import { ShaderChunk } from 'three'; 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.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.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.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.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.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 };