three#ShaderChunk TypeScript Examples
The following examples show how to use
three#ShaderChunk.
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Example #1
Source File: SubsurfaceScatteringShader.ts From trois with MIT License | 5 votes |
meshphongFragHead = ShaderChunk.meshphong_frag.slice(0, ShaderChunk.meshphong_frag.indexOf('void main() {'))
Example #2
Source File: SubsurfaceScatteringShader.ts From trois with MIT License | 5 votes |
meshphongFragBody = ShaderChunk.meshphong_frag.slice(ShaderChunk.meshphong_frag.indexOf('void main() {'))
Example #3
Source File: SubsurfaceScatteringShader.ts From trois with MIT License | 5 votes |
SubsurfaceScatteringShader = {
uniforms: UniformsUtils.merge([
ShaderLib.phong.uniforms,
{
thicknessColor: { value: new Color(0xffffff) },
thicknessDistortion: { value: 0.1 },
thicknessAmbient: { value: 0.0 },
thicknessAttenuation: { value: 0.1 },
thicknessPower: { value: 2.0 },
thicknessScale: { value: 10.0 },
},
]),
vertexShader: `
#define USE_UV
${ShaderChunk.meshphong_vert}
`,
fragmentShader: `
#define USE_UV
#define SUBSURFACE
${meshphongFragHead}
uniform float thicknessPower;
uniform float thicknessScale;
uniform float thicknessDistortion;
uniform float thicknessAmbient;
uniform float thicknessAttenuation;
uniform vec3 thicknessColor;
void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {
#ifdef USE_COLOR
vec3 thickness = vColor * thicknessColor;
#else
vec3 thickness = thicknessColor;
#endif
vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));
float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;
}
` + meshphongFragBody.replace(
'#include <lights_fragment_begin>',
replaceAll(
ShaderChunk.lights_fragment_begin,
'RE_Direct( directLight, geometry, material, reflectedLight );',
`
RE_Direct( directLight, geometry, material, reflectedLight );
#if defined( SUBSURFACE ) && defined( USE_UV )
RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);
#endif
`
)
),
}