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custom lambert material
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| var rotX = [ | |
| "mat3 rotMat = mat3( vec3( 1.0, 0.0, 0.0 ), ", | |
| " vec3( 0.0, cos(theta), -sin(theta) ), ", | |
| " vec3( 0.0, sin(theta), cos(theta) ) );" | |
| ].join("\n"); | |
| var rotY = [ | |
| "mat3 rotMat = mat3( vec3( cos(theta), 0.0, sin(theta) ), ", | |
| " vec3( 0.0, 1.0, 0.0 ), ", | |
| " vec3( -sin(theta), 0.0, cos(theta) ) );" | |
| ].join("\n"); | |
| var rotZ = [ | |
| "mat3 rotMat = mat3( vec3( cos(theta), -sin(theta), 0.0 ), ", | |
| " vec3( sin(theta), cos(theta), 0.0 ), ", | |
| " vec3( 0.0, 0.0, 1.0 ) );" | |
| ].join("\n"); | |
| var ROTATION_MAT = rotY; | |
| var vertChunk = [ | |
| "vec4 mvPosition;", | |
| "float centerMorphMod = mod(abs(tangent.x), 1.0) * centerMorph;", | |
| "float theta = centerMorphMod * tangent.w * 6.28;", | |
| ROTATION_MAT, | |
| "vec3 center = tangent.xyz * rotMat;", | |
| "#ifdef USE_SKINNING", | |
| " mvPosition = modelViewMatrix * vec4( mix(skinned.xyz, center.xyz, centerMorph), skinned.w );", | |
| "#endif", | |
| "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )", | |
| " mvPosition = modelViewMatrix * vec4( mix(morphed, center.xyz, centerMorph), 1.0 );", | |
| "#endif", | |
| "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )", | |
| " mvPosition = modelViewMatrix * vec4( mix(position, center.xyz, centerMorph), 1.0 );", | |
| "#endif", | |
| "gl_Position = projectionMatrix * mvPosition;" | |
| ].join("\n"); | |
| var lambertVert = [ | |
| "#define LAMBERT", | |
| "attribute vec4 tangent;", | |
| "uniform float centerMorph;", | |
| "varying vec3 vLightFront;", | |
| "#ifdef DOUBLE_SIDED", | |
| " varying vec3 vLightBack;", | |
| "#endif", | |
| THREE.ShaderChunk[ "map_pars_vertex" ], | |
| THREE.ShaderChunk[ "lightmap_pars_vertex" ], | |
| THREE.ShaderChunk[ "envmap_pars_vertex" ], | |
| THREE.ShaderChunk[ "lights_lambert_pars_vertex" ], | |
| THREE.ShaderChunk[ "color_pars_vertex" ], | |
| THREE.ShaderChunk[ "morphtarget_pars_vertex" ], | |
| THREE.ShaderChunk[ "skinning_pars_vertex" ], | |
| THREE.ShaderChunk[ "shadowmap_pars_vertex" ], | |
| THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ], | |
| "void main() {", | |
| THREE.ShaderChunk[ "map_vertex" ], | |
| THREE.ShaderChunk[ "lightmap_vertex" ], | |
| THREE.ShaderChunk[ "color_vertex" ], | |
| THREE.ShaderChunk[ "morphnormal_vertex" ], | |
| THREE.ShaderChunk[ "skinbase_vertex" ], | |
| THREE.ShaderChunk[ "skinnormal_vertex" ], | |
| THREE.ShaderChunk[ "defaultnormal_vertex" ], | |
| THREE.ShaderChunk[ "morphtarget_vertex" ], | |
| THREE.ShaderChunk[ "skinning_vertex" ], | |
| //Here's where we insert the centroid stuff | |
| vertChunk, | |
| // THREE.ShaderChunk[ "default_vertex" ], | |
| THREE.ShaderChunk[ "logdepthbuf_vertex" ], | |
| THREE.ShaderChunk[ "worldpos_vertex" ], | |
| THREE.ShaderChunk[ "envmap_vertex" ], | |
| THREE.ShaderChunk[ "lights_lambert_vertex" ], | |
| THREE.ShaderChunk[ "shadowmap_vertex" ], | |
| "}" | |
| ].join("\n"); | |
| var attributes = { | |
| }; | |
| var uniforms = THREE.UniformsUtils.clone( THREE.ShaderLib.lambert.uniforms ); | |
| uniforms.centerMorph = { type: 'f', value: 0 }; | |
| // uniforms.opacity = { type: 'f', value: 0.2, }; | |
| var material = new THREE.ShaderMaterial({ | |
| // attributes: attributes, | |
| uniforms: uniforms, | |
| vertexShader: lambertVert, | |
| fragmentShader: THREE.ShaderLib.lambert.fragmentShader, | |
| morphTargets: true, | |
| shading: THREE.FlatShading, | |
| vertexColors: THREE.FaceColors, | |
| defines: {"LAMBERT":""}, | |
| lights: true, | |
| // transparent: true, | |
| // opacity: 0.2, | |
| }); | |
| material.index0AttributeName = "position"; | |
| module.exports = material; |
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