*c.a*coeCenter+cl.rgb*cl.a*coeSide+cr.rgb*cr.a*coeSide+cb.rgb*cb.a*coeSide+ct.rgb*ct.a*coeSide)/a;
|
||||
gl_FragColor=vec4(rgb,a);
|
||||
|
||||
}
|
||||
`
|
||||
)
|
||||
};
|
||||
exports.SSRBlurShader = SSRBlurShader;
|
||||
exports.SSRDepthShader = SSRDepthShader;
|
||||
exports.SSRShader = SSRShader;
|
||||
//# sourceMappingURL=SSRShader.cjs.map
|
||||
Reference in New Issue
Block a user